<?xml version="1.0"?>
<doc>
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            <summary>VERSION_1_1_DEPRECATED (PixelInternalFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY8">
            <summary>VERSION_1_1_DEPRECATED (PixelInternalFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY12">
            <summary>VERSION_1_1_DEPRECATED (PixelInternalFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY16">
            <summary>VERSION_1_1_DEPRECATED (PixelInternalFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.V2F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.C4UB_V2F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.C4UB_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.C3F_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.N3F_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.C4F_N3F_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T4F_V4F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_C4UB_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_C3F_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_N3F_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_C4F_N3F_V3F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T4F_C4F_N3F_V4F">
            <summary>VERSION_1_1_DEPRECATED (InterleavedArrayFormat)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_PLANE0">
            <summary>VERSION_1_1_DEPRECATED (ClipPlaneName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_PLANE1">
            <summary>VERSION_1_1_DEPRECATED (ClipPlaneName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_PLANE2">
            <summary>VERSION_1_1_DEPRECATED (ClipPlaneName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_PLANE3">
            <summary>VERSION_1_1_DEPRECATED (ClipPlaneName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_PLANE4">
            <summary>VERSION_1_1_DEPRECATED (ClipPlaneName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_PLANE5">
            <summary>VERSION_1_1_DEPRECATED (ClipPlaneName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT0">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT1">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT2">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT3">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT4">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT5">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT6">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT7">
            <summary>VERSION_1_1_DEPRECATED (LightName)</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_BYTE_3_3_2">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_4_4_4_4">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_5_5_5_1">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_8_8_8_8">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_10_10_10_2">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_3D">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_SKIP_IMAGES">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_IMAGE_HEIGHT">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_SKIP_IMAGES">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_IMAGE_HEIGHT">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_3D">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_3D">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_DEPTH">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_WRAP_R">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_3D_TEXTURE_SIZE">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_BYTE_2_3_3_REV">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_5_6_5">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_5_6_5_REV">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_4_4_4_4_REV">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_1_5_5_5_REV">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_8_8_8_8_REV">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_2_10_10_10_REV">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BGR">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BGRA">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ELEMENTS_VERTICES">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ELEMENTS_INDICES">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_TO_EDGE">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MIN_LOD">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_LOD">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BASE_LEVEL">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_LEVEL">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SMOOTH_POINT_SIZE_RANGE">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SMOOTH_POINT_SIZE_GRANULARITY">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SMOOTH_LINE_WIDTH_RANGE">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SMOOTH_LINE_WIDTH_GRANULARITY">
            <summary>VERSION_1_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALIASED_LINE_WIDTH_RANGE">
            <summary>VERSION_1_2</summary>
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        <member name="F:OpenGL4NET.GL.RESCALE_NORMAL">
            <summary>VERSION_1_2_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.LIGHT_MODEL_COLOR_CONTROL">
            <summary>VERSION_1_2_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.SINGLE_COLOR">
            <summary>VERSION_1_2_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.SEPARATE_SPECULAR_COLOR">
            <summary>VERSION_1_2_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.ALIASED_POINT_SIZE_RANGE">
            <summary>VERSION_1_2_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.CONSTANT_COLOR">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.ONE_MINUS_CONSTANT_COLOR">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.CONSTANT_ALPHA">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.ONE_MINUS_CONSTANT_ALPHA">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.BLEND_COLOR">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.FUNC_ADD">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.MIN">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.MAX">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.BLEND_EQUATION">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.FUNC_SUBTRACT">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.FUNC_REVERSE_SUBTRACT">
            <summary>ARB_imaging</summary>
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        <member name="F:OpenGL4NET.GL.CONVOLUTION_1D">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.CONVOLUTION_2D">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.SEPARABLE_2D">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.CONVOLUTION_BORDER_MODE">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.CONVOLUTION_FILTER_SCALE">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.CONVOLUTION_FILTER_BIAS">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.REDUCE">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.CONVOLUTION_FORMAT">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.CONVOLUTION_WIDTH">
            <summary>ARB_imaging_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_HEIGHT">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.MAX_CONVOLUTION_WIDTH">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.MAX_CONVOLUTION_HEIGHT">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_RED_SCALE">
            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_GREEN_SCALE">
            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_GREEN_SCALE">
            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>ARB_imaging_DEPRECATED</summary>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE26">
            <summary>VERSION_1_3</summary>
        </member>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE30">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE31">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.ACTIVE_TEXTURE">
            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE">
            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_COVERAGE">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_ONE">
            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_COVERAGE">
            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_BUFFERS">
            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLES">
            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_COVERAGE_VALUE">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.SAMPLE_COVERAGE_INVERT">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP">
            <summary>VERSION_1_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_CUBE_MAP">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_X">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_NEGATIVE_X">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_Y">
            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_CUBE_MAP">
            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.COMPRESSED_RGB">
            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.COMPRESSED_RGBA">
            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_COMPRESSED">
            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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        <member name="F:OpenGL4NET.GL.COMPRESSED_TEXTURE_FORMATS">
            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_UNITS">
            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.REFLECTION_MAP">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.COMPRESSED_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.COMPRESSED_LUMINANCE">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.COMPRESSED_LUMINANCE_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.COMPRESSED_INTENSITY">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.COMBINE">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_RGB">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE0_RGB">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE1_RGB">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE2_RGB">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE0_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE1_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE2_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND0_RGB">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND1_RGB">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND2_RGB">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND0_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND1_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND2_ALPHA">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.RGB_SCALE">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.ADD_SIGNED">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.INTERPOLATE">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.SUBTRACT">
            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.DOT3_RGBA">
            <summary>VERSION_1_3_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.BLEND_DST_RGB">
            <summary>VERSION_1_4</summary>
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        <member name="F:OpenGL4NET.GL.BLEND_SRC_RGB">
            <summary>VERSION_1_4</summary>
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        <member name="F:OpenGL4NET.GL.BLEND_DST_ALPHA">
            <summary>VERSION_1_4</summary>
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        <member name="F:OpenGL4NET.GL.BLEND_SRC_ALPHA">
            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4</summary>
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            <summary>VERSION_1_4_DEPRECATED</summary>
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            <summary>VERSION_1_4_DEPRECATED</summary>
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            <summary>VERSION_1_4_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.DRAW_BUFFER3">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER4">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER5">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER6">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER7">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER8">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER9">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER10">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER11">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER12">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER13">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER14">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER15">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_EQUATION_ALPHA">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_ATTRIBS">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_NORMALIZED">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_IMAGE_UNITS">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_SHADER">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_UNIFORM_COMPONENTS">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.MAX_VERTEX_UNIFORM_COMPONENTS">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.MAX_VARYING_FLOATS">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.SHADER_TYPE">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.FLOAT_VEC2">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_VEC3">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_VEC4">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.INT_VEC2">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_VEC3">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_VEC4">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.BOOL">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.BOOL_VEC2">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BOOL_VEC3">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.BOOL_VEC4">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.FLOAT_MAT2">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_MAT3">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_MAT4">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_1D">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_3D">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_CUBE">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_1D_SHADOW">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_SHADOW">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.DELETE_STATUS">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.COMPILE_STATUS">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.LINK_STATUS">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.VALIDATE_STATUS">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INFO_LOG_LENGTH">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATTACHED_SHADERS">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.ACTIVE_UNIFORMS">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_UNIFORM_MAX_LENGTH">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.SHADER_SOURCE_LENGTH">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_ATTRIBUTES">
            <summary>VERSION_2_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_ATTRIBUTE_MAX_LENGTH">
            <summary>VERSION_2_0</summary>
        </member>
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            <summary>VERSION_2_0</summary>
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            <summary>VERSION_2_0</summary>
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            <summary>VERSION_2_0</summary>
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            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.LOWER_LEFT">
            <summary>VERSION_2_0</summary>
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        <member name="F:OpenGL4NET.GL.UPPER_LEFT">
            <summary>VERSION_2_0</summary>
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            <summary>VERSION_2_0</summary>
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            <summary>VERSION_2_0</summary>
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            <summary>VERSION_2_0</summary>
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            <summary>VERSION_2_0_DEPRECATED</summary>
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        <member name="F:OpenGL4NET.GL.POINT_SPRITE">
            <summary>VERSION_2_0_DEPRECATED</summary>
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            <summary>VERSION_2_0_DEPRECATED</summary>
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            <summary>VERSION_2_0_DEPRECATED</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1</summary>
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            <summary>VERSION_2_1_DEPRECATED</summary>
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            <summary>VERSION_2_1_DEPRECATED</summary>
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            <summary>VERSION_2_1_DEPRECATED</summary>
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            <summary>VERSION_3_0</summary>
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            <summary>VERSION_3_0</summary>
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        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_CUBE">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_1D_ARRAY">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_2D_ARRAY">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_WAIT">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_NO_WAIT">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_BY_REGION_WAIT">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_BY_REGION_NO_WAIT">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_ACCESS_FLAGS">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_MAP_LENGTH">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_MAP_OFFSET">
            <summary>VERSION_3_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_VERTEX_COLOR">
            <summary>VERSION_3_0_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_FRAGMENT_COLOR">
            <summary>VERSION_3_0_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_INTEGER">
            <summary>VERSION_3_0_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_RECT">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_RECT_SHADOW">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_BUFFER">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_2D_RECT">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_BUFFER">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_2D_RECT">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_BUFFER">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_BUFFER_SIZE">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_BUFFER">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_DATA_STORE_BINDING">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_FORMAT">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RECTANGLE">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_RECTANGLE">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_RECTANGLE">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_RECTANGLE_TEXTURE_SIZE">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RED_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R8_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG8_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB8_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA8_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R16_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG16_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB16_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA16_SNORM">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_NORMALIZED">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMITIVE_RESTART">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMITIVE_RESTART_INDEX">
            <summary>VERSION_3_1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONTEXT_CORE_PROFILE_BIT">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONTEXT_COMPATIBILITY_PROFILE_BIT">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINES_ADJACENCY">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINE_STRIP_ADJACENCY">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLES_ADJACENCY">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLE_STRIP_ADJACENCY">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_POINT_SIZE">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_TEXTURE_IMAGE_UNITS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_LAYERED">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_SHADER">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_VERTICES_OUT">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_INPUT_TYPE">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_OUTPUT_TYPE">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_UNIFORM_COMPONENTS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_OUTPUT_VERTICES">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_OUTPUT_COMPONENTS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_INPUT_COMPONENTS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_OUTPUT_COMPONENTS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_INPUT_COMPONENTS">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONTEXT_PROFILE_MASK">
            <summary>VERSION_3_2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_DIVISOR">
            <summary>VERSION_3_3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_SHADING">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_SAMPLE_SHADING_VALUE">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_PROGRAM_TEXTURE_GATHER_OFFSET">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_TEXTURE_GATHER_OFFSET">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_ARRAY">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_CUBE_MAP_ARRAY">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_CUBE_MAP_ARRAY">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_CUBE_MAP_ARRAY">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_CUBE_MAP_ARRAY_SHADOW">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_CUBE_MAP_ARRAY">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY">
            <summary>VERSION_4_0</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE0_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE1_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE2_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE3_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE4_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE5_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE6_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE7_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE8_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE9_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE10_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE11_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE12_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE13_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE14_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE15_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE16_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE17_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE18_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE19_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE20_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE21_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE22_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE23_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE24_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE25_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE26_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE27_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE28_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE29_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE30_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE31_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_TEXTURE_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIENT_ACTIVE_TEXTURE_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_UNITS_ARB">
            <summary>ARB_multitexture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSPOSE_MODELVIEW_MATRIX_ARB">
            <summary>ARB_transpose_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSPOSE_PROJECTION_MATRIX_ARB">
            <summary>ARB_transpose_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSPOSE_TEXTURE_MATRIX_ARB">
            <summary>ARB_transpose_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSPOSE_COLOR_MATRIX_ARB">
            <summary>ARB_transpose_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_COVERAGE_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_ONE_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_COVERAGE_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_BUFFERS_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLES_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_COVERAGE_VALUE_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_COVERAGE_INVERT_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_BIT_ARB">
            <summary>ARB_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_MAP_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REFLECTION_MAP_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_CUBE_MAP_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_X_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_NEGATIVE_X_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_Y_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_Z_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_CUBE_MAP_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_CUBE_MAP_TEXTURE_SIZE_ARB">
            <summary>ARB_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_ALPHA_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_LUMINANCE_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_LUMINANCE_ALPHA_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_INTENSITY_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGB_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGBA_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COMPRESSION_HINT_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COMPRESSED_IMAGE_SIZE_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COMPRESSED_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_COMPRESSED_TEXTURE_FORMATS_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_TEXTURE_FORMATS_ARB">
            <summary>ARB_texture_compression</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_TO_BORDER_ARB">
            <summary>ARB_texture_border_clamp</summary>
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        <member name="F:OpenGL4NET.GL.POINT_SIZE_MIN_ARB">
            <summary>ARB_point_parameters</summary>
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        <member name="F:OpenGL4NET.GL.POINT_SIZE_MAX_ARB">
            <summary>ARB_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_FADE_THRESHOLD_SIZE_ARB">
            <summary>ARB_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_DISTANCE_ATTENUATION_ARB">
            <summary>ARB_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_UNITS_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_VERTEX_UNITS_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WEIGHT_SUM_UNITY_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_BLEND_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_WEIGHT_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WEIGHT_ARRAY_TYPE_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WEIGHT_ARRAY_STRIDE_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WEIGHT_ARRAY_SIZE_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WEIGHT_ARRAY_POINTER_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WEIGHT_ARRAY_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW0_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW1_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW2_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW3_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW4_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW5_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW6_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW7_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW8_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW9_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW10_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW11_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW12_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW13_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW14_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW15_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW16_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW17_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW18_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW19_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW20_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW21_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW22_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW23_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW24_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW25_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW26_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW27_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW28_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW29_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW30_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW31_ARB">
            <summary>ARB_vertex_blend</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX_PALETTE_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_MATRIX_PALETTE_STACK_DEPTH_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PALETTE_MATRICES_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_PALETTE_MATRIX_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX_INDEX_ARRAY_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_MATRIX_INDEX_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX_INDEX_ARRAY_SIZE_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX_INDEX_ARRAY_TYPE_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX_INDEX_ARRAY_STRIDE_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX_INDEX_ARRAY_POINTER_ARB">
            <summary>ARB_matrix_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_RGB_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_ALPHA_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE0_RGB_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE1_RGB_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE2_RGB_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE0_ALPHA_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE1_ALPHA_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE2_ALPHA_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND0_RGB_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND1_RGB_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND2_RGB_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND0_ALPHA_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND1_ALPHA_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND2_ALPHA_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_SCALE_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ADD_SIGNED_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERPOLATE_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SUBTRACT_ARB">
            <summary>ARB_texture_env_combine</summary>
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        <member name="F:OpenGL4NET.GL.CONSTANT_ARB">
            <summary>ARB_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMARY_COLOR_ARB">
            <summary>ARB_texture_env_combine</summary>
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        <member name="F:OpenGL4NET.GL.PREVIOUS_ARB">
            <summary>ARB_texture_env_combine</summary>
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        <member name="F:OpenGL4NET.GL.DOT3_RGB_ARB">
            <summary>ARB_texture_env_dot3</summary>
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        <member name="F:OpenGL4NET.GL.DOT3_RGBA_ARB">
            <summary>ARB_texture_env_dot3</summary>
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        <member name="F:OpenGL4NET.GL.MIRRORED_REPEAT_ARB">
            <summary>ARB_texture_mirrored_repeat</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH_COMPONENT16_ARB">
            <summary>ARB_depth_texture</summary>
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            <summary>ARB_depth_texture</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH_COMPONENT32_ARB">
            <summary>ARB_depth_texture</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_DEPTH_SIZE_ARB">
            <summary>ARB_depth_texture</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH_TEXTURE_MODE_ARB">
            <summary>ARB_depth_texture</summary>
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            <summary>ARB_shadow_ambient</summary>
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        <member name="F:OpenGL4NET.GL.COLOR_SUM_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.VERTEX_PROGRAM_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_ENABLED_ARB">
            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_STRING_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_MATRICES_ARB">
            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.CURRENT_MATRIX_ARB">
            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_VERTEX_ATTRIBS_ARB">
            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_FORMAT_ASCII_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_FORMAT_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_INSTRUCTIONS_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_INSTRUCTIONS_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_NATIVE_INSTRUCTIONS_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB">
            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_NATIVE_TEMPORARIES_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_NATIVE_TEMPORARIES_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_PARAMETERS_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_PARAMETERS_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_NATIVE_PARAMETERS_ARB">
            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_NATIVE_PARAMETERS_ARB">
            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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            <summary>ARB_vertex_program</summary>
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        <member name="F:OpenGL4NET.GL.PROGRAM_NATIVE_ATTRIBS_ARB">
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        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_NATIVE_ATTRIBS_ARB">
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            <summary>ARB_vertex_buffer_object</summary>
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        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WEIGHT_ARRAY_BUFFER_BINDING_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_ONLY_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WRITE_ONLY_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_WRITE_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_ACCESS_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_MAPPED_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_MAP_POINTER_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STREAM_DRAW_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STREAM_READ_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STREAM_COPY_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STATIC_DRAW_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STATIC_READ_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STATIC_COPY_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DYNAMIC_DRAW_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DYNAMIC_READ_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DYNAMIC_COPY_ARB">
            <summary>ARB_vertex_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_COUNTER_BITS_ARB">
            <summary>ARB_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_QUERY_ARB">
            <summary>ARB_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_RESULT_ARB">
            <summary>ARB_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_RESULT_AVAILABLE_ARB">
            <summary>ARB_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLES_PASSED_ARB">
            <summary>ARB_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_OBJECT_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_OBJECT_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_TYPE_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_SUBTYPE_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_VEC2_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_VEC3_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_VEC4_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_VEC2_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_VEC3_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_VEC4_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BOOL_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BOOL_VEC2_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BOOL_VEC3_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BOOL_VEC4_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_MAT2_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_MAT3_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_MAT4_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_1D_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_3D_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_CUBE_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_1D_SHADOW_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_SHADOW_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_RECT_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_RECT_SHADOW_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_DELETE_STATUS_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_COMPILE_STATUS_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_LINK_STATUS_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_VALIDATE_STATUS_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_INFO_LOG_LENGTH_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_ATTACHED_OBJECTS_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_ACTIVE_UNIFORMS_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_SHADER_SOURCE_LENGTH_ARB">
            <summary>ARB_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_ARB">
            <summary>ARB_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_UNIFORM_COMPONENTS_ARB">
            <summary>ARB_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VARYING_FLOATS_ARB">
            <summary>ARB_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB">
            <summary>ARB_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB">
            <summary>ARB_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_ACTIVE_ATTRIBUTES_ARB">
            <summary>ARB_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB">
            <summary>ARB_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_SHADER_ARB">
            <summary>ARB_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB">
            <summary>ARB_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_SHADER_DERIVATIVE_HINT_ARB">
            <summary>ARB_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADING_LANGUAGE_VERSION_ARB">
            <summary>ARB_shading_language_100</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_SPRITE_ARB">
            <summary>ARB_point_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COORD_REPLACE_ARB">
            <summary>ARB_point_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DRAW_BUFFERS_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER0_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER1_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER2_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER3_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER4_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER5_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER6_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER7_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER8_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER9_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER10_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER11_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER12_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER13_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER14_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER15_ARB">
            <summary>ARB_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RECTANGLE_ARB">
            <summary>ARB_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_RECTANGLE_ARB">
            <summary>ARB_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_RECTANGLE_ARB">
            <summary>ARB_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_RECTANGLE_TEXTURE_SIZE_ARB">
            <summary>ARB_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_FLOAT_MODE_ARB">
            <summary>ARB_color_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_VERTEX_COLOR_ARB">
            <summary>ARB_color_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_FRAGMENT_COLOR_ARB">
            <summary>ARB_color_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_READ_COLOR_ARB">
            <summary>ARB_color_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FIXED_ONLY_ARB">
            <summary>ARB_color_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HALF_FLOAT_ARB">
            <summary>ARB_half_float_pixel</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RED_TYPE_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_GREEN_TYPE_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BLUE_TYPE_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_ALPHA_TYPE_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LUMINANCE_TYPE_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_INTENSITY_TYPE_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_DEPTH_TYPE_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_NORMALIZED_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA32F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB32F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA32F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY32F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE32F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA32F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA16F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB16F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA16F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY16F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE16F_ARB">
            <summary>ARB_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA16F_ARB">
            <summary>ARB_texture_float</summary>
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        <member name="F:OpenGL4NET.GL.PIXEL_PACK_BUFFER_ARB">
            <summary>ARB_pixel_buffer_object</summary>
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        <member name="F:OpenGL4NET.GL.PIXEL_UNPACK_BUFFER_ARB">
            <summary>ARB_pixel_buffer_object</summary>
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        <member name="F:OpenGL4NET.GL.PIXEL_PACK_BUFFER_BINDING_ARB">
            <summary>ARB_pixel_buffer_object</summary>
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        <member name="F:OpenGL4NET.GL.PIXEL_UNPACK_BUFFER_BINDING_ARB">
            <summary>ARB_pixel_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_COMPONENT32F">
            <summary>ARB_depth_buffer_float</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH32F_STENCIL8">
            <summary>ARB_depth_buffer_float</summary>
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            <summary>ARB_depth_buffer_float</summary>
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            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_DEFAULT">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_UNDEFINED">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH_STENCIL_ATTACHMENT">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.MAX_RENDERBUFFER_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH_STENCIL">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_24_8">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH24_STENCIL8">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_STENCIL_SIZE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_RED_TYPE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_GREEN_TYPE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BLUE_TYPE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_ALPHA_TYPE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.TEXTURE_DEPTH_TYPE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.UNSIGNED_NORMALIZED">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_BINDING">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.DRAW_FRAMEBUFFER_BINDING">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.RENDERBUFFER_BINDING">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.READ_FRAMEBUFFER">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.DRAW_FRAMEBUFFER">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_FRAMEBUFFER_BINDING">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.RENDERBUFFER_SAMPLES">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE">
            <summary>ARB_framebuffer_object</summary>
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            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_COMPLETE">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_ATTACHMENT">
            <summary>ARB_framebuffer_object</summary>
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            <summary>ARB_framebuffer_object</summary>
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            <summary>ARB_framebuffer_object</summary>
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            <summary>ARB_framebuffer_object</summary>
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            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.MAX_COLOR_ATTACHMENTS">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT0">
            <summary>ARB_framebuffer_object</summary>
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        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT1">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT2">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT3">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT4">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT5">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT6">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT7">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT8">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT9">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT10">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT11">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT12">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT13">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT14">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT15">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_ATTACHMENT">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_ATTACHMENT">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_WIDTH">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_HEIGHT">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_INTERNAL_FORMAT">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX1">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX4">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX8">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX16">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_RED_SIZE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_GREEN_SIZE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_BLUE_SIZE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_ALPHA_SIZE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_DEPTH_SIZE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_STENCIL_SIZE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_MULTISAMPLE">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SAMPLES">
            <summary>ARB_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX">
            <summary>ARB_framebuffer_object_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LUMINANCE_TYPE">
            <summary>ARB_framebuffer_object_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_INTENSITY_TYPE">
            <summary>ARB_framebuffer_object_DEPRECATED</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_SRGB">
            <summary>ARB_framebuffer_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINES_ADJACENCY_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINE_STRIP_ADJACENCY_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLES_ADJACENCY_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLE_STRIP_ADJACENCY_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_POINT_SIZE_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_LAYERED_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_SHADER_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_VERTICES_OUT_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_INPUT_TYPE_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_OUTPUT_TYPE_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_VARYING_COMPONENTS_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_VARYING_COMPONENTS_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_OUTPUT_VERTICES_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB">
            <summary>ARB_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HALF_FLOAT">
            <summary>ARB_half_float_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_DIVISOR_ARB">
            <summary>ARB_instanced_arrays</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_READ_BIT">
            <summary>ARB_map_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_WRITE_BIT">
            <summary>ARB_map_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_INVALIDATE_RANGE_BIT">
            <summary>ARB_map_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_INVALIDATE_BUFFER_BIT">
            <summary>ARB_map_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_FLUSH_EXPLICIT_BIT">
            <summary>ARB_map_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_UNSYNCHRONIZED_BIT">
            <summary>ARB_map_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_ARB">
            <summary>ARB_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_BUFFER_SIZE_ARB">
            <summary>ARB_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_BUFFER_ARB">
            <summary>ARB_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_DATA_STORE_BINDING_ARB">
            <summary>ARB_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_FORMAT_ARB">
            <summary>ARB_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RED_RGTC1">
            <summary>ARB_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SIGNED_RED_RGTC1">
            <summary>ARB_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RG_RGTC2">
            <summary>ARB_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SIGNED_RG_RGTC2">
            <summary>ARB_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG_INTEGER">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R8">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R16">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG8">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG16">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R16F">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R32F">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG16F">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG32F">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R8I">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R8UI">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R16I">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R16UI">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R32I">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R32UI">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG8I">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG8UI">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG16I">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG16UI">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG32I">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RG32UI">
            <summary>ARB_texture_rg</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_BINDING">
            <summary>ARB_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BUFFER">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BUFFER_BINDING">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BUFFER_START">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BUFFER_SIZE">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_UNIFORM_BLOCKS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_UNIFORM_BLOCKS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_UNIFORM_BLOCKS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_UNIFORM_BLOCKS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_UNIFORM_BUFFER_BINDINGS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_UNIFORM_BLOCK_SIZE">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_UNIFORM_BLOCKS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_TYPE">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_SIZE">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_NAME_LENGTH">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_INDEX">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_OFFSET">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_ARRAY_STRIDE">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_MATRIX_STRIDE">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_IS_ROW_MAJOR">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_BINDING">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_DATA_SIZE">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_NAME_LENGTH">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_ACTIVE_UNIFORMS">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVALID_INDEX">
            <summary>ARB_uniform_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COPY_READ_BUFFER">
            <summary>ARB_copy_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COPY_WRITE_BUFFER">
            <summary>ARB_copy_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_CLAMP">
            <summary>ARB_depth_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION">
            <summary>ARB_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FIRST_VERTEX_CONVENTION">
            <summary>ARB_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LAST_VERTEX_CONVENTION">
            <summary>ARB_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROVOKING_VERTEX">
            <summary>ARB_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_SEAMLESS">
            <summary>ARB_seamless_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SERVER_WAIT_TIMEOUT">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_TYPE">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_CONDITION">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_STATUS">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_FLAGS">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_FENCE">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_GPU_COMMANDS_COMPLETE">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNALED">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNALED">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALREADY_SIGNALED">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TIMEOUT_EXPIRED">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONDITION_SATISFIED">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WAIT_FAILED">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_FLUSH_COMMANDS_BIT">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TIMEOUT_IGNORED">
            <summary>ARB_sync</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_POSITION">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_VALUE">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SAMPLE_MASK_WORDS">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_2D_MULTISAMPLE">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_2D_MULTISAMPLE">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_2D_MULTISAMPLE">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SAMPLES">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_FIXED_SAMPLE_LOCATIONS">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_MULTISAMPLE">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_2D_MULTISAMPLE">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COLOR_TEXTURE_SAMPLES">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DEPTH_TEXTURE_SAMPLES">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_INTEGER_SAMPLES">
            <summary>ARB_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_SHADING_ARB">
            <summary>ARB_sample_shading</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_SAMPLE_SHADING_VALUE_ARB">
            <summary>ARB_sample_shading</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_ARRAY_ARB">
            <summary>ARB_texture_cube_map_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB">
            <summary>ARB_texture_cube_map_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB">
            <summary>ARB_texture_cube_map_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_CUBE_MAP_ARRAY_ARB">
            <summary>ARB_texture_cube_map_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB">
            <summary>ARB_texture_cube_map_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_CUBE_MAP_ARRAY_ARB">
            <summary>ARB_texture_cube_map_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB">
            <summary>ARB_texture_cube_map_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB">
            <summary>ARB_texture_gather</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB">
            <summary>ARB_texture_gather</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_INCLUDE_ARB">
            <summary>ARB_shading_language_include</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NAMED_STRING_LENGTH_ARB">
            <summary>ARB_shading_language_include</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NAMED_STRING_TYPE_ARB">
            <summary>ARB_shading_language_include</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGBA_BPTC_UNORM_ARB">
            <summary>ARB_texture_compression_bptc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB">
            <summary>ARB_texture_compression_bptc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB">
            <summary>ARB_texture_compression_bptc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB">
            <summary>ARB_texture_compression_bptc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SRC1_COLOR">
            <summary>ARB_blend_func_extended</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ONE_MINUS_SRC1_COLOR">
            <summary>ARB_blend_func_extended</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ONE_MINUS_SRC1_ALPHA">
            <summary>ARB_blend_func_extended</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DUAL_SOURCE_DRAW_BUFFERS">
            <summary>ARB_blend_func_extended</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ANY_SAMPLES_PASSED">
            <summary>ARB_occlusion_query2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_BINDING">
            <summary>ARB_sampler_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB10_A2UI">
            <summary>ARB_texture_rgb10_a2ui</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_R">
            <summary>ARB_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_G">
            <summary>ARB_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_B">
            <summary>ARB_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_A">
            <summary>ARB_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_RGBA">
            <summary>ARB_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TIME_ELAPSED">
            <summary>ARB_timer_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TIMESTAMP">
            <summary>ARB_timer_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_2_10_10_10_REV">
            <summary>ARB_vertex_type_2_10_10_10_rev</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_INDIRECT_BUFFER">
            <summary>ARB_draw_indirect</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_INDIRECT_BUFFER_BINDING">
            <summary>ARB_draw_indirect</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_SHADER_INVOCATIONS">
            <summary>ARB_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_SHADER_INVOCATIONS">
            <summary>ARB_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_FRAGMENT_INTERPOLATION_OFFSET">
            <summary>ARB_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_INTERPOLATION_OFFSET">
            <summary>ARB_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_INTERPOLATION_OFFSET_BITS">
            <summary>ARB_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_VEC2">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_VEC3">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_VEC4">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT2">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT3">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT4">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT2x3">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT2x4">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT3x2">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT3x4">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT4x2">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT4x3">
            <summary>ARB_gpu_shader_fp64</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_SUBROUTINES">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_SUBROUTINE_UNIFORMS">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_SUBROUTINE_MAX_LENGTH">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SUBROUTINES">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SUBROUTINE_UNIFORM_LOCATIONS">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_COMPATIBLE_SUBROUTINES">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPATIBLE_SUBROUTINES">
            <summary>ARB_shader_subroutine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PATCHES">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PATCH_VERTICES">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PATCH_DEFAULT_INNER_LEVEL">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PATCH_DEFAULT_OUTER_LEVEL">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_CONTROL_OUTPUT_VERTICES">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_GEN_MODE">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_GEN_SPACING">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_GEN_VERTEX_ORDER">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_GEN_POINT_MODE">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ISOLINES">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRACTIONAL_ODD">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRACTIONAL_EVEN">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PATCH_VERTICES">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_GEN_LEVEL">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_UNIFORM_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_UNIFORM_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_OUTPUT_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_PATCH_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_OUTPUT_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_UNIFORM_BLOCKS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_UNIFORM_BLOCKS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_INPUT_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_INPUT_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_EVALUATION_SHADER">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_CONTROL_SHADER">
            <summary>ARB_tessellation_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK">
            <summary>ARB_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_PAUSED">
            <summary>ARB_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_ACTIVE">
            <summary>ARB_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BINDING">
            <summary>ARB_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRANSFORM_FEEDBACK_BUFFERS">
            <summary>ARB_transform_feedback3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_STREAMS">
            <summary>ARB_transform_feedback3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FIXED">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMPLEMENTATION_COLOR_READ_TYPE">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMPLEMENTATION_COLOR_READ_FORMAT">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LOW_FLOAT">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MEDIUM_FLOAT">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HIGH_FLOAT">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LOW_INT">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MEDIUM_INT">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HIGH_INT">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_COMPILER">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_SHADER_BINARY_FORMATS">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_UNIFORM_VECTORS">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VARYING_VECTORS">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_UNIFORM_VECTORS">
            <summary>ARB_ES2_compatibility</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_BINARY_RETRIEVABLE_HINT">
            <summary>ARB_get_program_binary</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_BINARY_LENGTH">
            <summary>ARB_get_program_binary</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_PROGRAM_BINARY_FORMATS">
            <summary>ARB_get_program_binary</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_BINARY_FORMATS">
            <summary>ARB_get_program_binary</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_BIT">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_SHADER_BIT">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_SHADER_BIT">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_CONTROL_SHADER_BIT">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_EVALUATION_SHADER_BIT">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALL_SHADER_BITS">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_SEPARABLE">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_PROGRAM">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_PIPELINE_BINDING">
            <summary>ARB_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VIEWPORTS">
            <summary>ARB_viewport_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIEWPORT_SUBPIXEL_BITS">
            <summary>ARB_viewport_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIEWPORT_BOUNDS_RANGE">
            <summary>ARB_viewport_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LAYER_PROVOKING_VERTEX">
            <summary>ARB_viewport_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIEWPORT_INDEX_PROVOKING_VERTEX">
            <summary>ARB_viewport_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNDEFINED_VERTEX">
            <summary>ARB_viewport_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_CL_EVENT_ARB">
            <summary>ARB_cl_event</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_CL_EVENT_COMPLETE_ARB">
            <summary>ARB_cl_event</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_OUTPUT_SYNCHRONOUS_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CALLBACK_FUNCTION_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CALLBACK_USER_PARAM_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SOURCE_API_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SOURCE_WINDOW_SYSTEM_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SOURCE_SHADER_COMPILER_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SOURCE_THIRD_PARTY_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SOURCE_APPLICATION_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SOURCE_OTHER_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_TYPE_ERROR_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_TYPE_PORTABILITY_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_TYPE_PERFORMANCE_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_TYPE_OTHER_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DEBUG_MESSAGE_LENGTH_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DEBUG_LOGGED_MESSAGES_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_LOGGED_MESSAGES_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SEVERITY_HIGH_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SEVERITY_MEDIUM_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SEVERITY_LOW_ARB">
            <summary>ARB_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB">
            <summary>ARB_robustness</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LOSE_CONTEXT_ON_RESET_ARB">
            <summary>ARB_robustness</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GUILTY_CONTEXT_RESET_ARB">
            <summary>ARB_robustness</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INNOCENT_CONTEXT_RESET_ARB">
            <summary>ARB_robustness</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNKNOWN_CONTEXT_RESET_ARB">
            <summary>ARB_robustness</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESET_NOTIFICATION_STRATEGY_ARB">
            <summary>ARB_robustness</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NO_RESET_NOTIFICATION_ARB">
            <summary>ARB_robustness</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_COMPRESSED_BLOCK_WIDTH">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_COMPRESSED_BLOCK_HEIGHT">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_COMPRESSED_BLOCK_DEPTH">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_COMPRESSED_BLOCK_SIZE">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_COMPRESSED_BLOCK_WIDTH">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_COMPRESSED_BLOCK_HEIGHT">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_COMPRESSED_BLOCK_DEPTH">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_COMPRESSED_BLOCK_SIZE">
            <summary>ARB_compressed_texture_pixel_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_SAMPLE_COUNTS">
            <summary>ARB_internalformat_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_MAP_BUFFER_ALIGNMENT">
            <summary>ARB_map_buffer_alignment</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_BINDING">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_START">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_SIZE">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_DATA_SIZE">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_ATOMIC_COUNTER_BUFFERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_ATOMIC_COUNTER_BUFFERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_ATOMIC_COUNTERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_ATOMIC_COUNTERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_ATOMIC_COUNTERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_ATOMIC_COUNTERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_ATOMIC_COUNTERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_ATOMIC_COUNTERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ATOMIC_COUNTER_BUFFER_SIZE">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ATOMIC_COUNTER_BUFFER_BINDINGS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_ATOMIC_COUNTER_BUFFERS">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_ATOMIC_COUNTER">
            <summary>ARB_shader_atomic_counters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_FETCH_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_IMAGE_ACCESS_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMMAND_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_BUFFER_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_UPDATE_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_UPDATE_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BARRIER_BIT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALL_BARRIER_BITS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_IMAGE_UNITS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_NAME">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_LEVEL">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_LAYERED">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_LAYER">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_ACCESS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_1D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_3D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_RECT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_CUBE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BUFFER">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_1D_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_CUBE_MAP_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_MULTISAMPLE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_1D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_3D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_RECT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_CUBE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_BUFFER">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_1D_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_CUBE_MAP_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_MULTISAMPLE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_1D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_3D">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_RECT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_CUBE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_BUFFER">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_1D_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_MULTISAMPLE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_IMAGE_SAMPLES">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_FORMAT">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_FORMAT_COMPATIBILITY_TYPE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_FORMAT_COMPATIBILITY_BY_SIZE">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_FORMAT_COMPATIBILITY_BY_CLASS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_IMAGE_UNIFORMS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_CONTROL_IMAGE_UNIFORMS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TESS_EVALUATION_IMAGE_UNIFORMS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_IMAGE_UNIFORMS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_IMAGE_UNIFORMS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_IMAGE_UNIFORMS">
            <summary>ARB_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_IMMUTABLE_FORMAT">
            <summary>ARB_texture_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ABGR_EXT">
            <summary>EXT_abgr</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONSTANT_COLOR_EXT">
            <summary>EXT_blend_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ONE_MINUS_CONSTANT_COLOR_EXT">
            <summary>EXT_blend_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONSTANT_ALPHA_EXT">
            <summary>EXT_blend_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ONE_MINUS_CONSTANT_ALPHA_EXT">
            <summary>EXT_blend_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_COLOR_EXT">
            <summary>EXT_blend_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POLYGON_OFFSET_EXT">
            <summary>EXT_polygon_offset</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POLYGON_OFFSET_FACTOR_EXT">
            <summary>EXT_polygon_offset</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POLYGON_OFFSET_BIAS_EXT">
            <summary>EXT_polygon_offset</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA4_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA8_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA12_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA16_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE4_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE8_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE12_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE16_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE4_ALPHA4_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE6_ALPHA2_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE8_ALPHA8_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE12_ALPHA4_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE12_ALPHA12_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE16_ALPHA16_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY4_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY8_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY12_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY16_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB2_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB4_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB5_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB8_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB10_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB12_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB16_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA2_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA4_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB5_A1_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA8_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB10_A2_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA12_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA16_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RED_SIZE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_GREEN_SIZE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BLUE_SIZE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_ALPHA_SIZE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LUMINANCE_SIZE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_INTENSITY_SIZE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_1D_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_2D_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_TOO_LARGE_EXT">
            <summary>EXT_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_SKIP_IMAGES_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_IMAGE_HEIGHT_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_SKIP_IMAGES_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_IMAGE_HEIGHT_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_3D_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_3D_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_DEPTH_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_WRAP_R_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_3D_TEXTURE_SIZE_EXT">
            <summary>EXT_texture3D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FILTER4_SGIS">
            <summary>SGIS_texture_filter4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_FILTER4_SIZE_SGIS">
            <summary>SGIS_texture_filter4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_HISTOGRAM_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_WIDTH_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_FORMAT_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_RED_SIZE_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_GREEN_SIZE_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_BLUE_SIZE_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_ALPHA_SIZE_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_LUMINANCE_SIZE_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HISTOGRAM_SINK_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MINMAX_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MINMAX_FORMAT_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MINMAX_SINK_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TABLE_TOO_LARGE_EXT">
            <summary>EXT_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_1D_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_2D_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SEPARABLE_2D_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_BORDER_MODE_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_FILTER_SCALE_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_FILTER_BIAS_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REDUCE_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_FORMAT_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_WIDTH_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_HEIGHT_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_CONVOLUTION_WIDTH_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_CONVOLUTION_HEIGHT_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_RED_SCALE_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_GREEN_SCALE_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_BLUE_SCALE_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_ALPHA_SCALE_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_RED_BIAS_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_GREEN_BIAS_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_BLUE_BIAS_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_ALPHA_BIAS_EXT">
            <summary>EXT_convolution</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_MATRIX_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_MATRIX_STACK_DEPTH_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COLOR_MATRIX_STACK_DEPTH_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_RED_SCALE_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_GREEN_SCALE_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_BLUE_SCALE_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_ALPHA_SCALE_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_RED_BIAS_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_GREEN_BIAS_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_BLUE_BIAS_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_ALPHA_BIAS_SGI">
            <summary>SGI_color_matrix</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_CONVOLUTION_COLOR_TABLE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_COLOR_MATRIX_COLOR_TABLE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_COLOR_TABLE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_SCALE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_BIAS_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_FORMAT_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_WIDTH_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_RED_SIZE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_GREEN_SIZE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_BLUE_SIZE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_ALPHA_SIZE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_LUMINANCE_SIZE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_TABLE_INTENSITY_SIZE_SGI">
            <summary>SGI_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEXTURE_SGIS">
            <summary>SGIS_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_FRAGMENT_RGB_SOURCE_SGIS">
            <summary>SGIS_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS">
            <summary>SGIS_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_GROUP_COLOR_SGIS">
            <summary>SGIS_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_SGIX">
            <summary>SGIX_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_MODE_SGIX">
            <summary>SGIX_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_SKIP_VOLUMES_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_IMAGE_DEPTH_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_SKIP_VOLUMES_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_IMAGE_DEPTH_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_4D_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_4D_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_4DSIZE_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_WRAP_Q_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_4D_TEXTURE_SIZE_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_4D_BINDING_SGIS">
            <summary>SGIS_texture4D</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COLOR_TABLE_SGI">
            <summary>SGI_texture_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_COLOR_TABLE_SGI">
            <summary>SGI_texture_color_table</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CMYK_EXT">
            <summary>EXT_cmyka</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CMYKA_EXT">
            <summary>EXT_cmyka</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_CMYK_HINT_EXT">
            <summary>EXT_cmyka</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_CMYK_HINT_EXT">
            <summary>EXT_cmyka</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_PRIORITY_EXT">
            <summary>EXT_texture_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RESIDENT_EXT">
            <summary>EXT_texture_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_1D_BINDING_EXT">
            <summary>EXT_texture_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_2D_BINDING_EXT">
            <summary>EXT_texture_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_3D_BINDING_EXT">
            <summary>EXT_texture_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DETAIL_TEXTURE_2D_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DETAIL_TEXTURE_2D_BINDING_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_DETAIL_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_DETAIL_ALPHA_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_DETAIL_COLOR_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DETAIL_TEXTURE_LEVEL_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DETAIL_TEXTURE_MODE_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DETAIL_TEXTURE_FUNC_POINTS_SGIS">
            <summary>SGIS_detail_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_SHARPEN_SGIS">
            <summary>SGIS_sharpen_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_SHARPEN_ALPHA_SGIS">
            <summary>SGIS_sharpen_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_SHARPEN_COLOR_SGIS">
            <summary>SGIS_sharpen_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHARPEN_TEXTURE_FUNC_POINTS_SGIS">
            <summary>SGIS_sharpen_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_BYTE_3_3_2_EXT">
            <summary>EXT_packed_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_4_4_4_4_EXT">
            <summary>EXT_packed_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_5_5_5_1_EXT">
            <summary>EXT_packed_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_8_8_8_8_EXT">
            <summary>EXT_packed_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_10_10_10_2_EXT">
            <summary>EXT_packed_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MIN_LOD_SGIS">
            <summary>SGIS_texture_lod</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_LOD_SGIS">
            <summary>SGIS_texture_lod</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BASE_LEVEL_SGIS">
            <summary>SGIS_texture_lod</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_LEVEL_SGIS">
            <summary>SGIS_texture_lod</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_MASK_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_ONE_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._1PASS_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._2PASS_0_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._2PASS_1_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_0_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_1_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_2_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_3_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_BUFFERS_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLES_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_VALUE_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_INVERT_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_PATTERN_SGIS">
            <summary>SGIS_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESCALE_NORMAL_EXT">
            <summary>EXT_rescale_normal</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_SIZE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_TYPE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_COUNT_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_TYPE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_COUNT_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_SIZE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_TYPE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_COUNT_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_TYPE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_COUNT_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_SIZE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_TYPE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_COUNT_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_COUNT_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GENERATE_MIPMAP_SGIS">
            <summary>SGIS_generate_mipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GENERATE_MIPMAP_HINT_SGIS">
            <summary>SGIS_generate_mipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_CLIPMAP_LINEAR_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CLIPMAP_CENTER_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CLIPMAP_FRAME_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CLIPMAP_OFFSET_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CLIPMAP_LOD_OFFSET_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CLIPMAP_DEPTH_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_CLIPMAP_DEPTH_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEAREST_CLIPMAP_NEAREST_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEAREST_CLIPMAP_LINEAR_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINEAR_CLIPMAP_NEAREST_SGIX">
            <summary>SGIX_clipmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COMPARE_SGIX">
            <summary>SGIX_shadow</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COMPARE_OPERATOR_SGIX">
            <summary>SGIX_shadow</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LEQUAL_R_SGIX">
            <summary>SGIX_shadow</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_GEQUAL_R_SGIX">
            <summary>SGIX_shadow</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_TO_EDGE_SGIS">
            <summary>SGIS_texture_edge_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLAMP_TO_BORDER_SGIS">
            <summary>SGIS_texture_border_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FUNC_ADD_EXT">
            <summary>EXT_blend_minmax</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_EXT">
            <summary>EXT_blend_minmax</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_EXT">
            <summary>EXT_blend_minmax</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_EQUATION_EXT">
            <summary>EXT_blend_minmax</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FUNC_SUBTRACT_EXT">
            <summary>EXT_blend_subtract</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FUNC_REVERSE_SUBTRACT_EXT">
            <summary>EXT_blend_subtract</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERLACE_SGIX">
            <summary>SGIX_interlace</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_BEST_ALIGNMENT_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_CACHE_INCREMENT_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_WIDTH_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_HEIGHT_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_GRID_WIDTH_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_GRID_HEIGHT_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_GRID_DEPTH_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TILE_CACHE_SIZE_SGIX">
            <summary>SGIX_pixel_tiles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_ALPHA4_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_ALPHA8_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_ALPHA12_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_ALPHA16_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_LUMINANCE4_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_LUMINANCE8_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_LUMINANCE12_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_LUMINANCE16_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_INTENSITY4_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_INTENSITY8_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_INTENSITY12_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_INTENSITY16_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_LUMINANCE_ALPHA4_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_LUMINANCE_ALPHA8_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_ALPHA4_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_ALPHA8_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_LUMINANCE4_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_LUMINANCE8_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_INTENSITY4_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_INTENSITY8_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DUAL_TEXTURE_SELECT_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_TEXTURE_SELECT_SGIS">
            <summary>SGIS_texture_select</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPRITE_SGIX">
            <summary>SGIX_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPRITE_MODE_SGIX">
            <summary>SGIX_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPRITE_AXIS_SGIX">
            <summary>SGIX_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPRITE_TRANSLATION_SGIX">
            <summary>SGIX_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPRITE_AXIAL_SGIX">
            <summary>SGIX_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPRITE_OBJECT_ALIGNED_SGIX">
            <summary>SGIX_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPRITE_EYE_ALIGNED_SGIX">
            <summary>SGIX_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MULTI_BUFFER_HINT_SGIX">
            <summary>SGIX_texture_multi_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_SIZE_MIN_EXT">
            <summary>EXT_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_SIZE_MAX_EXT">
            <summary>EXT_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_FADE_THRESHOLD_SIZE_EXT">
            <summary>EXT_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DISTANCE_ATTENUATION_EXT">
            <summary>EXT_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_SIZE_MIN_SGIS">
            <summary>SGIS_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_SIZE_MAX_SGIS">
            <summary>SGIS_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_FADE_THRESHOLD_SIZE_SGIS">
            <summary>SGIS_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DISTANCE_ATTENUATION_SGIS">
            <summary>SGIS_point_parameters</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INSTRUMENT_BUFFER_POINTER_SGIX">
            <summary>SGIX_instruments</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INSTRUMENT_MEASUREMENTS_SGIX">
            <summary>SGIX_instruments</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_TEXTURE_FILTER_BIAS_SGIX">
            <summary>SGIX_texture_scale_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_TEXTURE_FILTER_SCALE_SGIX">
            <summary>SGIX_texture_scale_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_TEXTURE_FILTER_BIAS_RANGE_SGIX">
            <summary>SGIX_texture_scale_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_TEXTURE_FILTER_SCALE_RANGE_SGIX">
            <summary>SGIX_texture_scale_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEZOOM_SGIX">
            <summary>SGIX_framezoom</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEZOOM_FACTOR_SGIX">
            <summary>SGIX_framezoom</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAMEZOOM_FACTOR_SGIX">
            <summary>SGIX_framezoom</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_DEFORMATION_BIT_SGIX">
            <summary>FfdMaskSGIX</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_DEFORMATION_BIT_SGIX">
            <summary>FfdMaskSGIX</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_DEFORMATION_SGIX">
            <summary>SGIX_polynomial_ffd</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_DEFORMATION_SGIX">
            <summary>SGIX_polynomial_ffd</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEFORMATIONS_MASK_SGIX">
            <summary>SGIX_polynomial_ffd</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DEFORMATION_ORDER_SGIX">
            <summary>SGIX_polynomial_ffd</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REFERENCE_PLANE_SGIX">
            <summary>SGIX_reference_plane</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REFERENCE_PLANE_EQUATION_SGIX">
            <summary>SGIX_reference_plane</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_COMPONENT16_SGIX">
            <summary>SGIX_depth_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_COMPONENT24_SGIX">
            <summary>SGIX_depth_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_COMPONENT32_SGIX">
            <summary>SGIX_depth_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_FUNC_SGIS">
            <summary>SGIS_fog_function</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_FUNC_POINTS_SGIS">
            <summary>SGIS_fog_function</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FOG_FUNC_POINTS_SGIS">
            <summary>SGIS_fog_function</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_OFFSET_SGIX">
            <summary>SGIX_fog_offset</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_OFFSET_VALUE_SGIX">
            <summary>SGIX_fog_offset</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_SCALE_X_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_SCALE_Y_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_TRANSLATE_X_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_TRANSLATE_Y_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_ROTATE_ANGLE_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_ROTATE_ORIGIN_X_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_ROTATE_ORIGIN_Y_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_MAG_FILTER_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_MIN_FILTER_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_CUBIC_WEIGHT_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CUBIC_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.AVERAGE_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_TRANSFORM_2D_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POST_IMAGE_TRANSFORM_COLOR_TABLE_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP">
            <summary>HP_image_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IGNORE_BORDER_HP">
            <summary>HP_convolution_border_modes</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONSTANT_BORDER_HP">
            <summary>HP_convolution_border_modes</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLICATE_BORDER_HP">
            <summary>HP_convolution_border_modes</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_BORDER_COLOR_HP">
            <summary>HP_convolution_border_modes</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_ENV_BIAS_SGIX">
            <summary>SGIX_texture_add_env</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_DATA_HINT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_CONSISTENT_HINT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATERIAL_SIDE_HINT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_HINT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR3_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR4_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGEFLAG_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAT_AMBIENT_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAT_AMBIENT_AND_DIFFUSE_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAT_DIFFUSE_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAT_EMISSION_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAT_COLOR_INDEXES_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAT_SHININESS_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAT_SPECULAR_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXCOORD1_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXCOORD2_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXCOORD3_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXCOORD4_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX23_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX4_BIT_PGI">
            <summary>PGI_vertex_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PREFER_DOUBLEBUFFER_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONSERVE_MEMORY_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RECLAIM_MEMORY_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NATIVE_GRAPHICS_HANDLE_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NATIVE_GRAPHICS_BEGIN_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NATIVE_GRAPHICS_END_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALWAYS_FAST_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALWAYS_SOFT_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALLOW_DRAW_OBJ_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALLOW_DRAW_WIN_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALLOW_DRAW_FRG_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALLOW_DRAW_MEM_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STRICT_DEPTHFUNC_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STRICT_LIGHTING_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STRICT_SCISSOR_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FULL_STIPPLE_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_NEAR_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_FAR_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WIDE_LINE_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BACK_NORMALS_HINT_PGI">
            <summary>PGI_misc_hints</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_INDEX1_EXT">
            <summary>EXT_paletted_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_INDEX2_EXT">
            <summary>EXT_paletted_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_INDEX4_EXT">
            <summary>EXT_paletted_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_INDEX8_EXT">
            <summary>EXT_paletted_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_INDEX12_EXT">
            <summary>EXT_paletted_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_INDEX16_EXT">
            <summary>EXT_paletted_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_INDEX_SIZE_EXT">
            <summary>EXT_paletted_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_VOLUME_CLIPPING_HINT_EXT">
            <summary>EXT_clip_volume_hint</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIST_PRIORITY_SGIX">
            <summary>SGIX_list_priority</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IR_INSTRUMENT1_SGIX">
            <summary>SGIX_ir_instrument1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CALLIGRAPHIC_FRAGMENT_SGIX">
            <summary>SGIX_calligraphic_fragment</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LOD_BIAS_S_SGIX">
            <summary>SGIX_texture_lod_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LOD_BIAS_T_SGIX">
            <summary>SGIX_texture_lod_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LOD_BIAS_R_SGIX">
            <summary>SGIX_texture_lod_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADOW_AMBIENT_SGIX">
            <summary>SGIX_shadow_ambient</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_MATERIAL_EXT">
            <summary>EXT_index_material</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_MATERIAL_PARAMETER_EXT">
            <summary>EXT_index_material</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_MATERIAL_FACE_EXT">
            <summary>EXT_index_material</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_TEST_EXT">
            <summary>EXT_index_func</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_TEST_FUNC_EXT">
            <summary>EXT_index_func</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_TEST_REF_EXT">
            <summary>EXT_index_func</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IUI_V2F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IUI_V3F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IUI_N3F_V2F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IUI_N3F_V3F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_IUI_V2F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_IUI_V3F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_IUI_N3F_V2F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.T2F_IUI_N3F_V3F_EXT">
            <summary>EXT_index_array_formats</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ARRAY_ELEMENT_LOCK_FIRST_EXT">
            <summary>EXT_compiled_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ARRAY_ELEMENT_LOCK_COUNT_EXT">
            <summary>EXT_compiled_vertex_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CULL_VERTEX_EXT">
            <summary>EXT_cull_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CULL_VERTEX_EYE_POSITION_EXT">
            <summary>EXT_cull_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CULL_VERTEX_OBJECT_POSITION_EXT">
            <summary>EXT_cull_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCRCB_422_SGIX">
            <summary>SGIX_ycrcb</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCRCB_444_SGIX">
            <summary>SGIX_ycrcb</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHTING_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_COLOR_MATERIAL_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_COLOR_MATERIAL_FACE_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_LIGHTS_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ACTIVE_LIGHTS_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_RASTER_NORMAL_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT_ENV_MODE_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT0_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT1_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT2_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT3_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT4_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT5_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT6_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_LIGHT7_SGIX">
            <summary>SGIX_fragment_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RASTER_POSITION_UNCLIPPED_IBM">
            <summary>IBM_rasterpos_clip</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LIGHTING_MODE_HP">
            <summary>HP_texture_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_POST_SPECULAR_HP">
            <summary>HP_texture_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_PRE_SPECULAR_HP">
            <summary>HP_texture_lighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ELEMENTS_VERTICES_EXT">
            <summary>EXT_draw_range_elements</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ELEMENTS_INDICES_EXT">
            <summary>EXT_draw_range_elements</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PHONG_WIN">
            <summary>WIN_phong_shading</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PHONG_HINT_WIN">
            <summary>WIN_phong_shading</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_SPECULAR_TEXTURE_WIN">
            <summary>WIN_specular_fog</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_MATERIAL_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_NORMAL_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_COLOR_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATTENUATION_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADOW_ATTENUATION_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_APPLICATION_MODE_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LIGHT_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MATERIAL_FACE_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MATERIAL_PARAMETER_EXT">
            <summary>EXT_light_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_MIN_SGIX">
            <summary>SGIX_blend_alpha_minmax</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_MAX_SGIX">
            <summary>SGIX_blend_alpha_minmax</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_Q_CEILING_SGIX">
            <summary>SGIX_impact_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_Q_ROUND_SGIX">
            <summary>SGIX_impact_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_Q_FLOOR_SGIX">
            <summary>SGIX_impact_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX">
            <summary>SGIX_impact_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX">
            <summary>SGIX_impact_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_ALPHA_LS_SGIX">
            <summary>SGIX_impact_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TEX_GEN_ALPHA_MS_SGIX">
            <summary>SGIX_impact_pixel_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BGR_EXT">
            <summary>EXT_bgra</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BGRA_EXT">
            <summary>EXT_bgra</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ASYNC_MARKER_SGIX">
            <summary>SGIX_async</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ASYNC_TEX_IMAGE_SGIX">
            <summary>SGIX_async_pixel</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ASYNC_DRAW_PIXELS_SGIX">
            <summary>SGIX_async_pixel</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ASYNC_READ_PIXELS_SGIX">
            <summary>SGIX_async_pixel</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ASYNC_TEX_IMAGE_SGIX">
            <summary>SGIX_async_pixel</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ASYNC_DRAW_PIXELS_SGIX">
            <summary>SGIX_async_pixel</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ASYNC_READ_PIXELS_SGIX">
            <summary>SGIX_async_pixel</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ASYNC_HISTOGRAM_SGIX">
            <summary>SGIX_async_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ASYNC_HISTOGRAM_SGIX">
            <summary>SGIX_async_histogram</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PARALLEL_ARRAYS_INTEL">
            <summary>INTEL_parallel_arrays</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_PARALLEL_POINTERS_INTEL">
            <summary>INTEL_parallel_arrays</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_PARALLEL_POINTERS_INTEL">
            <summary>INTEL_parallel_arrays</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_PARALLEL_POINTERS_INTEL">
            <summary>INTEL_parallel_arrays</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL">
            <summary>INTEL_parallel_arrays</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OCCLUSION_TEST_HP">
            <summary>HP_occlusion_test</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OCCLUSION_TEST_RESULT_HP">
            <summary>HP_occlusion_test</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TRANSFORM_2D_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_MAG_FILTER_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_MIN_FILTER_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_CUBIC_WEIGHT_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CUBIC_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.AVERAGE_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_TRANSFORM_2D_MATRIX_EXT">
            <summary>EXT_pixel_transform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHARED_TEXTURE_PALETTE_EXT">
            <summary>EXT_shared_texture_palette</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT_MODEL_COLOR_CONTROL_EXT">
            <summary>EXT_separate_specular_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SINGLE_COLOR_EXT">
            <summary>EXT_separate_specular_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SEPARATE_SPECULAR_COLOR_EXT">
            <summary>EXT_separate_specular_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_SUM_EXT">
            <summary>EXT_secondary_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_SECONDARY_COLOR_EXT">
            <summary>EXT_secondary_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_SIZE_EXT">
            <summary>EXT_secondary_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_TYPE_EXT">
            <summary>EXT_secondary_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_STRIDE_EXT">
            <summary>EXT_secondary_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_POINTER_EXT">
            <summary>EXT_secondary_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_EXT">
            <summary>EXT_secondary_color</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PERTURB_EXT">
            <summary>EXT_texture_perturb_normal</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_NORMAL_EXT">
            <summary>EXT_texture_perturb_normal</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_SOURCE_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_DEPTH_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_FOG_COORDINATE_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_ARRAY_TYPE_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_ARRAY_STRIDE_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_ARRAY_POINTER_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_ARRAY_EXT">
            <summary>EXT_fog_coord</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCREEN_COORDINATES_REND">
            <summary>REND_screen_coordinates</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVERTED_SCREEN_W_REND">
            <summary>REND_screen_coordinates</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TANGENT_ARRAY_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BINORMAL_ARRAY_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_TANGENT_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_BINORMAL_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TANGENT_ARRAY_TYPE_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TANGENT_ARRAY_STRIDE_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BINORMAL_ARRAY_TYPE_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BINORMAL_ARRAY_STRIDE_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TANGENT_ARRAY_POINTER_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BINORMAL_ARRAY_POINTER_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_TANGENT_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_TANGENT_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_BINORMAL_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_BINORMAL_EXT">
            <summary>EXT_coordinate_frame</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_RGB_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE_ALPHA_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_SCALE_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ADD_SIGNED_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERPOLATE_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONSTANT_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMARY_COLOR_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PREVIOUS_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE0_RGB_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE1_RGB_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE2_RGB_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE0_ALPHA_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE1_ALPHA_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE2_ALPHA_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND0_RGB_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND1_RGB_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND2_RGB_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND0_ALPHA_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND1_ALPHA_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND2_ALPHA_EXT">
            <summary>EXT_texture_env_combine</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LIGHT_MODEL_SPECULAR_VECTOR_APPLE">
            <summary>APPLE_specular_vector</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_HINT_APPLE">
            <summary>APPLE_transform_hint</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_SCALE_SGIX">
            <summary>SGIX_fog_scale</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_SCALE_VALUE_SGIX">
            <summary>SGIX_fog_scale</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_CONSTANT_DATA_SUNX">
            <summary>SUNX_constant_data</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CONSTANT_DATA_SUNX">
            <summary>SUNX_constant_data</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GLOBAL_ALPHA_SUN">
            <summary>SUN_global_alpha</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GLOBAL_ALPHA_FACTOR_SUN">
            <summary>SUN_global_alpha</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESTART_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACE_MIDDLE_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACE_OLDEST_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLE_LIST_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACEMENT_CODE_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACEMENT_CODE_ARRAY_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACEMENT_CODE_ARRAY_TYPE_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACEMENT_CODE_ARRAY_STRIDE_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REPLACEMENT_CODE_ARRAY_POINTER_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_C4UB_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_C3F_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_N3F_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_C4F_N3F_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_T2F_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_T2F_N3F_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R1UI_T2F_C4F_N3F_V3F_SUN">
            <summary>SUN_triangle_list</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_DST_RGB_EXT">
            <summary>EXT_blend_func_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_SRC_RGB_EXT">
            <summary>EXT_blend_func_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_DST_ALPHA_EXT">
            <summary>EXT_blend_func_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_SRC_ALPHA_EXT">
            <summary>EXT_blend_func_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RED_MIN_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GREEN_MIN_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLUE_MIN_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_MIN_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RED_MAX_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GREEN_MAX_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLUE_MAX_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_MAX_CLAMP_INGR">
            <summary>INGR_color_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERLACE_READ_INGR">
            <summary>INGR_interlace_read</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INCR_WRAP_EXT">
            <summary>EXT_stencil_wrap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DECR_WRAP_EXT">
            <summary>EXT_stencil_wrap</summary>
        </member>
        <member name="F:OpenGL4NET.GL._422_EXT">
            <summary>EXT_422_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL._422_REV_EXT">
            <summary>EXT_422_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL._422_AVERAGE_EXT">
            <summary>EXT_422_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL._422_REV_AVERAGE_EXT">
            <summary>EXT_422_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_MAP_NV">
            <summary>NV_texgen_reflection</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REFLECTION_MAP_NV">
            <summary>NV_texgen_reflection</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_MAP_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REFLECTION_MAP_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_CUBE_MAP_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_X_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_NEGATIVE_X_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_Y_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_POSITIVE_Z_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_CUBE_MAP_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_CUBE_MAP_TEXTURE_SIZE_EXT">
            <summary>EXT_texture_cube_map</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WRAP_BORDER_SUN">
            <summary>SUN_convolution_border_modes</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_LOD_BIAS_EXT">
            <summary>EXT_texture_lod_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_FILTER_CONTROL_EXT">
            <summary>EXT_texture_lod_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LOD_BIAS_EXT">
            <summary>EXT_texture_lod_bias</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_ANISOTROPY_EXT">
            <summary>EXT_texture_filter_anisotropic</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT">
            <summary>EXT_texture_filter_anisotropic</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW0_STACK_DEPTH_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW1_STACK_DEPTH_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW0_MATRIX_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW1_MATRIX_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_WEIGHTING_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW0_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW1_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_VERTEX_WEIGHT_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_WEIGHT_ARRAY_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_WEIGHT_ARRAY_SIZE_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_WEIGHT_ARRAY_TYPE_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_WEIGHT_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_WEIGHT_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_weighting</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SHININESS_NV">
            <summary>NV_light_max_exponent</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SPOT_EXPONENT_NV">
            <summary>NV_light_max_exponent</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_NV">
            <summary>NV_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_LENGTH_NV">
            <summary>NV_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_VALID_NV">
            <summary>NV_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV">
            <summary>NV_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_POINTER_NV">
            <summary>NV_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REGISTER_COMBINERS_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIABLE_A_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIABLE_B_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIABLE_C_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIABLE_D_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIABLE_E_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIABLE_F_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIABLE_G_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONSTANT_COLOR0_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONSTANT_COLOR1_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMARY_COLOR_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPARE0_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPARE1_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DISCARD_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.E_TIMES_F_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SPARE0_PLUS_SECONDARY_COLOR_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_IDENTITY_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INVERT_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EXPAND_NORMAL_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EXPAND_NEGATE_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HALF_BIAS_NORMAL_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HALF_BIAS_NEGATE_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_IDENTITY_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_NEGATE_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCALE_BY_TWO_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCALE_BY_FOUR_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCALE_BY_ONE_HALF_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BIAS_BY_NEGATIVE_ONE_HALF_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_INPUT_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_MAPPING_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_COMPONENT_USAGE_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_AB_DOT_PRODUCT_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_CD_DOT_PRODUCT_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_MUX_SUM_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_SCALE_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_BIAS_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_AB_OUTPUT_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_CD_OUTPUT_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER_SUM_OUTPUT_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GENERAL_COMBINERS_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_GENERAL_COMBINERS_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_SUM_CLAMP_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER0_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER1_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER2_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER3_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER4_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER5_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER6_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINER7_NV">
            <summary>NV_register_combiners</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_DISTANCE_MODE_NV">
            <summary>NV_fog_distance</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EYE_RADIAL_NV">
            <summary>NV_fog_distance</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EYE_PLANE_ABSOLUTE_NV">
            <summary>NV_fog_distance</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EMBOSS_LIGHT_NV">
            <summary>NV_texgen_emboss</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EMBOSS_CONSTANT_NV">
            <summary>NV_texgen_emboss</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EMBOSS_MAP_NV">
            <summary>NV_texgen_emboss</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMBINE4_NV">
            <summary>NV_texture_env_combine4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE3_RGB_NV">
            <summary>NV_texture_env_combine4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SOURCE3_ALPHA_NV">
            <summary>NV_texture_env_combine4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND3_RGB_NV">
            <summary>NV_texture_env_combine4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OPERAND3_ALPHA_NV">
            <summary>NV_texture_env_combine4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGB_S3TC_DXT1_EXT">
            <summary>EXT_texture_compression_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGBA_S3TC_DXT1_EXT">
            <summary>EXT_texture_compression_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGBA_S3TC_DXT3_EXT">
            <summary>EXT_texture_compression_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGBA_S3TC_DXT5_EXT">
            <summary>EXT_texture_compression_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CULL_VERTEX_IBM">
            <summary>IBM_cull_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_LIST_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM">
            <summary>IBM_vertex_array_lists</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_SUBSAMPLE_RATE_SGIX">
            <summary>SGIX_subsample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_SUBSAMPLE_RATE_SGIX">
            <summary>SGIX_subsample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_SUBSAMPLE_4444_SGIX">
            <summary>SGIX_subsample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_SUBSAMPLE_2424_SGIX">
            <summary>SGIX_subsample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_SUBSAMPLE_4242_SGIX">
            <summary>SGIX_subsample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCRCB_SGIX">
            <summary>SGIX_ycrcba</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCRCBA_SGIX">
            <summary>SGIX_ycrcba</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_PASS_INSTRUMENT_SGIX">
            <summary>SGI_depth_pass_instrument</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX">
            <summary>SGI_depth_pass_instrument</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_PASS_INSTRUMENT_MAX_SGIX">
            <summary>SGI_depth_pass_instrument</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGB_FXT1_3DFX">
            <summary>3DFX_texture_compression_FXT1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RGBA_FXT1_3DFX">
            <summary>3DFX_texture_compression_FXT1</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_3DFX">
            <summary>3DFX_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_BUFFERS_3DFX">
            <summary>3DFX_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLES_3DFX">
            <summary>3DFX_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_BIT_3DFX">
            <summary>3DFX_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_MASK_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_ALPHA_TO_ONE_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._1PASS_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._2PASS_0_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._2PASS_1_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_0_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_1_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_2_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4PASS_3_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_BUFFERS_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLES_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_VALUE_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_INVERT_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_PATTERN_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_BIT_EXT">
            <summary>EXT_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_PRECLIP_SGIX">
            <summary>SGIX_vertex_preclip</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_PRECLIP_HINT_SGIX">
            <summary>SGIX_vertex_preclip</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONVOLUTION_HINT_SGIX">
            <summary>SGIX_convolution_accuracy</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_RESAMPLE_SGIX">
            <summary>SGIX_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_RESAMPLE_SGIX">
            <summary>SGIX_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESAMPLE_REPLICATE_SGIX">
            <summary>SGIX_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESAMPLE_ZERO_FILL_SGIX">
            <summary>SGIX_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESAMPLE_DECIMATE_SGIX">
            <summary>SGIX_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EYE_DISTANCE_TO_POINT_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_DISTANCE_TO_POINT_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EYE_DISTANCE_TO_LINE_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_DISTANCE_TO_LINE_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EYE_POINT_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_POINT_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EYE_LINE_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_LINE_SGIS">
            <summary>SGIS_point_line_texgen</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COLOR_WRITEMASK_SGIS">
            <summary>SGIS_texture_color_mask</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT3_RGB_EXT">
            <summary>EXT_texture_env_dot3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT3_RGBA_EXT">
            <summary>EXT_texture_env_dot3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIRROR_CLAMP_ATI">
            <summary>ATI_texture_mirror_once</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIRROR_CLAMP_TO_EDGE_ATI">
            <summary>ATI_texture_mirror_once</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALL_COMPLETED_NV">
            <summary>NV_fence</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FENCE_STATUS_NV">
            <summary>NV_fence</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FENCE_CONDITION_NV">
            <summary>NV_fence</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIRRORED_REPEAT_IBM">
            <summary>IBM_texture_mirrored_repeat</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_2D_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_TRIANGULAR_2D_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_TESSELLATION_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_ATTRIB_U_ORDER_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP_ATTRIB_V_ORDER_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_FRACTIONAL_TESSELLATION_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB0_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB1_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB2_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB3_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB4_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB5_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB6_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB7_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB8_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB9_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB10_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB11_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB12_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB13_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB14_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EVAL_VERTEX_ATTRIB15_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_MAP_TESSELLATION_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_RATIONAL_EVAL_ORDER_NV">
            <summary>NV_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_STENCIL_NV">
            <summary>NV_packed_depth_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_24_8_NV">
            <summary>NV_packed_depth_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PER_STAGE_CONSTANTS_NV">
            <summary>NV_register_combiners2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RECTANGLE_NV">
            <summary>NV_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_RECTANGLE_NV">
            <summary>NV_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_RECTANGLE_NV">
            <summary>NV_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_RECTANGLE_TEXTURE_SIZE_NV">
            <summary>NV_texture_rectangle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_RECTANGLE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_RECTANGLE_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_TEXTURE_RECTANGLE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_S8_S8_8_8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_8_8_S8_S8_REV_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DSDT_MAG_INTENSITY_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_CONSISTENT_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SHADER_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_OPERATION_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CULL_MODES_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_MATRIX_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_2D_MATRIX_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_2D_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_2D_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PREVIOUS_TEXTURE_INPUT_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONST_EYE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PASS_THROUGH_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CULL_FRAGMENT_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_TEXTURE_2D_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPENDENT_AR_TEXTURE_2D_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPENDENT_GB_TEXTURE_2D_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_DEPTH_REPLACE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_TEXTURE_2D_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_TEXTURE_CUBE_MAP_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_REFLECT_CUBE_MAP_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HILO_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DSDT_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DSDT_MAG_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DSDT_MAG_VIB_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HILO16_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_HILO_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_HILO16_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_RGBA_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_RGBA8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_RGB_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_RGB8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_LUMINANCE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_LUMINANCE8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_LUMINANCE_ALPHA_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_LUMINANCE8_ALPHA8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_ALPHA_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_ALPHA8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_INTENSITY_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_INTENSITY8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DSDT8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DSDT8_MAG8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DSDT8_MAG8_INTENSITY8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_RGB_UNSIGNED_ALPHA_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_RGB8_UNSIGNED_ALPHA8_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HI_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LO_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DS_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DT_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAGNITUDE_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIBRANCE_SCALE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HI_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LO_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DS_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DT_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAGNITUDE_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIBRANCE_BIAS_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BORDER_VALUES_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_HI_SIZE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_LO_SIZE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_DS_SIZE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_DT_SIZE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAG_SIZE_NV">
            <summary>NV_texture_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_TEXTURE_3D_NV">
            <summary>NV_texture_shader2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV">
            <summary>NV_vertex_array_range2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_PROGRAM_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STATE_PROGRAM_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATTRIB_ARRAY_SIZE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATTRIB_ARRAY_STRIDE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATTRIB_ARRAY_TYPE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_ATTRIB_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_LENGTH_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_STRING_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODELVIEW_PROJECTION_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IDENTITY_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVERSE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSPOSE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVERSE_TRANSPOSE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRACK_MATRIX_STACK_DEPTH_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRACK_MATRICES_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX0_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX1_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX2_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX3_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX5_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX6_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX7_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_MATRIX_STACK_DEPTH_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_MATRIX_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_PROGRAM_POINT_SIZE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_PROGRAM_TWO_SIDE_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_PARAMETER_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATTRIB_ARRAY_POINTER_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_TARGET_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_RESIDENT_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRACK_MATRIX_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRACK_MATRIX_TRANSFORM_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_PROGRAM_BINDING_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_ERROR_POSITION_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY0_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY1_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY2_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY3_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY5_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY6_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY7_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY8_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY9_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY10_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY11_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY12_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY13_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY14_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY15_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB0_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB1_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB2_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB3_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB4_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB5_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB6_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB7_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB8_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB9_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB10_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB11_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB12_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB13_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB14_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP1_VERTEX_ATTRIB15_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB0_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB1_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB2_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB3_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB4_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB5_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB6_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB7_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB8_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB9_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB10_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB11_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB12_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB13_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB14_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAP2_VERTEX_ATTRIB15_4_NV">
            <summary>NV_vertex_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_CLAMP_S_SGIX">
            <summary>SGIX_texture_coordinate_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_CLAMP_T_SGIX">
            <summary>SGIX_texture_coordinate_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_MAX_CLAMP_R_SGIX">
            <summary>SGIX_texture_coordinate_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCALEBIAS_HINT_SGIX">
            <summary>SGIX_scalebias_hint</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERLACE_OML">
            <summary>OML_interlace</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERLACE_READ_OML">
            <summary>OML_interlace</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FORMAT_SUBSAMPLE_24_24_OML">
            <summary>OML_subsample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FORMAT_SUBSAMPLE_244_244_OML">
            <summary>OML_subsample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_RESAMPLE_OML">
            <summary>OML_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_RESAMPLE_OML">
            <summary>OML_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESAMPLE_REPLICATE_OML">
            <summary>OML_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESAMPLE_ZERO_FILL_OML">
            <summary>OML_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESAMPLE_AVERAGE_OML">
            <summary>OML_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RESAMPLE_DECIMATE_OML">
            <summary>OML_resample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_STENCIL_TO_RGBA_NV">
            <summary>NV_copy_depth_to_color</summary>
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        <member name="F:OpenGL4NET.GL.DEPTH_STENCIL_TO_BGRA_NV">
            <summary>NV_copy_depth_to_color</summary>
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        <member name="F:OpenGL4NET.GL.BUMP_ROT_MATRIX_ATI">
            <summary>ATI_envmap_bumpmap</summary>
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        <member name="F:OpenGL4NET.GL.BUMP_ROT_MATRIX_SIZE_ATI">
            <summary>ATI_envmap_bumpmap</summary>
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        <member name="F:OpenGL4NET.GL.BUMP_NUM_TEX_UNITS_ATI">
            <summary>ATI_envmap_bumpmap</summary>
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        <member name="F:OpenGL4NET.GL.BUMP_TEX_UNITS_ATI">
            <summary>ATI_envmap_bumpmap</summary>
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        <member name="F:OpenGL4NET.GL.DUDV_ATI">
            <summary>ATI_envmap_bumpmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DU8DV8_ATI">
            <summary>ATI_envmap_bumpmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUMP_ENVMAP_ATI">
            <summary>ATI_envmap_bumpmap</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUMP_TARGET_ATI">
            <summary>ATI_envmap_bumpmap</summary>
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        <member name="F:OpenGL4NET.GL.FRAGMENT_SHADER_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.REG_0_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_1_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_2_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_3_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_4_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_5_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_6_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_7_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_8_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_9_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_10_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_11_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_12_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_13_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_14_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_15_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_16_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_17_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_18_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_19_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_20_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_21_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_22_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_23_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_24_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_25_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_26_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_27_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_28_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_29_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_30_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.REG_31_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_0_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_1_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_2_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_3_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_4_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_5_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_6_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_7_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_8_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_9_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_10_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_11_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_12_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_13_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_14_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_15_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_16_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_17_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_18_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_19_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_20_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_21_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_22_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_23_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_24_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_25_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_26_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_27_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_28_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_29_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_30_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CON_31_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.MOV_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.ADD_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.MUL_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.SUB_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.DOT3_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.DOT4_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.MAD_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.LERP_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.CND_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.CND0_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.DOT2_ADD_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.SECONDARY_INTERPOLATOR_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.NUM_FRAGMENT_REGISTERS_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.NUM_FRAGMENT_CONSTANTS_ATI">
            <summary>ATI_fragment_shader</summary>
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            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.NUM_INSTRUCTIONS_PER_PASS_ATI">
            <summary>ATI_fragment_shader</summary>
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            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.NUM_LOOPBACK_COMPONENTS_ATI">
            <summary>ATI_fragment_shader</summary>
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            <summary>ATI_fragment_shader</summary>
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            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.SWIZZLE_STQ_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.SWIZZLE_STR_DR_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.SWIZZLE_STQ_DQ_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.SWIZZLE_STRQ_ATI">
            <summary>ATI_fragment_shader</summary>
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        <member name="F:OpenGL4NET.GL.SWIZZLE_STRQ_DQ_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RED_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GREEN_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLUE_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL._2X_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL._4X_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL._8X_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HALF_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUARTER_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EIGHTH_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SATURATE_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMP_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEGATE_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BIAS_BIT_ATI">
            <summary>ATI_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_POINT_MODE_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_NORMAL_MODE_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_TESSELATION_LEVEL_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_POINT_MODE_LINEAR_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_POINT_MODE_CUBIC_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI">
            <summary>ATI_pn_triangles</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STATIC_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DYNAMIC_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRESERVE_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DISCARD_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_BUFFER_SIZE_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OBJECT_BUFFER_USAGE_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ARRAY_OBJECT_BUFFER_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ARRAY_OBJECT_OFFSET_ATI">
            <summary>ATI_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_BINDING_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_INDEX_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_NEGATE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_DOT3_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_DOT4_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_MUL_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_ADD_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_MADD_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_FRAC_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_MAX_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_MIN_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_SET_GE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_SET_LT_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_CLAMP_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_FLOOR_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_ROUND_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_EXP_BASE_2_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_LOG_BASE_2_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_POWER_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_RECIP_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_RECIP_SQRT_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_SUB_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_CROSS_PRODUCT_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_MULTIPLY_MATRIX_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OP_MOV_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_VERTEX_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_COLOR0_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_COLOR1_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD0_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD1_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD2_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD3_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD4_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD5_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD6_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD7_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD8_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD9_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD10_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD11_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD12_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD13_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD14_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD15_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD16_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD17_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD18_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD19_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD20_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD21_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD22_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD23_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD24_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD25_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD26_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD27_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD28_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD29_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD30_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_TEXTURE_COORD31_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OUTPUT_FOG_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCALAR_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VECTOR_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MATRIX_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIANT_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVARIANT_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LOCAL_CONSTANT_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LOCAL_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_SHADER_INSTRUCTIONS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_SHADER_VARIANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_SHADER_INVARIANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_SHADER_LOCALS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_INSTRUCTIONS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_VARIANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_INVARIANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_LOCAL_CONSTANTS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_LOCALS_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SHADER_OPTIMIZED_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.X_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.Y_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.Z_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.W_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEGATIVE_X_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEGATIVE_Y_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEGATIVE_Z_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEGATIVE_W_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ZERO_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ONE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEGATIVE_ONE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMALIZED_RANGE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FULL_RANGE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_VERTEX_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MVP_MATRIX_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIANT_VALUE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIANT_DATATYPE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIANT_ARRAY_STRIDE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIANT_ARRAY_TYPE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIANT_ARRAY_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VARIANT_ARRAY_POINTER_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVARIANT_VALUE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVARIANT_DATATYPE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LOCAL_CONSTANT_VALUE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LOCAL_CONSTANT_DATATYPE_EXT">
            <summary>EXT_vertex_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_STREAMS_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM0_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM1_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM2_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM3_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM4_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM5_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM6_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_STREAM7_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_SOURCE_ATI">
            <summary>ATI_vertex_streams</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_ATI">
            <summary>ATI_element_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_TYPE_ATI">
            <summary>ATI_element_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_POINTER_ATI">
            <summary>ATI_element_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUAD_MESH_SUN">
            <summary>SUN_mesh_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLE_MESH_SUN">
            <summary>SUN_mesh_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SLICE_ACCUM_SUN">
            <summary>SUN_slice_accum</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_FILTER_HINT_NV">
            <summary>NV_multisample_filter_hint</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_CLAMP_NV">
            <summary>NV_depth_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_COUNTER_BITS_NV">
            <summary>NV_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_OCCLUSION_QUERY_ID_NV">
            <summary>NV_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_COUNT_NV">
            <summary>NV_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_COUNT_AVAILABLE_NV">
            <summary>NV_occlusion_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_SPRITE_NV">
            <summary>NV_point_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COORD_REPLACE_NV">
            <summary>NV_point_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.POINT_SPRITE_R_MODE_NV">
            <summary>NV_point_sprite</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_PROJECTIVE_TEXTURE_2D_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_HILO_TEXTURE_2D_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_HILO_TEXTURE_RECTANGLE_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPENDENT_HILO_TEXTURE_2D_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPENDENT_RGB_TEXTURE_3D_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_PASS_THROUGH_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_TEXTURE_1D_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HILO8_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SIGNED_HILO8_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FORCE_BLUE_TO_ONE_NV">
            <summary>NV_texture_shader3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_TEST_TWO_SIDE_EXT">
            <summary>EXT_stencil_two_side</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_STENCIL_FACE_EXT">
            <summary>EXT_stencil_two_side</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXT_FRAGMENT_SHADER_ATI">
            <summary>ATI_text_fragment_shader</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_CLIENT_STORAGE_APPLE">
            <summary>APPLE_client_storage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_APPLE">
            <summary>APPLE_element_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_TYPE_APPLE">
            <summary>APPLE_element_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_POINTER_APPLE">
            <summary>APPLE_element_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_PIXELS_APPLE">
            <summary>APPLE_fence</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FENCE_APPLE">
            <summary>APPLE_fence</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_BINDING_APPLE">
            <summary>APPLE_vertex_array_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_APPLE">
            <summary>APPLE_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_LENGTH_APPLE">
            <summary>APPLE_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_STORAGE_HINT_APPLE">
            <summary>APPLE_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_RANGE_POINTER_APPLE">
            <summary>APPLE_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STORAGE_CLIENT_APPLE">
            <summary>APPLE_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STORAGE_CACHED_APPLE">
            <summary>APPLE_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STORAGE_SHARED_APPLE">
            <summary>APPLE_vertex_array_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCBCR_422_APPLE">
            <summary>APPLE_ycbcr_422</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_8_8_APPLE">
            <summary>APPLE_ycbcr_422</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_8_8_REV_APPLE">
            <summary>APPLE_ycbcr_422</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_S3TC">
            <summary>S3_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB4_S3TC">
            <summary>S3_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_S3TC">
            <summary>S3_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA4_S3TC">
            <summary>S3_s3tc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DRAW_BUFFERS_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER0_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER1_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER2_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER3_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER4_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER5_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER6_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER7_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER8_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER9_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER10_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER11_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER12_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER13_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER14_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_BUFFER15_ATI">
            <summary>ATI_draw_buffers</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TYPE_RGBA_FLOAT_ATI">
            <summary>ATI_pixel_format_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_CLEAR_UNCLAMPED_VALUE_ATI">
            <summary>ATI_pixel_format_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODULATE_ADD_ATI">
            <summary>ATI_texture_env_combine3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODULATE_SIGNED_ADD_ATI">
            <summary>ATI_texture_env_combine3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MODULATE_SUBTRACT_ATI">
            <summary>ATI_texture_env_combine3</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_FLOAT32_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_FLOAT32_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_FLOAT32_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY_FLOAT32_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_FLOAT32_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA_FLOAT32_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_FLOAT16_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_FLOAT16_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_FLOAT16_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY_FLOAT16_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_FLOAT16_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA_FLOAT16_ATI">
            <summary>ATI_texture_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_R_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RG_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RGB_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RGBA_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_R16_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_R32_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RG16_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RG32_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RGB16_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RGB32_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RGBA16_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RGBA32_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_FLOAT_COMPONENTS_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_CLEAR_COLOR_VALUE_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_RGBA_MODE_NV">
            <summary>NV_float_buffer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV">
            <summary>NV_fragment_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_PROGRAM_NV">
            <summary>NV_fragment_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_COORDS_NV">
            <summary>NV_fragment_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_IMAGE_UNITS_NV">
            <summary>NV_fragment_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_PROGRAM_BINDING_NV">
            <summary>NV_fragment_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_ERROR_STRING_NV">
            <summary>NV_fragment_program</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HALF_FLOAT_NV">
            <summary>NV_half_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WRITE_PIXEL_DATA_RANGE_NV">
            <summary>NV_pixel_data_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_PIXEL_DATA_RANGE_NV">
            <summary>NV_pixel_data_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WRITE_PIXEL_DATA_RANGE_LENGTH_NV">
            <summary>NV_pixel_data_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_PIXEL_DATA_RANGE_LENGTH_NV">
            <summary>NV_pixel_data_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WRITE_PIXEL_DATA_RANGE_POINTER_NV">
            <summary>NV_pixel_data_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_PIXEL_DATA_RANGE_POINTER_NV">
            <summary>NV_pixel_data_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMITIVE_RESTART_NV">
            <summary>NV_primitive_restart</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMITIVE_RESTART_INDEX_NV">
            <summary>NV_primitive_restart</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_UNSIGNED_REMAP_MODE_NV">
            <summary>NV_texture_expand_normal</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_BACK_FUNC_ATI">
            <summary>ATI_separate_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_BACK_FAIL_ATI">
            <summary>ATI_separate_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_BACK_PASS_DEPTH_FAIL_ATI">
            <summary>ATI_separate_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_BACK_PASS_DEPTH_PASS_ATI">
            <summary>ATI_separate_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMPLEMENTATION_COLOR_READ_TYPE_OES">
            <summary>OES_read_format</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMPLEMENTATION_COLOR_READ_FORMAT_OES">
            <summary>OES_read_format</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_BOUNDS_TEST_EXT">
            <summary>EXT_depth_bounds_test</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_BOUNDS_EXT">
            <summary>EXT_depth_bounds_test</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIRROR_CLAMP_EXT">
            <summary>EXT_texture_mirror_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIRROR_CLAMP_TO_EDGE_EXT">
            <summary>EXT_texture_mirror_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIRROR_CLAMP_TO_BORDER_EXT">
            <summary>EXT_texture_mirror_clamp</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_EQUATION_RGB_EXT">
            <summary>EXT_blend_equation_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLEND_EQUATION_ALPHA_EXT">
            <summary>EXT_blend_equation_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_INVERT_MESA">
            <summary>MESA_pack_invert</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_8_8_MESA">
            <summary>MESA_ycbcr_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_SHORT_8_8_REV_MESA">
            <summary>MESA_ycbcr_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCBCR_MESA">
            <summary>MESA_ycbcr_texture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_PACK_BUFFER_EXT">
            <summary>EXT_pixel_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_UNPACK_BUFFER_EXT">
            <summary>EXT_pixel_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_PACK_BUFFER_BINDING_EXT">
            <summary>EXT_pixel_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_UNPACK_BUFFER_BINDING_EXT">
            <summary>EXT_pixel_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_EXEC_INSTRUCTIONS_NV">
            <summary>NV_fragment_program2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_CALL_DEPTH_NV">
            <summary>NV_fragment_program2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_IF_DEPTH_NV">
            <summary>NV_fragment_program2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_LOOP_DEPTH_NV">
            <summary>NV_fragment_program2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_LOOP_COUNT_NV">
            <summary>NV_fragment_program2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INVALID_FRAMEBUFFER_OPERATION_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_RENDERBUFFER_SIZE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_BINDING_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_BINDING_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_COMPLETE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_FORMATS_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_UNSUPPORTED_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COLOR_ATTACHMENTS_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT0_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT1_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT2_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT3_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT4_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT5_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT6_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT7_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT8_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT9_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT10_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT11_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT12_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT13_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT14_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ATTACHMENT15_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_ATTACHMENT_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_ATTACHMENT_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_WIDTH_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_HEIGHT_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_INTERNAL_FORMAT_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX1_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX4_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX8_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_INDEX16_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_RED_SIZE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_GREEN_SIZE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_BLUE_SIZE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_ALPHA_SIZE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_DEPTH_SIZE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_STENCIL_SIZE_EXT">
            <summary>EXT_framebuffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_STENCIL_EXT">
            <summary>EXT_packed_depth_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_24_8_EXT">
            <summary>EXT_packed_depth_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH24_STENCIL8_EXT">
            <summary>EXT_packed_depth_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_STENCIL_SIZE_EXT">
            <summary>EXT_packed_depth_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_TAG_BITS_EXT">
            <summary>EXT_stencil_clear_tag</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STENCIL_CLEAR_TAG_VALUE_EXT">
            <summary>EXT_stencil_clear_tag</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SRGB_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SRGB8_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SRGB_ALPHA_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SRGB8_ALPHA8_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SLUMINANCE_ALPHA_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SLUMINANCE8_ALPHA8_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SLUMINANCE_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SLUMINANCE8_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SRGB_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SRGB_ALPHA_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SLUMINANCE_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SLUMINANCE_ALPHA_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SRGB_S3TC_DXT1_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT">
            <summary>EXT_texture_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_FRAMEBUFFER_EXT">
            <summary>EXT_framebuffer_blit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_FRAMEBUFFER_EXT">
            <summary>EXT_framebuffer_blit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_FRAMEBUFFER_BINDING_EXT">
            <summary>EXT_framebuffer_blit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.READ_FRAMEBUFFER_BINDING_EXT">
            <summary>EXT_framebuffer_blit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_SAMPLES_EXT">
            <summary>EXT_framebuffer_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT">
            <summary>EXT_framebuffer_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SAMPLES_EXT">
            <summary>EXT_framebuffer_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_1D_STACK_MESAX">
            <summary>MESAX_texture_stack</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_2D_STACK_MESAX">
            <summary>MESAX_texture_stack</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_1D_STACK_MESAX">
            <summary>MESAX_texture_stack</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_2D_STACK_MESAX">
            <summary>MESAX_texture_stack</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_1D_STACK_BINDING_MESAX">
            <summary>MESAX_texture_stack</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_2D_STACK_BINDING_MESAX">
            <summary>MESAX_texture_stack</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TIME_ELAPSED_EXT">
            <summary>EXT_timer_query</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_SERIALIZED_MODIFY_APPLE">
            <summary>APPLE_flush_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_FLUSHING_UNMAP_APPLE">
            <summary>APPLE_flush_buffer_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_PROGRAM_TEXEL_OFFSET_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_TEXEL_OFFSET_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_ATTRIB_COMPONENTS_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_RESULT_COMPONENTS_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_ATTRIB_COMPONENTS_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_RESULT_COMPONENTS_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_GENERIC_ATTRIBS_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_GENERIC_RESULTS_NV">
            <summary>NV_gpu_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINES_ADJACENCY_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LINE_STRIP_ADJACENCY_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLES_ADJACENCY_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRIANGLE_STRIP_ADJACENCY_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_PROGRAM_NV">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_OUTPUT_VERTICES_NV">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_VERTICES_OUT_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_INPUT_TYPE_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_OUTPUT_TYPE_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_LAYERED_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_POINT_SIZE_EXT">
            <summary>NV_geometry_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_SHADER_EXT">
            <summary>EXT_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_VARYING_COMPONENTS_EXT">
            <summary>EXT_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_VARYING_COMPONENTS_EXT">
            <summary>EXT_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VARYING_COMPONENTS_EXT">
            <summary>EXT_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT">
            <summary>EXT_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_OUTPUT_VERTICES_EXT">
            <summary>EXT_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT">
            <summary>EXT_geometry_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_INTEGER_NV">
            <summary>NV_vertex_program4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_1D_ARRAY_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_ARRAY_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_BUFFER_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_1D_ARRAY_SHADOW_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_2D_ARRAY_SHADOW_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_CUBE_SHADOW_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_VEC2_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_VEC3_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_VEC4_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_1D_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_2D_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_3D_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_CUBE_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_2D_RECT_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_1D_ARRAY_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_2D_ARRAY_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_BUFFER_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_1D_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_2D_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_3D_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_CUBE_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_2D_RECT_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_BUFFER_EXT">
            <summary>EXT_gpu_shader4</summary>
        </member>
        <member name="F:OpenGL4NET.GL.R11F_G11F_B10F_EXT">
            <summary>EXT_packed_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_10F_11F_11F_REV_EXT">
            <summary>EXT_packed_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_SIGNED_COMPONENTS_EXT">
            <summary>EXT_packed_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_1D_ARRAY_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_1D_ARRAY_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_2D_ARRAY_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROXY_TEXTURE_2D_ARRAY_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_1D_ARRAY_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_2D_ARRAY_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_ARRAY_TEXTURE_LAYERS_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPARE_REF_DEPTH_TO_TEXTURE_EXT">
            <summary>EXT_texture_array</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_EXT">
            <summary>EXT_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TEXTURE_BUFFER_SIZE_EXT">
            <summary>EXT_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_BUFFER_EXT">
            <summary>EXT_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_DATA_STORE_BINDING_EXT">
            <summary>EXT_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BUFFER_FORMAT_EXT">
            <summary>EXT_texture_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_LUMINANCE_LATC1_EXT">
            <summary>EXT_texture_compression_latc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT">
            <summary>EXT_texture_compression_latc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT">
            <summary>EXT_texture_compression_latc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT">
            <summary>EXT_texture_compression_latc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RED_RGTC1_EXT">
            <summary>EXT_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SIGNED_RED_RGTC1_EXT">
            <summary>EXT_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_RED_GREEN_RGTC2_EXT">
            <summary>EXT_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT">
            <summary>EXT_texture_compression_rgtc</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB9_E5_EXT">
            <summary>EXT_texture_shared_exponent</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_5_9_9_9_REV_EXT">
            <summary>EXT_texture_shared_exponent</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SHARED_SIZE_EXT">
            <summary>EXT_texture_shared_exponent</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_COMPONENT32F_NV">
            <summary>NV_depth_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH32F_STENCIL8_NV">
            <summary>NV_depth_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT_32_UNSIGNED_INT_24_8_REV_NV">
            <summary>NV_depth_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_BUFFER_FLOAT_MODE_NV">
            <summary>NV_depth_buffer_float</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_COVERAGE_SAMPLES_NV">
            <summary>NV_framebuffer_multisample_coverage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_COLOR_SAMPLES_NV">
            <summary>NV_framebuffer_multisample_coverage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_MULTISAMPLE_COVERAGE_MODES_NV">
            <summary>NV_framebuffer_multisample_coverage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MULTISAMPLE_COVERAGE_MODES_NV">
            <summary>NV_framebuffer_multisample_coverage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_SRGB_EXT">
            <summary>EXT_framebuffer_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_SRGB_CAPABLE_EXT">
            <summary>EXT_framebuffer_sRGB</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV">
            <summary>NV_parameter_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV">
            <summary>NV_parameter_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_PROGRAM_PARAMETER_BUFFER_NV">
            <summary>NV_parameter_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV">
            <summary>NV_parameter_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV">
            <summary>NV_parameter_buffer_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BACK_PRIMARY_COLOR_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BACK_SECONDARY_COLOR_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CLIP_DISTANCE_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ID_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMITIVE_ID_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GENERIC_ATTRIB_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_ATTRIBS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_MODE_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_VARYINGS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_VARYING_MAX_LENGTH_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_VARYINGS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_START_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_SIZE_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_RECORD_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMITIVES_GENERATED_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RASTERIZER_DISCARD_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_ATTRIBS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERLEAVED_ATTRIBS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SEPARATE_ATTRIBS_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_BINDING_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LAYER_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEXT_BUFFER_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SKIP_COMPONENTS4_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SKIP_COMPONENTS3_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SKIP_COMPONENTS2_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SKIP_COMPONENTS1_NV">
            <summary>NV_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_VERTEX_BINDABLE_UNIFORMS_EXT">
            <summary>EXT_bindable_uniform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT">
            <summary>EXT_bindable_uniform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT">
            <summary>EXT_bindable_uniform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_BINDABLE_UNIFORM_SIZE_EXT">
            <summary>EXT_bindable_uniform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BUFFER_EXT">
            <summary>EXT_bindable_uniform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BUFFER_BINDING_EXT">
            <summary>EXT_bindable_uniform</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA32UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB32UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA32UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY32UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE32UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA32UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA16UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB16UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA16UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY16UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE16UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA16UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA8UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB8UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA8UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY8UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE8UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA8UI_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA32I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB32I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA32I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY32I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE32I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA32I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA16I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB16I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA16I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY16I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE16I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA16I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA8I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB8I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA8I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY8I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE8I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA8I_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RED_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GREEN_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BLUE_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BGR_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BGRA_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA_INTEGER_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_INTEGER_MODE_EXT">
            <summary>EXT_texture_integer</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_WAIT_NV">
            <summary>NV_conditional_render</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_NO_WAIT_NV">
            <summary>NV_conditional_render</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_BY_REGION_WAIT_NV">
            <summary>NV_conditional_render</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_BY_REGION_NO_WAIT_NV">
            <summary>NV_conditional_render</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAME_NV">
            <summary>NV_present_video</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FIELDS_NV">
            <summary>NV_present_video</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CURRENT_TIME_NV">
            <summary>NV_present_video</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_FILL_STREAMS_NV">
            <summary>NV_present_video</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRESENT_TIME_NV">
            <summary>NV_present_video</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRESENT_DURATION_NV">
            <summary>NV_present_video</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_START_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTERLEAVED_ATTRIBS_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SEPARATE_ATTRIBS_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PRIMITIVES_GENERATED_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RASTERIZER_DISCARD_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_VARYINGS_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_MODE_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT">
            <summary>EXT_transform_feedback</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_MATRIX_EXT">
            <summary>EXT_direct_state_access</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSPOSE_PROGRAM_MATRIX_EXT">
            <summary>EXT_direct_state_access</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROGRAM_MATRIX_STACK_DEPTH_EXT">
            <summary>EXT_direct_state_access</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_R_EXT">
            <summary>EXT_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_G_EXT">
            <summary>EXT_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_B_EXT">
            <summary>EXT_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_A_EXT">
            <summary>EXT_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SWIZZLE_RGBA_EXT">
            <summary>EXT_texture_swizzle</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_POSITION_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLE_MASK_VALUE_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_BINDING_RENDERBUFFER_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RENDERBUFFER_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_RENDERBUFFER_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_RENDERBUFFER_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SAMPLE_MASK_WORDS_NV">
            <summary>NV_explicit_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_NV">
            <summary>NV_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV">
            <summary>NV_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV">
            <summary>NV_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BINDING_NV">
            <summary>NV_transform_feedback2</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VBO_FREE_MEMORY_ATI">
            <summary>ATI_meminfo</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_FREE_MEMORY_ATI">
            <summary>ATI_meminfo</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RENDERBUFFER_FREE_MEMORY_ATI">
            <summary>ATI_meminfo</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COUNTER_TYPE_AMD">
            <summary>AMD_performance_monitor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COUNTER_RANGE_AMD">
            <summary>AMD_performance_monitor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT64_AMD">
            <summary>AMD_performance_monitor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PERCENTAGE_AMD">
            <summary>AMD_performance_monitor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PERFMON_RESULT_AVAILABLE_AMD">
            <summary>AMD_performance_monitor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PERFMON_RESULT_SIZE_AMD">
            <summary>AMD_performance_monitor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PERFMON_RESULT_AMD">
            <summary>AMD_performance_monitor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_BUFFER_AMD">
            <summary>AMD_vertex_shader_tesselator</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_SAMPLER_BUFFER_AMD">
            <summary>AMD_vertex_shader_tesselator</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_SAMPLER_BUFFER_AMD">
            <summary>AMD_vertex_shader_tesselator</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESSELLATION_MODE_AMD">
            <summary>AMD_vertex_shader_tesselator</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESSELLATION_FACTOR_AMD">
            <summary>AMD_vertex_shader_tesselator</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DISCRETE_AMD">
            <summary>AMD_vertex_shader_tesselator</summary>
        </member>
        <member name="F:OpenGL4NET.GL.CONTINUOUS_AMD">
            <summary>AMD_vertex_shader_tesselator</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT">
            <summary>EXT_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FIRST_VERTEX_CONVENTION_EXT">
            <summary>EXT_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LAST_VERTEX_CONVENTION_EXT">
            <summary>EXT_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PROVOKING_VERTEX_EXT">
            <summary>EXT_provoking_vertex</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA8_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE8_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE8_ALPHA8_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY8_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA16_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE16_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE16_ALPHA16_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY16_SNORM">
            <summary>EXT_texture_snorm</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RANGE_LENGTH_APPLE">
            <summary>APPLE_texture_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_RANGE_POINTER_APPLE">
            <summary>APPLE_texture_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_STORAGE_HINT_APPLE">
            <summary>APPLE_texture_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.STORAGE_PRIVATE_APPLE">
            <summary>APPLE_texture_range</summary>
        </member>
        <member name="F:OpenGL4NET.GL.HALF_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_FLOAT32_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_FLOAT32_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_FLOAT32_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY_FLOAT32_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_FLOAT32_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA_FLOAT32_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGBA_FLOAT16_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_FLOAT16_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALPHA_FLOAT16_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INTENSITY_FLOAT16_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_FLOAT16_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LUMINANCE_ALPHA_FLOAT16_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_FLOAT_APPLE">
            <summary>APPLE_float_pixels</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP1_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP2_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP1_SIZE_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP1_COEFF_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP1_ORDER_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP1_DOMAIN_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP2_SIZE_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP2_COEFF_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP2_ORDER_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_MAP2_DOMAIN_APPLE">
            <summary>APPLE_vertex_program_evaluators</summary>
        </member>
        <member name="F:OpenGL4NET.GL.AUX_DEPTH_STENCIL_APPLE">
            <summary>APPLE_aux_depth_stencil</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_OBJECT_APPLE">
            <summary>APPLE_object_purgeable</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RELEASED_APPLE">
            <summary>APPLE_object_purgeable</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VOLATILE_APPLE">
            <summary>APPLE_object_purgeable</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RETAINED_APPLE">
            <summary>APPLE_object_purgeable</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNDEFINED_APPLE">
            <summary>APPLE_object_purgeable</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PURGEABLE_APPLE">
            <summary>APPLE_object_purgeable</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PACK_ROW_BYTES_APPLE">
            <summary>APPLE_row_bytes</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNPACK_ROW_BYTES_APPLE">
            <summary>APPLE_row_bytes</summary>
        </member>
        <member name="F:OpenGL4NET.GL.RGB_422_APPLE">
            <summary>APPLE_rgb_422</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_BUFFER_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_BUFFER_BINDING_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FIELD_UPPER_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FIELD_LOWER_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NUM_VIDEO_CAPTURE_STREAMS_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_CAPTURE_TO_422_SUPPORTED_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.LAST_VIDEO_CAPTURE_STATUS_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_BUFFER_PITCH_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_COLOR_CONVERSION_MATRIX_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_COLOR_CONVERSION_MAX_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_COLOR_CONVERSION_MIN_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_COLOR_CONVERSION_OFFSET_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_BUFFER_INTERNAL_FORMAT_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PARTIAL_SUCCESS_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SUCCESS_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FAILURE_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCBYCR8_422_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.YCBAYCR8A_4224_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.Z6Y10Z6CB10Z6Y10Z6CR10_422_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.Z4Y12Z4CB12Z4Y12Z4CR12_422_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.Z4Y12Z4CB12Z4CR12_444_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_CAPTURE_FRAME_WIDTH_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_CAPTURE_FRAME_HEIGHT_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VIDEO_CAPTURE_SURFACE_ORIGIN_NV">
            <summary>NV_video_capture</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ACTIVE_PROGRAM_EXT">
            <summary>EXT_separate_shader_objects</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_GPU_ADDRESS_NV">
            <summary>NV_shader_buffer_load</summary>
        </member>
        <member name="F:OpenGL4NET.GL.GPU_ADDRESS_NV">
            <summary>NV_shader_buffer_load</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_SHADER_BUFFER_ADDRESS_NV">
            <summary>NV_shader_buffer_load</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_UNIFIED_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_UNIFIED_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORD_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.NORMAL_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INDEX_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COORD_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.EDGE_FLAG_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SECONDARY_COLOR_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FOG_COORD_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_INDIRECT_UNIFIED_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_INDIRECT_ADDRESS_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DRAW_INDIRECT_LENGTH_NV">
            <summary>NV_vertex_buffer_unified_memory</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_IMAGE_UNITS_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_NAME_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_LEVEL_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_LAYERED_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_LAYER_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_ACCESS_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_1D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_3D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_RECT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_CUBE_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BUFFER_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_1D_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_CUBE_MAP_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_MULTISAMPLE_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_2D_MULTISAMPLE_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_1D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_3D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_RECT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_CUBE_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_BUFFER_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_1D_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_CUBE_MAP_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_MULTISAMPLE_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_1D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_3D_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_RECT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_CUBE_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_BUFFER_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_1D_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_IMAGE_SAMPLES_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.IMAGE_BINDING_FORMAT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ELEMENT_ARRAY_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNIFORM_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_FETCH_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COMMAND_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PIXEL_BUFFER_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_UPDATE_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.BUFFER_UPDATE_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAMEBUFFER_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TRANSFORM_FEEDBACK_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ATOMIC_COUNTER_BARRIER_BIT_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.ALL_BARRIER_BITS_EXT">
            <summary>EXT_shader_image_load_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_VEC2_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_VEC3_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_VEC4_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT2_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT3_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT4_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT2x3_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT2x4_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT3x2_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT3x4_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT4x2_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DOUBLE_MAT4x3_EXT">
            <summary>EXT_vertex_attrib_64bit</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_FRAGMENT_INTERPOLATION_OFFSET_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_FRAGMENT_INTERPOLATION_OFFSET_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_SUBROUTINE_NUM_NV">
            <summary>NV_gpu_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT64_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT64_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT8_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT8_VEC2_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT8_VEC3_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT8_VEC4_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT16_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT16_VEC2_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT16_VEC3_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT16_VEC4_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT64_VEC2_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT64_VEC3_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.INT64_VEC4_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT8_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT8_VEC2_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT8_VEC3_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT8_VEC4_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT16_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT16_VEC2_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT16_VEC3_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT16_VEC4_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT64_VEC2_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT64_VEC3_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.UNSIGNED_INT64_VEC4_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT16_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT16_VEC2_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT16_VEC3_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FLOAT16_VEC4_NV">
            <summary>NV_gpu_shader5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV">
            <summary>NV_shader_buffer_store</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_PROGRAM_PATCH_ATTRIBS_NV">
            <summary>NV_tessellation_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_CONTROL_PROGRAM_NV">
            <summary>NV_tessellation_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_EVALUATION_PROGRAM_NV">
            <summary>NV_tessellation_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV">
            <summary>NV_tessellation_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV">
            <summary>NV_tessellation_program5</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COVERAGE_SAMPLES_NV">
            <summary>NV_multisample_coverage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.COLOR_SAMPLES_NV">
            <summary>NV_multisample_coverage</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DATA_BUFFER_AMD">
            <summary>AMD_name_gen_delete</summary>
        </member>
        <member name="F:OpenGL4NET.GL.PERFORMANCE_MONITOR_AMD">
            <summary>AMD_name_gen_delete</summary>
        </member>
        <member name="F:OpenGL4NET.GL.QUERY_OBJECT_AMD">
            <summary>AMD_name_gen_delete</summary>
        </member>
        <member name="F:OpenGL4NET.GL.VERTEX_ARRAY_OBJECT_AMD">
            <summary>AMD_name_gen_delete</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SAMPLER_OBJECT_AMD">
            <summary>AMD_name_gen_delete</summary>
        </member>
        <member name="F:OpenGL4NET.GL.MAX_DEBUG_LOGGED_MESSAGES_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_LOGGED_MESSAGES_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SEVERITY_HIGH_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SEVERITY_MEDIUM_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_SEVERITY_LOW_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_API_ERROR_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_WINDOW_SYSTEM_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_DEPRECATION_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_PERFORMANCE_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_SHADER_COMPILER_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_APPLICATION_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEBUG_CATEGORY_OTHER_AMD">
            <summary>AMD_debug_output</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SURFACE_STATE_NV">
            <summary>NV_vdpau_interop</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SURFACE_REGISTERED_NV">
            <summary>NV_vdpau_interop</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SURFACE_MAPPED_NV">
            <summary>NV_vdpau_interop</summary>
        </member>
        <member name="F:OpenGL4NET.GL.WRITE_DISCARD_NV">
            <summary>NV_vdpau_interop</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_CLAMP_NEAR_AMD">
            <summary>AMD_depth_clamp_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DEPTH_CLAMP_FAR_AMD">
            <summary>AMD_depth_clamp_separate</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_SRGB_DECODE_EXT">
            <summary>EXT_texture_sRGB_decode</summary>
        </member>
        <member name="F:OpenGL4NET.GL.DECODE_EXT">
            <summary>EXT_texture_sRGB_decode</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SKIP_DECODE_EXT">
            <summary>EXT_texture_sRGB_decode</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COVERAGE_SAMPLES_NV">
            <summary>NV_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.TEXTURE_COLOR_SAMPLES_NV">
            <summary>NV_texture_multisample</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FACTOR_MIN_AMD">
            <summary>AMD_blend_minmax_factor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.FACTOR_MAX_AMD">
            <summary>AMD_blend_minmax_factor</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SUBSAMPLE_DISTANCE_AMD">
            <summary>AMD_sample_positions</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SYNC_X11_FENCE_EXT">
            <summary>EXT_x11_sync_object</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCALED_RESOLVE_FASTEST_EXT">
            <summary>EXT_framebuffer_multisample_blit_scaled</summary>
        </member>
        <member name="F:OpenGL4NET.GL.SCALED_RESOLVE_NICEST_EXT">
            <summary>EXT_framebuffer_multisample_blit_scaled</summary>
        </member>
        <member name="F:OpenGL4NET.gl._CullFace">
            <summary>
            <para>Fullname: CullFace</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CullFace(System.Int32)">
            <summary>
            <para>specify whether front- or back-facing facets can be culled</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CullFace.</para>
            <para>Fullname: CullFace</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="mode">Specifies whether front- or back-facing facets are candidates for culling. Symbolic constants GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK are accepted. The initial value is GL_BACK.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FrontFace">
            <summary>
            <para>Fullname: FrontFace</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FrontFace(System.Int32)">
            <summary>
            <para>define front- and back-facing polygons</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FrontFace.</para>
            <para>Fullname: FrontFace</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="mode">Specifies the orientation of front-facing polygons. GL_CW and GL_CCW are accepted. The initial value is GL_CCW.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Hint">
            <summary>
            <para>Fullname: Hint</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Hint(System.Int32,System.Int32)">
            <summary>
            <para>specify implementation-specific hints</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Hint.</para>
            <para>Fullname: Hint</para>
            <para>Aliases: HintPGI, </para>
            <para>Extensions: VERSION_1_0 PGI_misc_hints</para>
            </summary>
            <param name="target">Specifies a symbolic constant indicating the behavior to be controlled. GL_FOG_HINT, GL_GENERATE_MIPMAP_HINT, GL_LINE_SMOOTH_HINT, GL_PERSPECTIVE_CORRECTION_HINT, GL_POINT_SMOOTH_HINT, GL_POLYGON_SMOOTH_HINT, GL_TEXTURE_COMPRESSION_HINT, and GL_FRAGMENT_SHADER_DERIVATIVE_HINT are accepted.</param>
            <param name="mode">Specifies a symbolic constant indicating the desired behavior. GL_FASTEST, GL_NICEST, and GL_DONT_CARE are accepted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LineWidth">
            <summary>
            <para>Fullname: LineWidth</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LineWidth(System.Single)">
            <summary>
            <para>specify the width of rasterized lines</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LineWidth.</para>
            <para>Fullname: LineWidth</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="width">Specifies the width of rasterized lines. The initial value is 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PointSize">
            <summary>
            <para>Fullname: PointSize</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PointSize(System.Single)">
            <summary>
            <para>specify the diameter of rasterized points</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PointSize.</para>
            <para>Fullname: PointSize</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="size">Specifies the diameter of rasterized points. The initial value is 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PolygonMode">
            <summary>
            <para>Fullname: PolygonMode</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PolygonMode(System.Int32,System.Int32)">
            <summary>
            <para>select a polygon rasterization mode</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PolygonMode.</para>
            <para>Fullname: PolygonMode</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="face">Specifies the polygons that mode applies to. Must be GL_FRONT for front-facing polygons, GL_BACK for back-facing polygons, or GL_FRONT_AND_BACK for front- and back-facing polygons.</param>
            <param name="mode">Specifies how polygons will be rasterized. Accepted values are GL_POINT, GL_LINE, and GL_FILL. The initial value is GL_FILL for both front- and back-facing polygons.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Scissor">
            <summary>
            <para>Fullname: Scissor</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Scissor(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>define the scissor box</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Scissor.</para>
            <para>Fullname: Scissor</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="x">Specify the lower left corner of the scissor box. Initially (0, 0).</param>
            <param name="y">Specify the lower left corner of the scissor box. Initially (0, 0).</param>
            <param name="width">Specify the width and height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
            <param name="height">Specify the width and height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexParameterf">
            <summary>
            <para>Fullname: TexParameterf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexParameterf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>set texture parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexParameterf.</para>
            <para>Fullname: TexParameterf</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP.</param>
            <param name="pname">Specifies the symbolic name of a single-valued texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.</param>
            <param name="param">Specifies the value of pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexParameterfv">
            <summary>
            <para>Fullname: TexParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>set texture parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexParameterfv.</para>
            <para>Fullname: TexParameterfv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.</param>
            <param name="params">Specifies a pointer to an array where the value or values of pname are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexParameteri">
            <summary>
            <para>Fullname: TexParameteri</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexParameteri(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set texture parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexParameteri.</para>
            <para>Fullname: TexParameteri</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP.</param>
            <param name="pname">Specifies the symbolic name of a single-valued texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.</param>
            <param name="param">Specifies the value of pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexParameteriv">
            <summary>
            <para>Fullname: TexParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>set texture parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexParameteriv.</para>
            <para>Fullname: TexParameteriv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, or GL_GENERATE_MIPMAP.</param>
            <param name="params">Specifies a pointer to an array where the value or values of pname are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage1D">
            <summary>
            <para>Fullname: TexImage1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a one-dimensional texture image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexImage1D.</para>
            <para>Fullname: TexImage1D</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalFormat">Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Specifies a pointer to the image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage2D">
            <summary>
            <para>Fullname: TexImage2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a two-dimensional texture image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexImage2D.</para>
            <para>Fullname: TexImage2D</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalFormat">Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support texture images that are at least 64 texels wide.</param>
            <param name="height">Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2m+2⁡border for some integer m. All implementations support texture images that are at least 64 texels high.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Specifies a pointer to the image data in memory.</param>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Drawing.Bitmap)">
            <summary>
            <para>specify a two-dimensional texture image</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalFormat">Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="bmp">Instance of Bitmap class.</param>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.String)">
            <summary>
            <para>specify a two-dimensional texture image</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalFormat">Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="filename">Filename of bitmap.</param>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Array)">
            <summary>
            <para>specify a two-dimensional texture image</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalFormat">Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support texture images that are at least 64 texels wide.</param>
            <param name="height">Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2m+2⁡border for some integer m. All implementations support texture images that are at least 64 texels high.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Array of data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawBuffer">
            <summary>
            <para>Fullname: DrawBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawBuffer(System.Int32)">
            <summary>
            <para>specify which color buffers are to be drawn into</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawBuffer.</para>
            <para>Fullname: DrawBuffer</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="mode">Specifies up to four color buffers to be drawn into. Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, GL_FRONT_AND_BACK, and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1, are accepted. (GL_AUX_BUFFERS is not the upper limit; use glGet to query the number of available aux buffers.) The initial value is GL_FRONT for single-buffered contexts, and GL_BACK for double-buffered contexts.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Clear">
            <summary>
            <para>Fullname: Clear</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Clear(System.Int32)">
            <summary>
            <para>clear buffers to preset values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Clear.</para>
            <para>Fullname: Clear</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="mask">Bitwise OR of masks that indicate the buffers to be cleared. The four masks are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_ACCUM_BUFFER_BIT, and GL_STENCIL_BUFFER_BIT.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearColor">
            <summary>
            <para>Fullname: ClearColor</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearColor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>specify clear values for the color buffers</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearColor.</para>
            <para>Fullname: ClearColor</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="red">Specify the red, green, blue, and alpha values used when the color buffers are cleared. The initial values are all 0.</param>
            <param name="green">Specify the red, green, blue, and alpha values used when the color buffers are cleared. The initial values are all 0.</param>
            <param name="blue">Specify the red, green, blue, and alpha values used when the color buffers are cleared. The initial values are all 0.</param>
            <param name="alpha">Specify the red, green, blue, and alpha values used when the color buffers are cleared. The initial values are all 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearStencil">
            <summary>
            <para>Fullname: ClearStencil</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearStencil(System.Int32)">
            <summary>
            <para>specify the clear value for the stencil buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearStencil.</para>
            <para>Fullname: ClearStencil</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="s">Specifies the index used when the stencil buffer is cleared. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearDepth">
            <summary>
            <para>Fullname: ClearDepth</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearDepth(System.Double)">
            <summary>
            <para>specify the clear value for the depth buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearDepth.</para>
            <para>Fullname: ClearDepth</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="depth">Specifies the depth value used when the depth buffer is cleared. The initial value is 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._StencilMask">
            <summary>
            <para>Fullname: StencilMask</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StencilMask(System.UInt32)">
            <summary>
            <para>control the front and back writing of individual bits in the stencil planes</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StencilMask.</para>
            <para>Fullname: StencilMask</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="mask">Specifies a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1's.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorMask">
            <summary>
            <para>Fullname: ColorMask</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorMask(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>enable and disable writing of frame buffer color components</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorMask.</para>
            <para>Fullname: ColorMask</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="red">Specify whether red, green, blue, and alpha can or cannot be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components can be written.</param>
            <param name="green">Specify whether red, green, blue, and alpha can or cannot be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components can be written.</param>
            <param name="blue">Specify whether red, green, blue, and alpha can or cannot be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components can be written.</param>
            <param name="alpha">Specify whether red, green, blue, and alpha can or cannot be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components can be written.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DepthMask">
            <summary>
            <para>Fullname: DepthMask</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthMask(System.Boolean)">
            <summary>
            <para>enable or disable writing into the depth buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthMask.</para>
            <para>Fullname: DepthMask</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="flag">Specifies whether the depth buffer is enabled for writing. If flag is GL_FALSE, depth buffer writing is disabled. Otherwise, it is enabled. Initially, depth buffer writing is enabled.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Disable">
            <summary>
            <para>Fullname: Disable</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Disable(System.Int32)">
            <summary>
            <para>enable or disable server-side GL capabilities</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Disable.</para>
            <para>Fullname: Disable</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="cap">Specifies a symbolic constant indicating a GL capability.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Enable">
            <summary>
            <para>Fullname: Enable</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Enable(System.Int32)">
            <summary>
            <para>enable or disable server-side GL capabilities</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Enable.</para>
            <para>Fullname: Enable</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="cap">Specifies a symbolic constant indicating a GL capability.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Finish">
            <summary>
            <para>Fullname: Finish</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Finish">
            <summary>
            <para>block until all GL execution is complete</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Finish.</para>
            <para>Fullname: Finish</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Flush">
            <summary>
            <para>Fullname: Flush</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Flush">
            <summary>
            <para>force execution of GL commands in finite time</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Flush.</para>
            <para>Fullname: Flush</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BlendFunc">
            <summary>
            <para>Fullname: BlendFunc</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendFunc(System.Int32,System.Int32)">
            <summary>
            <para>specify pixel arithmetic</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendFunc.</para>
            <para>Fullname: BlendFunc</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="sfactor">Specifies how the red, green, blue, and alpha source blending factors are computed. The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, and GL_SRC_ALPHA_SATURATE. The initial value is GL_ONE.</param>
            <param name="dfactor">Specifies how the red, green, blue, and alpha destination blending factors are computed. The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA. GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA. The initial value is GL_ZERO.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LogicOp">
            <summary>
            <para>Fullname: LogicOp</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LogicOp(System.Int32)">
            <summary>
            <para>specify a logical pixel operation for color index rendering</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LogicOp.</para>
            <para>Fullname: LogicOp</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="opcode">Specifies a symbolic constant that selects a logical operation. The following symbols are accepted: GL_CLEAR, GL_SET, GL_COPY, GL_COPY_INVERTED, GL_NOOP, GL_INVERT, GL_AND, GL_NAND, GL_OR, GL_NOR, GL_XOR, GL_EQUIV, GL_AND_REVERSE, GL_AND_INVERTED, GL_OR_REVERSE, and GL_OR_INVERTED. The initial value is GL_COPY.</param>
        </member>
        <member name="F:OpenGL4NET.gl._StencilFunc">
            <summary>
            <para>Fullname: StencilFunc</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StencilFunc(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>set front and back function and reference value for stencil testing</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StencilFunc.</para>
            <para>Fullname: StencilFunc</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="func">Specifies the test function. Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL, GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.</param>
            <param name="ref">Specifies the reference value for the stencil test. ref is clamped to the range 02n-1, where n is the number of bitplanes in the stencil buffer. The initial value is 0.</param>
            <param name="mask">Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1's.</param>
        </member>
        <member name="F:OpenGL4NET.gl._StencilOp">
            <summary>
            <para>Fullname: StencilOp</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StencilOp(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set front and back stencil test actions</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StencilOp.</para>
            <para>Fullname: StencilOp</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="sfail">Specifies the action to take when the stencil test fails. Eight symbolic constants are accepted: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT. The initial value is GL_KEEP.</param>
            <param name="dpfail">Specifies the stencil action when the stencil test passes, but the depth test fails. dpfail accepts the same symbolic constants as sfail. The initial value is GL_KEEP.</param>
            <param name="dppass">Specifies the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth testing is not enabled. dppass accepts the same symbolic constants as sfail. The initial value is GL_KEEP.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DepthFunc">
            <summary>
            <para>Fullname: DepthFunc</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthFunc(System.Int32)">
            <summary>
            <para>specify the value used for depth buffer comparisons</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthFunc.</para>
            <para>Fullname: DepthFunc</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="func">Specifies the depth comparison function. Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, and GL_ALWAYS are accepted. The initial value is GL_LESS.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelStoref">
            <summary>
            <para>Fullname: PixelStoref</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelStoref(System.Int32,System.Single)">
            <summary>
            <para>set pixel storage modes</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelStoref.</para>
            <para>Fullname: PixelStoref</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="pname">Specifies the symbolic name of the parameter to be set. Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST, GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES, and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES, GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.</param>
            <param name="param">Specifies the value that pname is set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelStorei">
            <summary>
            <para>Fullname: PixelStorei</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelStorei(System.Int32,System.Int32)">
            <summary>
            <para>set pixel storage modes</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelStorei.</para>
            <para>Fullname: PixelStorei</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="pname">Specifies the symbolic name of the parameter to be set. Six values affect the packing of pixel data into memory: GL_PACK_SWAP_BYTES, GL_PACK_LSB_FIRST, GL_PACK_ROW_LENGTH, GL_PACK_IMAGE_HEIGHT, GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, GL_PACK_SKIP_IMAGES, and GL_PACK_ALIGNMENT. Six more affect the unpacking of pixel data from memory: GL_UNPACK_SWAP_BYTES, GL_UNPACK_LSB_FIRST, GL_UNPACK_ROW_LENGTH, GL_UNPACK_IMAGE_HEIGHT, GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.</param>
            <param name="param">Specifies the value that pname is set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ReadBuffer">
            <summary>
            <para>Fullname: ReadBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReadBuffer(System.Int32)">
            <summary>
            <para>select a color buffer source for pixels</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReadBuffer.</para>
            <para>Fullname: ReadBuffer</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="mode">Specifies a color buffer. Accepted values are GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, and GL_AUXi, where i is between 0 and the value of GL_AUX_BUFFERS minus 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ReadPixels">
            <summary>
            <para>Fullname: ReadPixels</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReadPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>read a block of pixels from the frame buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReadPixels.</para>
            <para>Fullname: ReadPixels</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="x">Specify the window coordinates of the first pixel that is read from the frame buffer. This location is the lower left corner of a rectangular block of pixels.</param>
            <param name="y">Specify the window coordinates of the first pixel that is read from the frame buffer. This location is the lower left corner of a rectangular block of pixels.</param>
            <param name="width">Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.</param>
            <param name="height">Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. Must be one of GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Returns the pixel data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetBooleanv">
            <summary>
            <para>Fullname: GetBooleanv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBooleanv(System.Int32,System.Boolean[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetBooleanv.</para>
            <para>Fullname: GetBooleanv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetDoublev">
            <summary>
            <para>Fullname: GetDoublev</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetDoublev(System.Int32,System.Double[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetDoublev.</para>
            <para>Fullname: GetDoublev</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetError">
            <summary>
            <para>Fullname: GetError</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetError">
            <summary>
            <para>return error information</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetError.</para>
            <para>Fullname: GetError</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFloatv">
            <summary>
            <para>Fullname: GetFloatv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFloatv(System.Int32,System.Single[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFloatv.</para>
            <para>Fullname: GetFloatv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetIntegerv">
            <summary>
            <para>Fullname: GetIntegerv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetIntegerv(System.Int32,System.Int32[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetIntegerv.</para>
            <para>Fullname: GetIntegerv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetString">
            <summary>
            <para>Fullname: GetString</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetString(System.Int32)">
            <summary>
            <para>return a string describing the current GL connection</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetString.</para>
            <para>Fullname: GetString</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="name">Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION, or GL_EXTENSIONS.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GetStringNet(System.Int32)">
            <summary>
            Wrapped glGetString function. Returns marshaled string instead of IntPtr
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexImage">
            <summary>
            <para>Fullname: GetTexImage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexImage(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>return a texture image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexImage.</para>
            <para>Fullname: GetTexImage</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies which texture is to be obtained. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z are accepted.</param>
            <param name="level">Specifies the level-of-detail number of the desired image. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="format">Specifies a pixel format for the returned data. The supported formats are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies a pixel type for the returned data. The supported types are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="img">Returns the texture image. Should be a pointer to an array of the type specified by type.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexParameterfv">
            <summary>
            <para>Fullname: GetTexParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>return texture parameter values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexParameterfv.</para>
            <para>Fullname: GetTexParameterfv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the symbolic name of the target texture. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, and GL_GENERATE_MIPMAP are accepted.</param>
            <param name="params">Returns the texture parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexParameteriv">
            <summary>
            <para>Fullname: GetTexParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return texture parameter values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexParameteriv.</para>
            <para>Fullname: GetTexParameteriv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the symbolic name of the target texture. GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, and GL_TEXTURE_CUBE_MAP are accepted.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_PRIORITY, GL_TEXTURE_RESIDENT, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_COMPARE_FUNC, GL_DEPTH_TEXTURE_MODE, and GL_GENERATE_MIPMAP are accepted.</param>
            <param name="params">Returns the texture parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexLevelParameterfv">
            <summary>
            <para>Fullname: GetTexLevelParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexLevelParameterfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>return texture parameter values for a specific level of detail</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexLevelParameterfv.</para>
            <para>Fullname: GetTexLevelParameterfv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.</param>
            <param name="level">Specifies the level-of-detail number of the desired image. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexLevelParameteriv">
            <summary>
            <para>Fullname: GetTexLevelParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexLevelParameteriv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return texture parameter values for a specific level of detail</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexLevelParameteriv.</para>
            <para>Fullname: GetTexLevelParameteriv</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="target">Specifies the symbolic name of the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_PROXY_TEXTURE_1D, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.</param>
            <param name="level">Specifies the level-of-detail number of the desired image. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT, GL_TEXTURE_DEPTH, GL_TEXTURE_INTERNAL_FORMAT, GL_TEXTURE_BORDER, GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_LUMINANCE_SIZE, GL_TEXTURE_INTENSITY_SIZE, GL_TEXTURE_DEPTH_SIZE, GL_TEXTURE_COMPRESSED, and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are accepted.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsEnabled">
            <summary>
            <para>Fullname: IsEnabled</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsEnabled(System.Int32)">
            <summary>
            <para>test whether a capability is enabled</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsEnabled.</para>
            <para>Fullname: IsEnabled</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="cap">Specifies a symbolic constant indicating a GL capability.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DepthRange">
            <summary>
            <para>Fullname: DepthRange</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthRange(System.Double,System.Double)">
            <summary>
            <para>specify mapping of depth values from normalized device coordinates to window coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthRange.</para>
            <para>Fullname: DepthRange</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="nearVal">Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.</param>
            <param name="farVal">Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Viewport">
            <summary>
            <para>Fullname: Viewport</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Viewport(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the viewport</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Viewport.</para>
            <para>Fullname: Viewport</para>
            <para>Extensions: VERSION_1_0</para>
            </summary>
            <param name="x">Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).</param>
            <param name="y">Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).</param>
            <param name="width">Specify the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
            <param name="height">Specify the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
        </member>
        <member name="F:OpenGL4NET.gl._NewList">
            <summary>
            <para>Fullname: NewList</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NewList(System.UInt32,System.Int32)">
            <summary>
            <para>create or replace a display list</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NewList.</para>
            <para>Fullname: NewList</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="list">Specifies the display-list name.</param>
            <param name="mode">Specifies the compilation mode, which can be GL_COMPILE or GL_COMPILE_AND_EXECUTE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EndList">
            <summary>
            <para>Fullname: EndList</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndList">
            <summary>
            <para>create or replace a display list</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndList.</para>
            <para>Fullname: EndList</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="list">Specifies the display-list name.</param>
            <param name="mode">Specifies the compilation mode, which can be GL_COMPILE or GL_COMPILE_AND_EXECUTE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CallList">
            <summary>
            <para>Fullname: CallList</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CallList(System.UInt32)">
            <summary>
            <para>execute a display list</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CallList.</para>
            <para>Fullname: CallList</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="list">Specifies the integer name of the display list to be executed.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CallLists">
            <summary>
            <para>Fullname: CallLists</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CallLists(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>execute a list of display lists</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CallLists.</para>
            <para>Fullname: CallLists</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="n">Specifies the number of display lists to be executed.</param>
            <param name="type">Specifies the type of values in lists. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, GL_2_BYTES, GL_3_BYTES, and GL_4_BYTES are accepted.</param>
            <param name="lists">Specifies the address of an array of name offsets in the display list. The pointer type is void because the offsets can be bytes, shorts, ints, or floats, depending on the value of type.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteLists">
            <summary>
            <para>Fullname: DeleteLists</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteLists(System.UInt32,System.Int32)">
            <summary>
            <para>delete a contiguous group of display lists</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteLists.</para>
            <para>Fullname: DeleteLists</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="list">Specifies the integer name of the first display list to delete.</param>
            <param name="range">Specifies the number of display lists to delete.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenLists">
            <summary>
            <para>Fullname: GenLists</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenLists(System.Int32)">
            <summary>
            <para>generate a contiguous set of empty display lists</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenLists.</para>
            <para>Fullname: GenLists</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="range">Specifies the number of contiguous empty display lists to be generated.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ListBase">
            <summary>
            <para>Fullname: ListBase</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ListBase(System.UInt32)">
            <summary>
            <para>set the display-list base for glCallLists</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ListBase.</para>
            <para>Fullname: ListBase</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="base">Specifies an integer offset that will be added to glCallLists offsets to generate display-list names. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Begin">
            <summary>
            <para>Fullname: Begin</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Begin(System.Int32)">
            <summary>
            <para>delimit the vertices of a primitive or a group of like primitives</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Begin.</para>
            <para>Fullname: Begin</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mode">Specifies the primitive or primitives that will be created from vertices presented between glBegin and the subsequent glEnd. Ten symbolic constants are accepted: GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_LINE_LOOP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS, GL_QUAD_STRIP, and GL_POLYGON.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Bitmap">
            <summary>
            <para>Fullname: Bitmap</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Bitmap(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Byte[])">
            <summary>
            <para>draw a bitmap</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Bitmap.</para>
            <para>Fullname: Bitmap</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="width">Specify the pixel width and height of the bitmap image.</param>
            <param name="height">Specify the pixel width and height of the bitmap image.</param>
            <param name="xorig">Specify the location of the origin in the bitmap image. The origin is measured from the lower left corner of the bitmap, with right and up being the positive axes.</param>
            <param name="yorig">Specify the location of the origin in the bitmap image. The origin is measured from the lower left corner of the bitmap, with right and up being the positive axes.</param>
            <param name="xmove">Specify the x and y offsets to be added to the current raster position after the bitmap is drawn.</param>
            <param name="ymove">Specify the x and y offsets to be added to the current raster position after the bitmap is drawn.</param>
            <param name="bitmap">Specifies the address of the bitmap image.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3b">
            <summary>
            <para>Fullname: Color3b</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3b(System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3b.</para>
            <para>Fullname: Color3b</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3bv">
            <summary>
            <para>Fullname: Color3bv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3bv(System.Byte[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3bv.</para>
            <para>Fullname: Color3bv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3d">
            <summary>
            <para>Fullname: Color3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3d.</para>
            <para>Fullname: Color3d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3dv">
            <summary>
            <para>Fullname: Color3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3dv(System.Double[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3dv.</para>
            <para>Fullname: Color3dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3f">
            <summary>
            <para>Fullname: Color3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3f.</para>
            <para>Fullname: Color3f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3fv">
            <summary>
            <para>Fullname: Color3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3fv(System.Single[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3fv.</para>
            <para>Fullname: Color3fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3i">
            <summary>
            <para>Fullname: Color3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3i.</para>
            <para>Fullname: Color3i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3iv">
            <summary>
            <para>Fullname: Color3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3iv(System.Int32[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3iv.</para>
            <para>Fullname: Color3iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3s">
            <summary>
            <para>Fullname: Color3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3s.</para>
            <para>Fullname: Color3s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3sv">
            <summary>
            <para>Fullname: Color3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3sv(System.Int16[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3sv.</para>
            <para>Fullname: Color3sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3ub">
            <summary>
            <para>Fullname: Color3ub</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3ub(System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3ub.</para>
            <para>Fullname: Color3ub</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3ubv">
            <summary>
            <para>Fullname: Color3ubv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3ubv(System.Byte[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3ubv.</para>
            <para>Fullname: Color3ubv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3ui">
            <summary>
            <para>Fullname: Color3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3ui(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3ui.</para>
            <para>Fullname: Color3ui</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3uiv">
            <summary>
            <para>Fullname: Color3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3uiv(System.UInt32[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3uiv.</para>
            <para>Fullname: Color3uiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3us">
            <summary>
            <para>Fullname: Color3us</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3us(System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3us.</para>
            <para>Fullname: Color3us</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color3usv">
            <summary>
            <para>Fullname: Color3usv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3usv(System.UInt16[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3usv.</para>
            <para>Fullname: Color3usv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4b">
            <summary>
            <para>Fullname: Color4b</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4b(System.Byte,System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4b.</para>
            <para>Fullname: Color4b</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4bv">
            <summary>
            <para>Fullname: Color4bv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4bv(System.Byte[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4bv.</para>
            <para>Fullname: Color4bv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4d">
            <summary>
            <para>Fullname: Color4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4d(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4d.</para>
            <para>Fullname: Color4d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4dv">
            <summary>
            <para>Fullname: Color4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4dv(System.Double[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4dv.</para>
            <para>Fullname: Color4dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4f">
            <summary>
            <para>Fullname: Color4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4f(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4f.</para>
            <para>Fullname: Color4f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4fv">
            <summary>
            <para>Fullname: Color4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4fv(System.Single[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4fv.</para>
            <para>Fullname: Color4fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4i">
            <summary>
            <para>Fullname: Color4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4i.</para>
            <para>Fullname: Color4i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4iv">
            <summary>
            <para>Fullname: Color4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4iv(System.Int32[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4iv.</para>
            <para>Fullname: Color4iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4s">
            <summary>
            <para>Fullname: Color4s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4s(System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4s.</para>
            <para>Fullname: Color4s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4sv">
            <summary>
            <para>Fullname: Color4sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4sv(System.Int16[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4sv.</para>
            <para>Fullname: Color4sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4ub">
            <summary>
            <para>Fullname: Color4ub</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4ub(System.Byte,System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4ub.</para>
            <para>Fullname: Color4ub</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4ubv">
            <summary>
            <para>Fullname: Color4ubv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4ubv(System.Byte[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4ubv.</para>
            <para>Fullname: Color4ubv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4ui">
            <summary>
            <para>Fullname: Color4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4ui(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4ui.</para>
            <para>Fullname: Color4ui</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4uiv">
            <summary>
            <para>Fullname: Color4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4uiv(System.UInt32[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4uiv.</para>
            <para>Fullname: Color4uiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4us">
            <summary>
            <para>Fullname: Color4us</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4us(System.UInt16,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4us.</para>
            <para>Fullname: Color4us</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current color.</param>
            <param name="green">Specify new red, green, and blue values for the current color.</param>
            <param name="blue">Specify new red, green, and blue values for the current color.</param>
            <param name="alpha">Specifies a new alpha value for the current color. Included only in the four-argument glColor4 commands.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Color4usv">
            <summary>
            <para>Fullname: Color4usv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4usv(System.UInt16[])">
            <summary>
            <para>set the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4usv.</para>
            <para>Fullname: Color4usv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EdgeFlag">
            <summary>
            <para>Fullname: EdgeFlag</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EdgeFlag(System.Boolean)">
            <summary>
            <para>flag edges as either boundary or nonboundary</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EdgeFlag.</para>
            <para>Fullname: EdgeFlag</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="flag">Specifies the current edge flag value, either GL_TRUE or GL_FALSE. The initial value is GL_TRUE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EdgeFlagv">
            <summary>
            <para>Fullname: EdgeFlagv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EdgeFlagv(System.Boolean[])">
            <summary>
            <para>flag edges as either boundary or nonboundary</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EdgeFlagv.</para>
            <para>Fullname: EdgeFlagv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="flag">Specifies a pointer to an array that contains a single boolean element, which replaces the current edge flag value.</param>
        </member>
        <member name="F:OpenGL4NET.gl._End">
            <summary>
            <para>Fullname: End</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.End">
            <summary>
            <para>delimit the vertices of a primitive or a group of like primitives</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _End.</para>
            <para>Fullname: End</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mode">Specifies the primitive or primitives that will be created from vertices presented between glBegin and the subsequent glEnd. Ten symbolic constants are accepted: GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_LINE_LOOP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS, GL_QUAD_STRIP, and GL_POLYGON.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexd">
            <summary>
            <para>Fullname: Indexd</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexd(System.Double)">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexd.</para>
            <para>Fullname: Indexd</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexdv">
            <summary>
            <para>Fullname: Indexdv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexdv(System.Double[])">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexdv.</para>
            <para>Fullname: Indexdv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies a pointer to a one-element array that contains the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexf">
            <summary>
            <para>Fullname: Indexf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexf(System.Single)">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexf.</para>
            <para>Fullname: Indexf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexfv">
            <summary>
            <para>Fullname: Indexfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexfv(System.Single[])">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexfv.</para>
            <para>Fullname: Indexfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies a pointer to a one-element array that contains the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexi">
            <summary>
            <para>Fullname: Indexi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexi(System.Int32)">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexi.</para>
            <para>Fullname: Indexi</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexiv">
            <summary>
            <para>Fullname: Indexiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexiv(System.Int32[])">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexiv.</para>
            <para>Fullname: Indexiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies a pointer to a one-element array that contains the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexs">
            <summary>
            <para>Fullname: Indexs</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexs(System.Int16)">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexs.</para>
            <para>Fullname: Indexs</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexsv">
            <summary>
            <para>Fullname: Indexsv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexsv(System.Int16[])">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexsv.</para>
            <para>Fullname: Indexsv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies a pointer to a one-element array that contains the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3b">
            <summary>
            <para>Fullname: Normal3b</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3b(System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3b.</para>
            <para>Fullname: Normal3b</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="nx">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="ny">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="nz">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3bv">
            <summary>
            <para>Fullname: Normal3bv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3bv(System.Byte[])">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3bv.</para>
            <para>Fullname: Normal3bv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3d">
            <summary>
            <para>Fullname: Normal3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3d.</para>
            <para>Fullname: Normal3d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="nx">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="ny">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="nz">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3dv">
            <summary>
            <para>Fullname: Normal3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3dv(System.Double[])">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3dv.</para>
            <para>Fullname: Normal3dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3f">
            <summary>
            <para>Fullname: Normal3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3f.</para>
            <para>Fullname: Normal3f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="nx">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="ny">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="nz">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3fv">
            <summary>
            <para>Fullname: Normal3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3fv(System.Single[])">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3fv.</para>
            <para>Fullname: Normal3fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3i">
            <summary>
            <para>Fullname: Normal3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3i.</para>
            <para>Fullname: Normal3i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="nx">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="ny">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="nz">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3iv">
            <summary>
            <para>Fullname: Normal3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3iv(System.Int32[])">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3iv.</para>
            <para>Fullname: Normal3iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3s">
            <summary>
            <para>Fullname: Normal3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3s.</para>
            <para>Fullname: Normal3s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="nx">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="ny">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
            <param name="nz">Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).</param>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3sv">
            <summary>
            <para>Fullname: Normal3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3sv(System.Int16[])">
            <summary>
            <para>set the current normal vector</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3sv.</para>
            <para>Fullname: Normal3sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2d">
            <summary>
            <para>Fullname: RasterPos2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2d(System.Double,System.Double)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2d.</para>
            <para>Fullname: RasterPos2d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2dv">
            <summary>
            <para>Fullname: RasterPos2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2dv(System.Double[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2dv.</para>
            <para>Fullname: RasterPos2dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2f">
            <summary>
            <para>Fullname: RasterPos2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2f(System.Single,System.Single)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2f.</para>
            <para>Fullname: RasterPos2f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2fv">
            <summary>
            <para>Fullname: RasterPos2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2fv(System.Single[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2fv.</para>
            <para>Fullname: RasterPos2fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2i">
            <summary>
            <para>Fullname: RasterPos2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2i(System.Int32,System.Int32)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2i.</para>
            <para>Fullname: RasterPos2i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2iv">
            <summary>
            <para>Fullname: RasterPos2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2iv(System.Int32[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2iv.</para>
            <para>Fullname: RasterPos2iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2s">
            <summary>
            <para>Fullname: RasterPos2s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2s(System.Int16,System.Int16)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2s.</para>
            <para>Fullname: RasterPos2s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos2sv">
            <summary>
            <para>Fullname: RasterPos2sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos2sv(System.Int16[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos2sv.</para>
            <para>Fullname: RasterPos2sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3d">
            <summary>
            <para>Fullname: RasterPos3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3d.</para>
            <para>Fullname: RasterPos3d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3dv">
            <summary>
            <para>Fullname: RasterPos3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3dv(System.Double[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3dv.</para>
            <para>Fullname: RasterPos3dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3f">
            <summary>
            <para>Fullname: RasterPos3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3f.</para>
            <para>Fullname: RasterPos3f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3fv">
            <summary>
            <para>Fullname: RasterPos3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3fv(System.Single[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3fv.</para>
            <para>Fullname: RasterPos3fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3i">
            <summary>
            <para>Fullname: RasterPos3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3i.</para>
            <para>Fullname: RasterPos3i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3iv">
            <summary>
            <para>Fullname: RasterPos3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3iv(System.Int32[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3iv.</para>
            <para>Fullname: RasterPos3iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3s">
            <summary>
            <para>Fullname: RasterPos3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3s.</para>
            <para>Fullname: RasterPos3s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos3sv">
            <summary>
            <para>Fullname: RasterPos3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos3sv(System.Int16[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos3sv.</para>
            <para>Fullname: RasterPos3sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4d">
            <summary>
            <para>Fullname: RasterPos4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4d(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4d.</para>
            <para>Fullname: RasterPos4d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4dv">
            <summary>
            <para>Fullname: RasterPos4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4dv(System.Double[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4dv.</para>
            <para>Fullname: RasterPos4dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4f">
            <summary>
            <para>Fullname: RasterPos4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4f(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4f.</para>
            <para>Fullname: RasterPos4f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4fv">
            <summary>
            <para>Fullname: RasterPos4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4fv(System.Single[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4fv.</para>
            <para>Fullname: RasterPos4fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4i">
            <summary>
            <para>Fullname: RasterPos4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4i.</para>
            <para>Fullname: RasterPos4i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4iv">
            <summary>
            <para>Fullname: RasterPos4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4iv(System.Int32[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4iv.</para>
            <para>Fullname: RasterPos4iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4s">
            <summary>
            <para>Fullname: RasterPos4s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4s(System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4s.</para>
            <para>Fullname: RasterPos4s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="y">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="z">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
            <param name="w">Specify the x, y, z, and w object coordinates (if present) for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RasterPos4sv">
            <summary>
            <para>Fullname: RasterPos4sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RasterPos4sv(System.Int16[])">
            <summary>
            <para>specify the raster position for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RasterPos4sv.</para>
            <para>Fullname: RasterPos4sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rectd">
            <summary>
            <para>Fullname: Rectd</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rectd(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rectd.</para>
            <para>Fullname: Rectd</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x1">Specify one vertex of a rectangle.</param>
            <param name="y1">Specify one vertex of a rectangle.</param>
            <param name="x2">Specify the opposite vertex of the rectangle.</param>
            <param name="y2">Specify the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rectdv">
            <summary>
            <para>Fullname: Rectdv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rectdv(System.Double[],System.Double[])">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rectdv.</para>
            <para>Fullname: Rectdv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v1">Specifies a pointer to one vertex of a rectangle.</param>
            <param name="v2">Specifies a pointer to the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rectf">
            <summary>
            <para>Fullname: Rectf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rectf(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rectf.</para>
            <para>Fullname: Rectf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x1">Specify one vertex of a rectangle.</param>
            <param name="y1">Specify one vertex of a rectangle.</param>
            <param name="x2">Specify the opposite vertex of the rectangle.</param>
            <param name="y2">Specify the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rectfv">
            <summary>
            <para>Fullname: Rectfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rectfv(System.Single[],System.Single[])">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rectfv.</para>
            <para>Fullname: Rectfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v1">Specifies a pointer to one vertex of a rectangle.</param>
            <param name="v2">Specifies a pointer to the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Recti">
            <summary>
            <para>Fullname: Recti</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Recti(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Recti.</para>
            <para>Fullname: Recti</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x1">Specify one vertex of a rectangle.</param>
            <param name="y1">Specify one vertex of a rectangle.</param>
            <param name="x2">Specify the opposite vertex of the rectangle.</param>
            <param name="y2">Specify the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rectiv">
            <summary>
            <para>Fullname: Rectiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rectiv(System.Int32[],System.Int32[])">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rectiv.</para>
            <para>Fullname: Rectiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v1">Specifies a pointer to one vertex of a rectangle.</param>
            <param name="v2">Specifies a pointer to the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rects">
            <summary>
            <para>Fullname: Rects</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rects(System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rects.</para>
            <para>Fullname: Rects</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x1">Specify one vertex of a rectangle.</param>
            <param name="y1">Specify one vertex of a rectangle.</param>
            <param name="x2">Specify the opposite vertex of the rectangle.</param>
            <param name="y2">Specify the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rectsv">
            <summary>
            <para>Fullname: Rectsv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rectsv(System.Int16[],System.Int16[])">
            <summary>
            <para>draw a rectangle</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rectsv.</para>
            <para>Fullname: Rectsv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v1">Specifies a pointer to one vertex of a rectangle.</param>
            <param name="v2">Specifies a pointer to the opposite vertex of the rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1d">
            <summary>
            <para>Fullname: TexCoord1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1d(System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1d.</para>
            <para>Fullname: TexCoord1d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1dv">
            <summary>
            <para>Fullname: TexCoord1dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1dv(System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1dv.</para>
            <para>Fullname: TexCoord1dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1f">
            <summary>
            <para>Fullname: TexCoord1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1f(System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1f.</para>
            <para>Fullname: TexCoord1f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1fv">
            <summary>
            <para>Fullname: TexCoord1fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1fv(System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1fv.</para>
            <para>Fullname: TexCoord1fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1i">
            <summary>
            <para>Fullname: TexCoord1i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1i(System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1i.</para>
            <para>Fullname: TexCoord1i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1iv">
            <summary>
            <para>Fullname: TexCoord1iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1iv(System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1iv.</para>
            <para>Fullname: TexCoord1iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1s">
            <summary>
            <para>Fullname: TexCoord1s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1s(System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1s.</para>
            <para>Fullname: TexCoord1s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1sv">
            <summary>
            <para>Fullname: TexCoord1sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1sv(System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1sv.</para>
            <para>Fullname: TexCoord1sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2d">
            <summary>
            <para>Fullname: TexCoord2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2d(System.Double,System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2d.</para>
            <para>Fullname: TexCoord2d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2dv">
            <summary>
            <para>Fullname: TexCoord2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2dv(System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2dv.</para>
            <para>Fullname: TexCoord2dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2f">
            <summary>
            <para>Fullname: TexCoord2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2f(System.Single,System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2f.</para>
            <para>Fullname: TexCoord2f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fv">
            <summary>
            <para>Fullname: TexCoord2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fv(System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fv.</para>
            <para>Fullname: TexCoord2fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2i">
            <summary>
            <para>Fullname: TexCoord2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2i(System.Int32,System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2i.</para>
            <para>Fullname: TexCoord2i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2iv">
            <summary>
            <para>Fullname: TexCoord2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2iv(System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2iv.</para>
            <para>Fullname: TexCoord2iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2s">
            <summary>
            <para>Fullname: TexCoord2s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2s(System.Int16,System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2s.</para>
            <para>Fullname: TexCoord2s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2sv">
            <summary>
            <para>Fullname: TexCoord2sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2sv(System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2sv.</para>
            <para>Fullname: TexCoord2sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3d">
            <summary>
            <para>Fullname: TexCoord3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3d.</para>
            <para>Fullname: TexCoord3d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3dv">
            <summary>
            <para>Fullname: TexCoord3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3dv(System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3dv.</para>
            <para>Fullname: TexCoord3dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3f">
            <summary>
            <para>Fullname: TexCoord3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3f.</para>
            <para>Fullname: TexCoord3f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3fv">
            <summary>
            <para>Fullname: TexCoord3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3fv(System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3fv.</para>
            <para>Fullname: TexCoord3fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3i">
            <summary>
            <para>Fullname: TexCoord3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3i.</para>
            <para>Fullname: TexCoord3i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3iv">
            <summary>
            <para>Fullname: TexCoord3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3iv(System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3iv.</para>
            <para>Fullname: TexCoord3iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3s">
            <summary>
            <para>Fullname: TexCoord3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3s.</para>
            <para>Fullname: TexCoord3s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3sv">
            <summary>
            <para>Fullname: TexCoord3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3sv(System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3sv.</para>
            <para>Fullname: TexCoord3sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4d">
            <summary>
            <para>Fullname: TexCoord4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4d(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4d.</para>
            <para>Fullname: TexCoord4d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4dv">
            <summary>
            <para>Fullname: TexCoord4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4dv(System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4dv.</para>
            <para>Fullname: TexCoord4dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4f">
            <summary>
            <para>Fullname: TexCoord4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4f(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4f.</para>
            <para>Fullname: TexCoord4f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4fv">
            <summary>
            <para>Fullname: TexCoord4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4fv(System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4fv.</para>
            <para>Fullname: TexCoord4fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4i">
            <summary>
            <para>Fullname: TexCoord4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4i.</para>
            <para>Fullname: TexCoord4i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4iv">
            <summary>
            <para>Fullname: TexCoord4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4iv(System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4iv.</para>
            <para>Fullname: TexCoord4iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4s">
            <summary>
            <para>Fullname: TexCoord4s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4s(System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4s.</para>
            <para>Fullname: TexCoord4s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="s">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4sv">
            <summary>
            <para>Fullname: TexCoord4sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4sv(System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4sv.</para>
            <para>Fullname: TexCoord4sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2d">
            <summary>
            <para>Fullname: Vertex2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2d(System.Double,System.Double)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2d.</para>
            <para>Fullname: Vertex2d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2dv">
            <summary>
            <para>Fullname: Vertex2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2dv(System.Double[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2dv.</para>
            <para>Fullname: Vertex2dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2f">
            <summary>
            <para>Fullname: Vertex2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2f(System.Single,System.Single)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2f.</para>
            <para>Fullname: Vertex2f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2fv">
            <summary>
            <para>Fullname: Vertex2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2fv(System.Single[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2fv.</para>
            <para>Fullname: Vertex2fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2i">
            <summary>
            <para>Fullname: Vertex2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2i(System.Int32,System.Int32)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2i.</para>
            <para>Fullname: Vertex2i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2iv">
            <summary>
            <para>Fullname: Vertex2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2iv(System.Int32[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2iv.</para>
            <para>Fullname: Vertex2iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2s">
            <summary>
            <para>Fullname: Vertex2s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2s(System.Int16,System.Int16)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2s.</para>
            <para>Fullname: Vertex2s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2sv">
            <summary>
            <para>Fullname: Vertex2sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2sv(System.Int16[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2sv.</para>
            <para>Fullname: Vertex2sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3d">
            <summary>
            <para>Fullname: Vertex3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3d.</para>
            <para>Fullname: Vertex3d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3dv">
            <summary>
            <para>Fullname: Vertex3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3dv(System.Double[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3dv.</para>
            <para>Fullname: Vertex3dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3f">
            <summary>
            <para>Fullname: Vertex3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3f.</para>
            <para>Fullname: Vertex3f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3fv">
            <summary>
            <para>Fullname: Vertex3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3fv(System.Single[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3fv.</para>
            <para>Fullname: Vertex3fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3i">
            <summary>
            <para>Fullname: Vertex3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3i.</para>
            <para>Fullname: Vertex3i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3iv">
            <summary>
            <para>Fullname: Vertex3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3iv(System.Int32[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3iv.</para>
            <para>Fullname: Vertex3iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3s">
            <summary>
            <para>Fullname: Vertex3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3s.</para>
            <para>Fullname: Vertex3s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3sv">
            <summary>
            <para>Fullname: Vertex3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3sv(System.Int16[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3sv.</para>
            <para>Fullname: Vertex3sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4d">
            <summary>
            <para>Fullname: Vertex4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4d(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4d.</para>
            <para>Fullname: Vertex4d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4dv">
            <summary>
            <para>Fullname: Vertex4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4dv(System.Double[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4dv.</para>
            <para>Fullname: Vertex4dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4f">
            <summary>
            <para>Fullname: Vertex4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4f(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4f.</para>
            <para>Fullname: Vertex4f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4fv">
            <summary>
            <para>Fullname: Vertex4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4fv(System.Single[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4fv.</para>
            <para>Fullname: Vertex4fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4i">
            <summary>
            <para>Fullname: Vertex4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4i.</para>
            <para>Fullname: Vertex4i</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4iv">
            <summary>
            <para>Fullname: Vertex4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4iv(System.Int32[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4iv.</para>
            <para>Fullname: Vertex4iv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4s">
            <summary>
            <para>Fullname: Vertex4s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4s(System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4s.</para>
            <para>Fullname: Vertex4s</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="y">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="z">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
            <param name="w">Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4sv">
            <summary>
            <para>Fullname: Vertex4sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4sv(System.Int16[])">
            <summary>
            <para>specify a vertex</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4sv.</para>
            <para>Fullname: Vertex4sv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClipPlane">
            <summary>
            <para>Fullname: ClipPlane</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClipPlane(System.Int32,System.Double[])">
            <summary>
            <para>specify a plane against which all geometry is clipped</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClipPlane.</para>
            <para>Fullname: ClipPlane</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="plane">Specifies which clipping plane is being positioned. Symbolic names of the form GL_CLIP_PLANEi, where i is an integer between 0 and GL_MAX_CLIP_PLANES-1, are accepted.</param>
            <param name="equation">Specifies the address of an array of four double-precision floating-point values. These values are interpreted as a plane equation.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorMaterial">
            <summary>
            <para>Fullname: ColorMaterial</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorMaterial(System.Int32,System.Int32)">
            <summary>
            <para>cause a material color to track the current color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorMaterial.</para>
            <para>Fullname: ColorMaterial</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="face">Specifies whether front, back, or both front and back material parameters should track the current color. Accepted values are GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK. The initial value is GL_FRONT_AND_BACK.</param>
            <param name="mode">Specifies which of several material parameters track the current color. Accepted values are GL_EMISSION, GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, and GL_AMBIENT_AND_DIFFUSE. The initial value is GL_AMBIENT_AND_DIFFUSE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Fogf">
            <summary>
            <para>Fullname: Fogf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Fogf(System.Int32,System.Single)">
            <summary>
            <para>specify fog parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Fogf.</para>
            <para>Fullname: Fogf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a single-valued fog parameter. GL_FOG_MODE, GL_FOG_DENSITY, GL_FOG_START, GL_FOG_END, GL_FOG_INDEX, and GL_FOG_COORD_SRC are accepted.</param>
            <param name="param">Specifies the value that pname will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Fogfv">
            <summary>
            <para>Fullname: Fogfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Fogfv(System.Int32,System.Single[])">
            <summary>
            <para>specify fog parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Fogfv.</para>
            <para>Fullname: Fogfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a fog parameter. GL_FOG_MODE, GL_FOG_DENSITY, GL_FOG_START, GL_FOG_END, GL_FOG_INDEX, GL_FOG_COLOR, and GL_FOG_COORD_SRC are accepted.</param>
            <param name="params">Specifies the value or values to be assigned to pname. GL_FOG_COLOR requires an array of four values. All other parameters accept an array containing only a single value.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Fogi">
            <summary>
            <para>Fullname: Fogi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Fogi(System.Int32,System.Int32)">
            <summary>
            <para>specify fog parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Fogi.</para>
            <para>Fullname: Fogi</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a single-valued fog parameter. GL_FOG_MODE, GL_FOG_DENSITY, GL_FOG_START, GL_FOG_END, GL_FOG_INDEX, and GL_FOG_COORD_SRC are accepted.</param>
            <param name="param">Specifies the value that pname will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Fogiv">
            <summary>
            <para>Fullname: Fogiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Fogiv(System.Int32,System.Int32[])">
            <summary>
            <para>specify fog parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Fogiv.</para>
            <para>Fullname: Fogiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a fog parameter. GL_FOG_MODE, GL_FOG_DENSITY, GL_FOG_START, GL_FOG_END, GL_FOG_INDEX, GL_FOG_COLOR, and GL_FOG_COORD_SRC are accepted.</param>
            <param name="params">Specifies the value or values to be assigned to pname. GL_FOG_COLOR requires an array of four values. All other parameters accept an array containing only a single value.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Lightf">
            <summary>
            <para>Fullname: Lightf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Lightf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>set light source parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Lightf.</para>
            <para>Fullname: Lightf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="light">Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form GL_LIGHTi, where i ranges from 0 to the value of GL_MAX_LIGHTS - 1.</param>
            <param name="pname">Specifies a single-valued light source parameter for light. GL_SPOT_EXPONENT, GL_SPOT_CUTOFF, GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and GL_QUADRATIC_ATTENUATION are accepted.</param>
            <param name="param">Specifies the value that parameter pname of light source light will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Lightfv">
            <summary>
            <para>Fullname: Lightfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Lightfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>set light source parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Lightfv.</para>
            <para>Fullname: Lightfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="light">Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form GL_LIGHTi, where i ranges from 0 to the value of GL_MAX_LIGHTS - 1.</param>
            <param name="pname">Specifies a light source parameter for light. GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_POSITION, GL_SPOT_CUTOFF, GL_SPOT_DIRECTION, GL_SPOT_EXPONENT, GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and GL_QUADRATIC_ATTENUATION are accepted.</param>
            <param name="params">Specifies a pointer to the value or values that parameter pname of light source light will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Lighti">
            <summary>
            <para>Fullname: Lighti</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Lighti(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set light source parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Lighti.</para>
            <para>Fullname: Lighti</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="light">Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form GL_LIGHTi, where i ranges from 0 to the value of GL_MAX_LIGHTS - 1.</param>
            <param name="pname">Specifies a single-valued light source parameter for light. GL_SPOT_EXPONENT, GL_SPOT_CUTOFF, GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and GL_QUADRATIC_ATTENUATION are accepted.</param>
            <param name="param">Specifies the value that parameter pname of light source light will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Lightiv">
            <summary>
            <para>Fullname: Lightiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Lightiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>set light source parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Lightiv.</para>
            <para>Fullname: Lightiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="light">Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form GL_LIGHTi, where i ranges from 0 to the value of GL_MAX_LIGHTS - 1.</param>
            <param name="pname">Specifies a light source parameter for light. GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_POSITION, GL_SPOT_CUTOFF, GL_SPOT_DIRECTION, GL_SPOT_EXPONENT, GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and GL_QUADRATIC_ATTENUATION are accepted.</param>
            <param name="params">Specifies a pointer to the value or values that parameter pname of light source light will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LightModelf">
            <summary>
            <para>Fullname: LightModelf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LightModelf(System.Int32,System.Single)">
            <summary>
            <para>set the lighting model parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LightModelf.</para>
            <para>Fullname: LightModelf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a single-valued lighting model parameter. GL_LIGHT_MODEL_LOCAL_VIEWER, GL_LIGHT_MODEL_COLOR_CONTROL, and GL_LIGHT_MODEL_TWO_SIDE are accepted.</param>
            <param name="param">Specifies the value that param will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LightModelfv">
            <summary>
            <para>Fullname: LightModelfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LightModelfv(System.Int32,System.Single[])">
            <summary>
            <para>set the lighting model parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LightModelfv.</para>
            <para>Fullname: LightModelfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a lighting model parameter. GL_LIGHT_MODEL_AMBIENT, GL_LIGHT_MODEL_COLOR_CONTROL, GL_LIGHT_MODEL_LOCAL_VIEWER, and GL_LIGHT_MODEL_TWO_SIDE are accepted.</param>
            <param name="params">Specifies a pointer to the value or values that params will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LightModeli">
            <summary>
            <para>Fullname: LightModeli</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LightModeli(System.Int32,System.Int32)">
            <summary>
            <para>set the lighting model parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LightModeli.</para>
            <para>Fullname: LightModeli</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a single-valued lighting model parameter. GL_LIGHT_MODEL_LOCAL_VIEWER, GL_LIGHT_MODEL_COLOR_CONTROL, and GL_LIGHT_MODEL_TWO_SIDE are accepted.</param>
            <param name="param">Specifies the value that param will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LightModeliv">
            <summary>
            <para>Fullname: LightModeliv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LightModeliv(System.Int32,System.Int32[])">
            <summary>
            <para>set the lighting model parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LightModeliv.</para>
            <para>Fullname: LightModeliv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies a lighting model parameter. GL_LIGHT_MODEL_AMBIENT, GL_LIGHT_MODEL_COLOR_CONTROL, GL_LIGHT_MODEL_LOCAL_VIEWER, and GL_LIGHT_MODEL_TWO_SIDE are accepted.</param>
            <param name="params">Specifies a pointer to the value or values that params will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LineStipple">
            <summary>
            <para>Fullname: LineStipple</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LineStipple(System.Int32,System.UInt16)">
            <summary>
            <para>specify the line stipple pattern</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LineStipple.</para>
            <para>Fullname: LineStipple</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="factor">Specifies a multiplier for each bit in the line stipple pattern. If factor is 3, for example, each bit in the pattern is used three times before the next bit in the pattern is used. factor is clamped to the range [1, 256] and defaults to 1.</param>
            <param name="pattern">Specifies a 16-bit integer whose bit pattern determines which fragments of a line will be drawn when the line is rasterized. Bit zero is used first; the default pattern is all 1's.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Materialf">
            <summary>
            <para>Fullname: Materialf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Materialf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>specify material parameters for the lighting model</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Materialf.</para>
            <para>Fullname: Materialf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="face">Specifies which face or faces are being updated. Must be one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.</param>
            <param name="pname">Specifies the single-valued material parameter of the face or faces that is being updated. Must be GL_SHININESS.</param>
            <param name="param">Specifies the value that parameter GL_SHININESS will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Materialfv">
            <summary>
            <para>Fullname: Materialfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Materialfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>specify material parameters for the lighting model</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Materialfv.</para>
            <para>Fullname: Materialfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="face">Specifies which face or faces are being updated. Must be one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.</param>
            <param name="pname">Specifies the material parameter of the face or faces that is being updated. Must be one of GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_SHININESS, GL_AMBIENT_AND_DIFFUSE, or GL_COLOR_INDEXES.</param>
            <param name="params">Specifies a pointer to the value or values that pname will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Materiali">
            <summary>
            <para>Fullname: Materiali</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Materiali(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify material parameters for the lighting model</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Materiali.</para>
            <para>Fullname: Materiali</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="face">Specifies which face or faces are being updated. Must be one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.</param>
            <param name="pname">Specifies the single-valued material parameter of the face or faces that is being updated. Must be GL_SHININESS.</param>
            <param name="param">Specifies the value that parameter GL_SHININESS will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Materialiv">
            <summary>
            <para>Fullname: Materialiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Materialiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>specify material parameters for the lighting model</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Materialiv.</para>
            <para>Fullname: Materialiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="face">Specifies which face or faces are being updated. Must be one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK.</param>
            <param name="pname">Specifies the material parameter of the face or faces that is being updated. Must be one of GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_SHININESS, GL_AMBIENT_AND_DIFFUSE, or GL_COLOR_INDEXES.</param>
            <param name="params">Specifies a pointer to the value or values that pname will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PolygonStipple">
            <summary>
            <para>Fullname: PolygonStipple</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PolygonStipple(System.Byte[])">
            <summary>
            <para>set the polygon stippling pattern</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PolygonStipple.</para>
            <para>Fullname: PolygonStipple</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pattern">Specifies a pointer to a 32×32 stipple pattern that will be unpacked from memory in the same way that glDrawPixels unpacks pixels.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ShadeModel">
            <summary>
            <para>Fullname: ShadeModel</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ShadeModel(System.Int32)">
            <summary>
            <para>select flat or smooth shading</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ShadeModel.</para>
            <para>Fullname: ShadeModel</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mode">Specifies a symbolic value representing a shading technique. Accepted values are GL_FLAT and GL_SMOOTH. The initial value is GL_SMOOTH.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexEnvf">
            <summary>
            <para>Fullname: TexEnvf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexEnvf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>set texture environment parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexEnvf.</para>
            <para>Fullname: TexEnvf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies a texture environment. May be GL_TEXTURE_ENV, GL_TEXTURE_FILTER_CONTROL or GL_POINT_SPRITE.</param>
            <param name="pname">Specifies the symbolic name of a single-valued texture environment parameter. May be either GL_TEXTURE_ENV_MODE, GL_TEXTURE_LOD_BIAS, GL_COMBINE_RGB, GL_COMBINE_ALPHA, GL_SRC0_RGB, GL_SRC1_RGB, GL_SRC2_RGB, GL_SRC0_ALPHA, GL_SRC1_ALPHA, GL_SRC2_ALPHA, GL_OPERAND0_RGB, GL_OPERAND1_RGB, GL_OPERAND2_RGB, GL_OPERAND0_ALPHA, GL_OPERAND1_ALPHA, GL_OPERAND2_ALPHA, GL_RGB_SCALE, GL_ALPHA_SCALE, or GL_COORD_REPLACE.</param>
            <param name="param">Specifies a single symbolic constant, one of GL_ADD, GL_ADD_SIGNED, GL_INTERPOLATE, GL_MODULATE, GL_DECAL, GL_BLEND, GL_REPLACE, GL_SUBTRACT, GL_COMBINE, GL_TEXTURE, GL_CONSTANT, GL_PRIMARY_COLOR, GL_PREVIOUS, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, a single boolean value for the point sprite texture coordinate replacement, a single floating-point value for the texture level-of-detail bias, or 1.0, 2.0, or 4.0 when specifying the GL_RGB_SCALE or GL_ALPHA_SCALE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexEnvfv">
            <summary>
            <para>Fullname: TexEnvfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexEnvfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>set texture environment parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexEnvfv.</para>
            <para>Fullname: TexEnvfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies a texture environment. May be either GL_TEXTURE_ENV, or GL_TEXTURE_FILTER_CONTROL.</param>
            <param name="pname">Specifies the symbolic name of a texture environment parameter. Accepted values are GL_TEXTURE_ENV_MODE, GL_TEXTURE_ENV_COLOR, or GL_TEXTURE_LOD_BIAS.</param>
            <param name="params">Specifies a pointer to a parameter array that contains either a single symbolic constant, single floating-point number, or an RGBA color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexEnvi">
            <summary>
            <para>Fullname: TexEnvi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexEnvi(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set texture environment parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexEnvi.</para>
            <para>Fullname: TexEnvi</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies a texture environment. May be GL_TEXTURE_ENV, GL_TEXTURE_FILTER_CONTROL or GL_POINT_SPRITE.</param>
            <param name="pname">Specifies the symbolic name of a single-valued texture environment parameter. May be either GL_TEXTURE_ENV_MODE, GL_TEXTURE_LOD_BIAS, GL_COMBINE_RGB, GL_COMBINE_ALPHA, GL_SRC0_RGB, GL_SRC1_RGB, GL_SRC2_RGB, GL_SRC0_ALPHA, GL_SRC1_ALPHA, GL_SRC2_ALPHA, GL_OPERAND0_RGB, GL_OPERAND1_RGB, GL_OPERAND2_RGB, GL_OPERAND0_ALPHA, GL_OPERAND1_ALPHA, GL_OPERAND2_ALPHA, GL_RGB_SCALE, GL_ALPHA_SCALE, or GL_COORD_REPLACE.</param>
            <param name="param">Specifies a single symbolic constant, one of GL_ADD, GL_ADD_SIGNED, GL_INTERPOLATE, GL_MODULATE, GL_DECAL, GL_BLEND, GL_REPLACE, GL_SUBTRACT, GL_COMBINE, GL_TEXTURE, GL_CONSTANT, GL_PRIMARY_COLOR, GL_PREVIOUS, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, a single boolean value for the point sprite texture coordinate replacement, a single floating-point value for the texture level-of-detail bias, or 1.0, 2.0, or 4.0 when specifying the GL_RGB_SCALE or GL_ALPHA_SCALE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexEnviv">
            <summary>
            <para>Fullname: TexEnviv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexEnviv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>set texture environment parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexEnviv.</para>
            <para>Fullname: TexEnviv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies a texture environment. May be either GL_TEXTURE_ENV, or GL_TEXTURE_FILTER_CONTROL.</param>
            <param name="pname">Specifies the symbolic name of a texture environment parameter. Accepted values are GL_TEXTURE_ENV_MODE, GL_TEXTURE_ENV_COLOR, or GL_TEXTURE_LOD_BIAS.</param>
            <param name="params">Specifies a pointer to a parameter array that contains either a single symbolic constant, single floating-point number, or an RGBA color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexGend">
            <summary>
            <para>Fullname: TexGend</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexGend(System.Int32,System.Int32,System.Double)">
            <summary>
            <para>control the generation of texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexGend.</para>
            <para>Fullname: TexGend</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be one of GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the texture-coordinate generation function. Must be GL_TEXTURE_GEN_MODE.</param>
            <param name="param">Specifies a single-valued texture generation parameter, one of GL_OBJECT_LINEAR, GL_EYE_LINEAR, GL_SPHERE_MAP, GL_NORMAL_MAP, or GL_REFLECTION_MAP.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexGendv">
            <summary>
            <para>Fullname: TexGendv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexGendv(System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>control the generation of texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexGendv.</para>
            <para>Fullname: TexGendv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be one of GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the texture-coordinate generation function or function parameters. Must be GL_TEXTURE_GEN_MODE, GL_OBJECT_PLANE, or GL_EYE_PLANE.</param>
            <param name="params">Specifies a pointer to an array of texture generation parameters. If pname is GL_TEXTURE_GEN_MODE, then the array must contain a single symbolic constant, one of GL_OBJECT_LINEAR, GL_EYE_LINEAR, GL_SPHERE_MAP, GL_NORMAL_MAP, or GL_REFLECTION_MAP. Otherwise, params holds the coefficients for the texture-coordinate generation function specified by pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexGenf">
            <summary>
            <para>Fullname: TexGenf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexGenf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>control the generation of texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexGenf.</para>
            <para>Fullname: TexGenf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be one of GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the texture-coordinate generation function. Must be GL_TEXTURE_GEN_MODE.</param>
            <param name="param">Specifies a single-valued texture generation parameter, one of GL_OBJECT_LINEAR, GL_EYE_LINEAR, GL_SPHERE_MAP, GL_NORMAL_MAP, or GL_REFLECTION_MAP.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexGenfv">
            <summary>
            <para>Fullname: TexGenfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexGenfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>control the generation of texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexGenfv.</para>
            <para>Fullname: TexGenfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be one of GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the texture-coordinate generation function or function parameters. Must be GL_TEXTURE_GEN_MODE, GL_OBJECT_PLANE, or GL_EYE_PLANE.</param>
            <param name="params">Specifies a pointer to an array of texture generation parameters. If pname is GL_TEXTURE_GEN_MODE, then the array must contain a single symbolic constant, one of GL_OBJECT_LINEAR, GL_EYE_LINEAR, GL_SPHERE_MAP, GL_NORMAL_MAP, or GL_REFLECTION_MAP. Otherwise, params holds the coefficients for the texture-coordinate generation function specified by pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexGeni">
            <summary>
            <para>Fullname: TexGeni</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexGeni(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>control the generation of texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexGeni.</para>
            <para>Fullname: TexGeni</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be one of GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the texture-coordinate generation function. Must be GL_TEXTURE_GEN_MODE.</param>
            <param name="param">Specifies a single-valued texture generation parameter, one of GL_OBJECT_LINEAR, GL_EYE_LINEAR, GL_SPHERE_MAP, GL_NORMAL_MAP, or GL_REFLECTION_MAP.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexGeniv">
            <summary>
            <para>Fullname: TexGeniv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexGeniv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>control the generation of texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexGeniv.</para>
            <para>Fullname: TexGeniv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be one of GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the texture-coordinate generation function or function parameters. Must be GL_TEXTURE_GEN_MODE, GL_OBJECT_PLANE, or GL_EYE_PLANE.</param>
            <param name="params">Specifies a pointer to an array of texture generation parameters. If pname is GL_TEXTURE_GEN_MODE, then the array must contain a single symbolic constant, one of GL_OBJECT_LINEAR, GL_EYE_LINEAR, GL_SPHERE_MAP, GL_NORMAL_MAP, or GL_REFLECTION_MAP. Otherwise, params holds the coefficients for the texture-coordinate generation function specified by pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FeedbackBuffer">
            <summary>
            <para>Fullname: FeedbackBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FeedbackBuffer(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>controls feedback mode</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FeedbackBuffer.</para>
            <para>Fullname: FeedbackBuffer</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="size">Specifies the maximum number of values that can be written into buffer.</param>
            <param name="type">Specifies a symbolic constant that describes the information that will be returned for each vertex. GL_2D, GL_3D, GL_3D_COLOR, GL_3D_COLOR_TEXTURE, and GL_4D_COLOR_TEXTURE are accepted.</param>
            <param name="buffer">Returns the feedback data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SelectBuffer">
            <summary>
            <para>Fullname: SelectBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SelectBuffer(System.Int32,System.UInt32[])">
            <summary>
            <para>establish a buffer for selection mode values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SelectBuffer.</para>
            <para>Fullname: SelectBuffer</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="size">Specifies the size of buffer.</param>
            <param name="buffer">Returns the selection data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RenderMode">
            <summary>
            <para>Fullname: RenderMode</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RenderMode(System.Int32)">
            <summary>
            <para>set rasterization mode</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RenderMode.</para>
            <para>Fullname: RenderMode</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mode">Specifies the rasterization mode. Three values are accepted: GL_RENDER, GL_SELECT, and GL_FEEDBACK. The initial value is GL_RENDER.</param>
        </member>
        <member name="F:OpenGL4NET.gl._InitNames">
            <summary>
            <para>Fullname: InitNames</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.InitNames">
            <summary>
            <para>initialize the name stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _InitNames.</para>
            <para>Fullname: InitNames</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._LoadName">
            <summary>
            <para>Fullname: LoadName</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadName(System.UInt32)">
            <summary>
            <para>load a name onto the name stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LoadName.</para>
            <para>Fullname: LoadName</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="name">Specifies a name that will replace the top value on the name stack.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PassThrough">
            <summary>
            <para>Fullname: PassThrough</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PassThrough(System.Single)">
            <summary>
            <para>place a marker in the feedback buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PassThrough.</para>
            <para>Fullname: PassThrough</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="token">Specifies a marker value to be placed in the feedback buffer following a GL_PASS_THROUGH_TOKEN.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PopName">
            <summary>
            <para>Fullname: PopName</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PopName">
            <summary>
            <para>push and pop the name stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PopName.</para>
            <para>Fullname: PopName</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="name">Specifies a name that will be pushed onto the name stack.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PushName">
            <summary>
            <para>Fullname: PushName</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PushName(System.UInt32)">
            <summary>
            <para>push and pop the name stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PushName.</para>
            <para>Fullname: PushName</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="name">Specifies a name that will be pushed onto the name stack.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearAccum">
            <summary>
            <para>Fullname: ClearAccum</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearAccum(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>specify clear values for the accumulation buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearAccum.</para>
            <para>Fullname: ClearAccum</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify the red, green, blue, and alpha values used when the accumulation buffer is cleared. The initial values are all 0.</param>
            <param name="green">Specify the red, green, blue, and alpha values used when the accumulation buffer is cleared. The initial values are all 0.</param>
            <param name="blue">Specify the red, green, blue, and alpha values used when the accumulation buffer is cleared. The initial values are all 0.</param>
            <param name="alpha">Specify the red, green, blue, and alpha values used when the accumulation buffer is cleared. The initial values are all 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearIndex">
            <summary>
            <para>Fullname: ClearIndex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearIndex(System.Single)">
            <summary>
            <para>specify the clear value for the color index buffers</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearIndex.</para>
            <para>Fullname: ClearIndex</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="c">Specifies the index used when the color index buffers are cleared. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IndexMask">
            <summary>
            <para>Fullname: IndexMask</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IndexMask(System.UInt32)">
            <summary>
            <para>control the writing of individual bits in the color index buffers</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IndexMask.</para>
            <para>Fullname: IndexMask</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mask">Specifies a bit mask to enable and disable the writing of individual bits in the color index buffers. Initially, the mask is all 1's.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Accum">
            <summary>
            <para>Fullname: Accum</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Accum(System.Int32,System.Single)">
            <summary>
            <para>operate on the accumulation buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Accum.</para>
            <para>Fullname: Accum</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="op">Specifies the accumulation buffer operation. Symbolic constants GL_ACCUM, GL_LOAD, GL_ADD, GL_MULT, and GL_RETURN are accepted.</param>
            <param name="value">Specifies a floating-point value used in the accumulation buffer operation. op determines how value is used.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PopAttrib">
            <summary>
            <para>Fullname: PopAttrib</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PopAttrib">
            <summary>
            <para>push and pop the server attribute stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PopAttrib.</para>
            <para>Fullname: PopAttrib</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mask">Specifies a mask that indicates which attributes to save. Values for mask are listed below.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PushAttrib">
            <summary>
            <para>Fullname: PushAttrib</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PushAttrib(System.Int32)">
            <summary>
            <para>push and pop the server attribute stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PushAttrib.</para>
            <para>Fullname: PushAttrib</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mask">Specifies a mask that indicates which attributes to save. Values for mask are listed below.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Map1d">
            <summary>
            <para>Fullname: Map1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Map1d(System.Int32,System.Double,System.Double,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>define a one-dimensional evaluator</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Map1d.</para>
            <para>Fullname: Map1d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the kind of values that are generated by the evaluator. Symbolic constants GL_MAP1_VERTEX_3, GL_MAP1_VERTEX_4, GL_MAP1_INDEX, GL_MAP1_COLOR_4, GL_MAP1_NORMAL, GL_MAP1_TEXTURE_COORD_1, GL_MAP1_TEXTURE_COORD_2, GL_MAP1_TEXTURE_COORD_3, and GL_MAP1_TEXTURE_COORD_4 are accepted.</param>
            <param name="u1">Specify a linear mapping of u, as presented to glEvalCoord1, to û, the variable that is evaluated by the equations specified by this command.</param>
            <param name="u2">Specify a linear mapping of u, as presented to glEvalCoord1, to û, the variable that is evaluated by the equations specified by this command.</param>
            <param name="stride">Specifies the number of floats or doubles between the beginning of one control point and the beginning of the next one in the data structure referenced in points. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations.</param>
            <param name="order">Specifies the number of control points. Must be positive.</param>
            <param name="points">Specifies a pointer to the array of control points.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Map1f">
            <summary>
            <para>Fullname: Map1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Map1f(System.Int32,System.Single,System.Single,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>define a one-dimensional evaluator</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Map1f.</para>
            <para>Fullname: Map1f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the kind of values that are generated by the evaluator. Symbolic constants GL_MAP1_VERTEX_3, GL_MAP1_VERTEX_4, GL_MAP1_INDEX, GL_MAP1_COLOR_4, GL_MAP1_NORMAL, GL_MAP1_TEXTURE_COORD_1, GL_MAP1_TEXTURE_COORD_2, GL_MAP1_TEXTURE_COORD_3, and GL_MAP1_TEXTURE_COORD_4 are accepted.</param>
            <param name="u1">Specify a linear mapping of u, as presented to glEvalCoord1, to û, the variable that is evaluated by the equations specified by this command.</param>
            <param name="u2">Specify a linear mapping of u, as presented to glEvalCoord1, to û, the variable that is evaluated by the equations specified by this command.</param>
            <param name="stride">Specifies the number of floats or doubles between the beginning of one control point and the beginning of the next one in the data structure referenced in points. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations.</param>
            <param name="order">Specifies the number of control points. Must be positive.</param>
            <param name="points">Specifies a pointer to the array of control points.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Map2d">
            <summary>
            <para>Fullname: Map2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Map2d(System.Int32,System.Double,System.Double,System.Int32,System.Int32,System.Double,System.Double,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>define a two-dimensional evaluator</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Map2d.</para>
            <para>Fullname: Map2d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the kind of values that are generated by the evaluator. Symbolic constants GL_MAP2_VERTEX_3, GL_MAP2_VERTEX_4, GL_MAP2_INDEX, GL_MAP2_COLOR_4, GL_MAP2_NORMAL, GL_MAP2_TEXTURE_COORD_1, GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, and GL_MAP2_TEXTURE_COORD_4 are accepted.</param>
            <param name="u1">Specify a linear mapping of u, as presented to glEvalCoord2, to û, one of the two variables that are evaluated by the equations specified by this command. Initially, u1 is 0 and u2 is 1.</param>
            <param name="u2">Specify a linear mapping of u, as presented to glEvalCoord2, to û, one of the two variables that are evaluated by the equations specified by this command. Initially, u1 is 0 and u2 is 1.</param>
            <param name="ustride">Specifies the number of floats or doubles between the beginning of control point Rij and the beginning of control point Ri+1⁢j, where i and j are the u and v control point indices, respectively. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations. The initial value of ustride is 0.</param>
            <param name="uorder">Specifies the dimension of the control point array in the u axis. Must be positive. The initial value is 1.</param>
            <param name="v1">Specify a linear mapping of v, as presented to glEvalCoord2, to v̂, one of the two variables that are evaluated by the equations specified by this command. Initially, v1 is 0 and v2 is 1.</param>
            <param name="v2">Specify a linear mapping of v, as presented to glEvalCoord2, to v̂, one of the two variables that are evaluated by the equations specified by this command. Initially, v1 is 0 and v2 is 1.</param>
            <param name="vstride">Specifies the number of floats or doubles between the beginning of control point Rij and the beginning of control point Ri⁡j+1, where i and j are the u and v control point indices, respectively. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations. The initial value of vstride is 0.</param>
            <param name="vorder">Specifies the dimension of the control point array in the v axis. Must be positive. The initial value is 1.</param>
            <param name="points">Specifies a pointer to the array of control points.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Map2f">
            <summary>
            <para>Fullname: Map2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Map2f(System.Int32,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Single,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>define a two-dimensional evaluator</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Map2f.</para>
            <para>Fullname: Map2f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the kind of values that are generated by the evaluator. Symbolic constants GL_MAP2_VERTEX_3, GL_MAP2_VERTEX_4, GL_MAP2_INDEX, GL_MAP2_COLOR_4, GL_MAP2_NORMAL, GL_MAP2_TEXTURE_COORD_1, GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, and GL_MAP2_TEXTURE_COORD_4 are accepted.</param>
            <param name="u1">Specify a linear mapping of u, as presented to glEvalCoord2, to û, one of the two variables that are evaluated by the equations specified by this command. Initially, u1 is 0 and u2 is 1.</param>
            <param name="u2">Specify a linear mapping of u, as presented to glEvalCoord2, to û, one of the two variables that are evaluated by the equations specified by this command. Initially, u1 is 0 and u2 is 1.</param>
            <param name="ustride">Specifies the number of floats or doubles between the beginning of control point Rij and the beginning of control point Ri+1⁢j, where i and j are the u and v control point indices, respectively. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations. The initial value of ustride is 0.</param>
            <param name="uorder">Specifies the dimension of the control point array in the u axis. Must be positive. The initial value is 1.</param>
            <param name="v1">Specify a linear mapping of v, as presented to glEvalCoord2, to v̂, one of the two variables that are evaluated by the equations specified by this command. Initially, v1 is 0 and v2 is 1.</param>
            <param name="v2">Specify a linear mapping of v, as presented to glEvalCoord2, to v̂, one of the two variables that are evaluated by the equations specified by this command. Initially, v1 is 0 and v2 is 1.</param>
            <param name="vstride">Specifies the number of floats or doubles between the beginning of control point Rij and the beginning of control point Ri⁡j+1, where i and j are the u and v control point indices, respectively. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations. The initial value of vstride is 0.</param>
            <param name="vorder">Specifies the dimension of the control point array in the v axis. Must be positive. The initial value is 1.</param>
            <param name="points">Specifies a pointer to the array of control points.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MapGrid1d">
            <summary>
            <para>Fullname: MapGrid1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapGrid1d(System.Int32,System.Double,System.Double)">
            <summary>
            <para>define a one- or two-dimensional mesh</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapGrid1d.</para>
            <para>Fullname: MapGrid1d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="un">Specifies the number of partitions in the grid range interval [u1, u2]. Must be positive.</param>
            <param name="u1">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="u2">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="vn">Specifies the number of partitions in the grid range interval [v1, v2] (glMapGrid2 only).</param>
            <param name="v1">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
            <param name="v2">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
        </member>
        <member name="F:OpenGL4NET.gl._MapGrid1f">
            <summary>
            <para>Fullname: MapGrid1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapGrid1f(System.Int32,System.Single,System.Single)">
            <summary>
            <para>define a one- or two-dimensional mesh</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapGrid1f.</para>
            <para>Fullname: MapGrid1f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="un">Specifies the number of partitions in the grid range interval [u1, u2]. Must be positive.</param>
            <param name="u1">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="u2">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="vn">Specifies the number of partitions in the grid range interval [v1, v2] (glMapGrid2 only).</param>
            <param name="v1">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
            <param name="v2">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
        </member>
        <member name="F:OpenGL4NET.gl._MapGrid2d">
            <summary>
            <para>Fullname: MapGrid2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapGrid2d(System.Int32,System.Double,System.Double,System.Int32,System.Double,System.Double)">
            <summary>
            <para>define a one- or two-dimensional mesh</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapGrid2d.</para>
            <para>Fullname: MapGrid2d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="un">Specifies the number of partitions in the grid range interval [u1, u2]. Must be positive.</param>
            <param name="u1">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="u2">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="vn">Specifies the number of partitions in the grid range interval [v1, v2] (glMapGrid2 only).</param>
            <param name="v1">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
            <param name="v2">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
        </member>
        <member name="F:OpenGL4NET.gl._MapGrid2f">
            <summary>
            <para>Fullname: MapGrid2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapGrid2f(System.Int32,System.Single,System.Single,System.Int32,System.Single,System.Single)">
            <summary>
            <para>define a one- or two-dimensional mesh</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapGrid2f.</para>
            <para>Fullname: MapGrid2f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="un">Specifies the number of partitions in the grid range interval [u1, u2]. Must be positive.</param>
            <param name="u1">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="u2">Specify the mappings for integer grid domain values i=0 and i=un.</param>
            <param name="vn">Specifies the number of partitions in the grid range interval [v1, v2] (glMapGrid2 only).</param>
            <param name="v1">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
            <param name="v2">Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only).</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord1d">
            <summary>
            <para>Fullname: EvalCoord1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord1d(System.Double)">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord1d.</para>
            <para>Fullname: EvalCoord1d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a value that is the domain coordinate u to the basis function defined in a previous glMap1 or glMap2 command.</param>
            <param name="v">Specifies a value that is the domain coordinate v to the basis function defined in a previous glMap2 command. This argument is not present in a glEvalCoord1 command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord1dv">
            <summary>
            <para>Fullname: EvalCoord1dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord1dv(System.Double[])">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord1dv.</para>
            <para>Fullname: EvalCoord1dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a pointer to an array containing either one or two domain coordinates. The first coordinate is u. The second coordinate is v, which is present only in glEvalCoord2 versions.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord1f">
            <summary>
            <para>Fullname: EvalCoord1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord1f(System.Single)">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord1f.</para>
            <para>Fullname: EvalCoord1f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a value that is the domain coordinate u to the basis function defined in a previous glMap1 or glMap2 command.</param>
            <param name="v">Specifies a value that is the domain coordinate v to the basis function defined in a previous glMap2 command. This argument is not present in a glEvalCoord1 command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord1fv">
            <summary>
            <para>Fullname: EvalCoord1fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord1fv(System.Single[])">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord1fv.</para>
            <para>Fullname: EvalCoord1fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a pointer to an array containing either one or two domain coordinates. The first coordinate is u. The second coordinate is v, which is present only in glEvalCoord2 versions.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord2d">
            <summary>
            <para>Fullname: EvalCoord2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord2d(System.Double,System.Double)">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord2d.</para>
            <para>Fullname: EvalCoord2d</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a value that is the domain coordinate u to the basis function defined in a previous glMap1 or glMap2 command.</param>
            <param name="v">Specifies a value that is the domain coordinate v to the basis function defined in a previous glMap2 command. This argument is not present in a glEvalCoord1 command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord2dv">
            <summary>
            <para>Fullname: EvalCoord2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord2dv(System.Double[])">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord2dv.</para>
            <para>Fullname: EvalCoord2dv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a pointer to an array containing either one or two domain coordinates. The first coordinate is u. The second coordinate is v, which is present only in glEvalCoord2 versions.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord2f">
            <summary>
            <para>Fullname: EvalCoord2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord2f(System.Single,System.Single)">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord2f.</para>
            <para>Fullname: EvalCoord2f</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a value that is the domain coordinate u to the basis function defined in a previous glMap1 or glMap2 command.</param>
            <param name="v">Specifies a value that is the domain coordinate v to the basis function defined in a previous glMap2 command. This argument is not present in a glEvalCoord1 command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalCoord2fv">
            <summary>
            <para>Fullname: EvalCoord2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalCoord2fv(System.Single[])">
            <summary>
            <para>evaluate enabled one- and two-dimensional maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalCoord2fv.</para>
            <para>Fullname: EvalCoord2fv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="u">Specifies a pointer to an array containing either one or two domain coordinates. The first coordinate is u. The second coordinate is v, which is present only in glEvalCoord2 versions.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalMesh1">
            <summary>
            <para>Fullname: EvalMesh1</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalMesh1(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>compute a one- or two-dimensional grid of points or lines</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalMesh1.</para>
            <para>Fullname: EvalMesh1</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mode">In glEvalMesh1, specifies whether to compute a one-dimensional mesh of points or lines. Symbolic constants GL_POINT and GL_LINE are accepted.</param>
            <param name="i1">Specify the first and last integer values for grid domain variable i.</param>
            <param name="i2">Specify the first and last integer values for grid domain variable i.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalPoint1">
            <summary>
            <para>Fullname: EvalPoint1</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalPoint1(System.Int32)">
            <summary>
            <para>generate and evaluate a single point in a mesh</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalPoint1.</para>
            <para>Fullname: EvalPoint1</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="i">Specifies the integer value for grid domain variable i.</param>
            <param name="j">Specifies the integer value for grid domain variable j (glEvalPoint2 only).</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalMesh2">
            <summary>
            <para>Fullname: EvalMesh2</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalMesh2(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>compute a one- or two-dimensional grid of points or lines</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalMesh2.</para>
            <para>Fullname: EvalMesh2</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mode">In glEvalMesh2, specifies whether to compute a two-dimensional mesh of points, lines, or polygons. Symbolic constants GL_POINT, GL_LINE, and GL_FILL are accepted.</param>
            <param name="i1">Specify the first and last integer values for grid domain variable i.</param>
            <param name="i2">Specify the first and last integer values for grid domain variable i.</param>
            <param name="j1">Specify the first and last integer values for grid domain variable j.</param>
            <param name="j2">Specify the first and last integer values for grid domain variable j.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EvalPoint2">
            <summary>
            <para>Fullname: EvalPoint2</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalPoint2(System.Int32,System.Int32)">
            <summary>
            <para>generate and evaluate a single point in a mesh</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalPoint2.</para>
            <para>Fullname: EvalPoint2</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="i">Specifies the integer value for grid domain variable i.</param>
            <param name="j">Specifies the integer value for grid domain variable j (glEvalPoint2 only).</param>
        </member>
        <member name="F:OpenGL4NET.gl._AlphaFunc">
            <summary>
            <para>Fullname: AlphaFunc</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AlphaFunc(System.Int32,System.Single)">
            <summary>
            <para>specify the alpha test function</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AlphaFunc.</para>
            <para>Fullname: AlphaFunc</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="func">Specifies the alpha comparison function. Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, and GL_ALWAYS are accepted. The initial value is GL_ALWAYS.</param>
            <param name="ref">Specifies the reference value that incoming alpha values are compared to. This value is clamped to the range 01, where 0 represents the lowest possible alpha value and 1 the highest possible value. The initial reference value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelZoom">
            <summary>
            <para>Fullname: PixelZoom</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelZoom(System.Single,System.Single)">
            <summary>
            <para>specify the pixel zoom factors</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelZoom.</para>
            <para>Fullname: PixelZoom</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="xfactor">Specify the x and y zoom factors for pixel write operations.</param>
            <param name="yfactor">Specify the x and y zoom factors for pixel write operations.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTransferf">
            <summary>
            <para>Fullname: PixelTransferf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTransferf(System.Int32,System.Single)">
            <summary>
            <para>set pixel transfer modes</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTransferf.</para>
            <para>Fullname: PixelTransferf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies the symbolic name of the pixel transfer parameter to be set. Must be one of the following: GL_MAP_COLOR, GL_MAP_STENCIL, GL_INDEX_SHIFT, GL_INDEX_OFFSET, GL_RED_SCALE, GL_RED_BIAS, GL_GREEN_SCALE, GL_GREEN_BIAS, GL_BLUE_SCALE, GL_BLUE_BIAS, GL_ALPHA_SCALE, GL_ALPHA_BIAS, GL_DEPTH_SCALE, or GL_DEPTH_BIAS.</param>
            <param name="param">Additionally, if the ARB_imaging extension is supported, the following symbolic names are accepted: GL_POST_COLOR_MATRIX_RED_SCALE, GL_POST_COLOR_MATRIX_GREEN_SCALE, GL_POST_COLOR_MATRIX_BLUE_SCALE, GL_POST_COLOR_MATRIX_ALPHA_SCALE, GL_POST_COLOR_MATRIX_RED_BIAS, GL_POST_COLOR_MATRIX_GREEN_BIAS, GL_POST_COLOR_MATRIX_BLUE_BIAS, GL_POST_COLOR_MATRIX_ALPHA_BIAS, GL_POST_CONVOLUTION_RED_SCALE, GL_POST_CONVOLUTION_GREEN_SCALE, GL_POST_CONVOLUTION_BLUE_SCALE, GL_POST_CONVOLUTION_ALPHA_SCALE, GL_POST_CONVOLUTION_RED_BIAS, GL_POST_CONVOLUTION_GREEN_BIAS, GL_POST_CONVOLUTION_BLUE_BIAS, and GL_POST_CONVOLUTION_ALPHA_BIAS.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTransferi">
            <summary>
            <para>Fullname: PixelTransferi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTransferi(System.Int32,System.Int32)">
            <summary>
            <para>set pixel transfer modes</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTransferi.</para>
            <para>Fullname: PixelTransferi</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pname">Specifies the symbolic name of the pixel transfer parameter to be set. Must be one of the following: GL_MAP_COLOR, GL_MAP_STENCIL, GL_INDEX_SHIFT, GL_INDEX_OFFSET, GL_RED_SCALE, GL_RED_BIAS, GL_GREEN_SCALE, GL_GREEN_BIAS, GL_BLUE_SCALE, GL_BLUE_BIAS, GL_ALPHA_SCALE, GL_ALPHA_BIAS, GL_DEPTH_SCALE, or GL_DEPTH_BIAS.</param>
            <param name="param">Additionally, if the ARB_imaging extension is supported, the following symbolic names are accepted: GL_POST_COLOR_MATRIX_RED_SCALE, GL_POST_COLOR_MATRIX_GREEN_SCALE, GL_POST_COLOR_MATRIX_BLUE_SCALE, GL_POST_COLOR_MATRIX_ALPHA_SCALE, GL_POST_COLOR_MATRIX_RED_BIAS, GL_POST_COLOR_MATRIX_GREEN_BIAS, GL_POST_COLOR_MATRIX_BLUE_BIAS, GL_POST_COLOR_MATRIX_ALPHA_BIAS, GL_POST_CONVOLUTION_RED_SCALE, GL_POST_CONVOLUTION_GREEN_SCALE, GL_POST_CONVOLUTION_BLUE_SCALE, GL_POST_CONVOLUTION_ALPHA_SCALE, GL_POST_CONVOLUTION_RED_BIAS, GL_POST_CONVOLUTION_GREEN_BIAS, GL_POST_CONVOLUTION_BLUE_BIAS, and GL_POST_CONVOLUTION_ALPHA_BIAS.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelMapfv">
            <summary>
            <para>Fullname: PixelMapfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelMapfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>set up pixel transfer maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelMapfv.</para>
            <para>Fullname: PixelMapfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="map">Specifies a symbolic map name. Must be one of the following: GL_PIXEL_MAP_I_TO_I, GL_PIXEL_MAP_S_TO_S, GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, GL_PIXEL_MAP_I_TO_A, GL_PIXEL_MAP_R_TO_R, GL_PIXEL_MAP_G_TO_G, GL_PIXEL_MAP_B_TO_B, or GL_PIXEL_MAP_A_TO_A.</param>
            <param name="mapsize">Specifies the size of the map being defined.</param>
            <param name="values">Specifies an array of mapsize values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelMapuiv">
            <summary>
            <para>Fullname: PixelMapuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelMapuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>set up pixel transfer maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelMapuiv.</para>
            <para>Fullname: PixelMapuiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="map">Specifies a symbolic map name. Must be one of the following: GL_PIXEL_MAP_I_TO_I, GL_PIXEL_MAP_S_TO_S, GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, GL_PIXEL_MAP_I_TO_A, GL_PIXEL_MAP_R_TO_R, GL_PIXEL_MAP_G_TO_G, GL_PIXEL_MAP_B_TO_B, or GL_PIXEL_MAP_A_TO_A.</param>
            <param name="mapsize">Specifies the size of the map being defined.</param>
            <param name="values">Specifies an array of mapsize values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PixelMapusv">
            <summary>
            <para>Fullname: PixelMapusv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelMapusv(System.Int32,System.Int32,System.UInt16[])">
            <summary>
            <para>set up pixel transfer maps</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelMapusv.</para>
            <para>Fullname: PixelMapusv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="map">Specifies a symbolic map name. Must be one of the following: GL_PIXEL_MAP_I_TO_I, GL_PIXEL_MAP_S_TO_S, GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, GL_PIXEL_MAP_I_TO_A, GL_PIXEL_MAP_R_TO_R, GL_PIXEL_MAP_G_TO_G, GL_PIXEL_MAP_B_TO_B, or GL_PIXEL_MAP_A_TO_A.</param>
            <param name="mapsize">Specifies the size of the map being defined.</param>
            <param name="values">Specifies an array of mapsize values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyPixels">
            <summary>
            <para>Fullname: CopyPixels</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy pixels in the frame buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyPixels.</para>
            <para>Fullname: CopyPixels</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="y">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="width">Specify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative.</param>
            <param name="height">Specify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative.</param>
            <param name="type">Specifies whether color values, depth values, or stencil values are to be copied. Symbolic constants GL_COLOR, GL_DEPTH, and GL_STENCIL are accepted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawPixels">
            <summary>
            <para>Fullname: DrawPixels</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>write a block of pixels to the frame buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawPixels.</para>
            <para>Fullname: DrawPixels</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="width">Specify the dimensions of the pixel rectangle to be written into the frame buffer.</param>
            <param name="height">Specify the dimensions of the pixel rectangle to be written into the frame buffer.</param>
            <param name="format">Specifies the format of the pixel data. Symbolic constants GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA are accepted.</param>
            <param name="type">Specifies the data type for data. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="data">Specifies a pointer to the pixel data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetClipPlane">
            <summary>
            <para>Fullname: GetClipPlane</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetClipPlane(System.Int32,System.Double[])">
            <summary>
            <para>return the coefficients of the specified clipping plane</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetClipPlane.</para>
            <para>Fullname: GetClipPlane</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="plane">Specifies a clipping plane. The number of clipping planes depends on the implementation, but at least six clipping planes are supported. They are identified by symbolic names of the form GL_CLIP_PLANEi where i ranges from 0 to the value of GL_MAX_CLIP_PLANES - 1.</param>
            <param name="equation">Returns four double-precision values that are the coefficients of the plane equation of plane in eye coordinates. The initial value is (0, 0, 0, 0).</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetLightfv">
            <summary>
            <para>Fullname: GetLightfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetLightfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>return light source parameter values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetLightfv.</para>
            <para>Fullname: GetLightfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="light">Specifies a light source. The number of possible lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form GL_LIGHTi where i ranges from 0 to the value of GL_MAX_LIGHTS - 1.</param>
            <param name="pname">Specifies a light source parameter for light. Accepted symbolic names are GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_POSITION, GL_SPOT_DIRECTION, GL_SPOT_EXPONENT, GL_SPOT_CUTOFF, GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and GL_QUADRATIC_ATTENUATION.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetLightiv">
            <summary>
            <para>Fullname: GetLightiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetLightiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return light source parameter values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetLightiv.</para>
            <para>Fullname: GetLightiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="light">Specifies a light source. The number of possible lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form GL_LIGHTi where i ranges from 0 to the value of GL_MAX_LIGHTS - 1.</param>
            <param name="pname">Specifies a light source parameter for light. Accepted symbolic names are GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_POSITION, GL_SPOT_DIRECTION, GL_SPOT_EXPONENT, GL_SPOT_CUTOFF, GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and GL_QUADRATIC_ATTENUATION.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapdv">
            <summary>
            <para>Fullname: GetMapdv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapdv(System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>return evaluator parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapdv.</para>
            <para>Fullname: GetMapdv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the symbolic name of a map. Accepted values are GL_MAP1_COLOR_4, GL_MAP1_INDEX, GL_MAP1_NORMAL, GL_MAP1_TEXTURE_COORD_1, GL_MAP1_TEXTURE_COORD_2, GL_MAP1_TEXTURE_COORD_3, GL_MAP1_TEXTURE_COORD_4, GL_MAP1_VERTEX_3, GL_MAP1_VERTEX_4, GL_MAP2_COLOR_4, GL_MAP2_INDEX, GL_MAP2_NORMAL, GL_MAP2_TEXTURE_COORD_1, GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, GL_MAP2_TEXTURE_COORD_4, GL_MAP2_VERTEX_3, and GL_MAP2_VERTEX_4.</param>
            <param name="query">Specifies which parameter to return. Symbolic names GL_COEFF, GL_ORDER, and GL_DOMAIN are accepted.</param>
            <param name="v">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapfv">
            <summary>
            <para>Fullname: GetMapfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>return evaluator parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapfv.</para>
            <para>Fullname: GetMapfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the symbolic name of a map. Accepted values are GL_MAP1_COLOR_4, GL_MAP1_INDEX, GL_MAP1_NORMAL, GL_MAP1_TEXTURE_COORD_1, GL_MAP1_TEXTURE_COORD_2, GL_MAP1_TEXTURE_COORD_3, GL_MAP1_TEXTURE_COORD_4, GL_MAP1_VERTEX_3, GL_MAP1_VERTEX_4, GL_MAP2_COLOR_4, GL_MAP2_INDEX, GL_MAP2_NORMAL, GL_MAP2_TEXTURE_COORD_1, GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, GL_MAP2_TEXTURE_COORD_4, GL_MAP2_VERTEX_3, and GL_MAP2_VERTEX_4.</param>
            <param name="query">Specifies which parameter to return. Symbolic names GL_COEFF, GL_ORDER, and GL_DOMAIN are accepted.</param>
            <param name="v">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapiv">
            <summary>
            <para>Fullname: GetMapiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return evaluator parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapiv.</para>
            <para>Fullname: GetMapiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the symbolic name of a map. Accepted values are GL_MAP1_COLOR_4, GL_MAP1_INDEX, GL_MAP1_NORMAL, GL_MAP1_TEXTURE_COORD_1, GL_MAP1_TEXTURE_COORD_2, GL_MAP1_TEXTURE_COORD_3, GL_MAP1_TEXTURE_COORD_4, GL_MAP1_VERTEX_3, GL_MAP1_VERTEX_4, GL_MAP2_COLOR_4, GL_MAP2_INDEX, GL_MAP2_NORMAL, GL_MAP2_TEXTURE_COORD_1, GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, GL_MAP2_TEXTURE_COORD_4, GL_MAP2_VERTEX_3, and GL_MAP2_VERTEX_4.</param>
            <param name="query">Specifies which parameter to return. Symbolic names GL_COEFF, GL_ORDER, and GL_DOMAIN are accepted.</param>
            <param name="v">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMaterialfv">
            <summary>
            <para>Fullname: GetMaterialfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMaterialfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>return material parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMaterialfv.</para>
            <para>Fullname: GetMaterialfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="face">Specifies which of the two materials is being queried. GL_FRONT or GL_BACK are accepted, representing the front and back materials, respectively.</param>
            <param name="pname">Specifies the material parameter to return. GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_SHININESS, and GL_COLOR_INDEXES are accepted.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMaterialiv">
            <summary>
            <para>Fullname: GetMaterialiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMaterialiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return material parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMaterialiv.</para>
            <para>Fullname: GetMaterialiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="face">Specifies which of the two materials is being queried. GL_FRONT or GL_BACK are accepted, representing the front and back materials, respectively.</param>
            <param name="pname">Specifies the material parameter to return. GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_SHININESS, and GL_COLOR_INDEXES are accepted.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetPixelMapfv">
            <summary>
            <para>Fullname: GetPixelMapfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPixelMapfv(System.Int32,System.Single[])">
            <summary>
            <para>return the specified pixel map</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPixelMapfv.</para>
            <para>Fullname: GetPixelMapfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="map">Specifies the name of the pixel map to return. Accepted values are GL_PIXEL_MAP_I_TO_I, GL_PIXEL_MAP_S_TO_S, GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, GL_PIXEL_MAP_I_TO_A, GL_PIXEL_MAP_R_TO_R, GL_PIXEL_MAP_G_TO_G, GL_PIXEL_MAP_B_TO_B, and GL_PIXEL_MAP_A_TO_A.</param>
            <param name="data">Returns the pixel map contents.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetPixelMapuiv">
            <summary>
            <para>Fullname: GetPixelMapuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPixelMapuiv(System.Int32,System.UInt32[])">
            <summary>
            <para>return the specified pixel map</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPixelMapuiv.</para>
            <para>Fullname: GetPixelMapuiv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="map">Specifies the name of the pixel map to return. Accepted values are GL_PIXEL_MAP_I_TO_I, GL_PIXEL_MAP_S_TO_S, GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, GL_PIXEL_MAP_I_TO_A, GL_PIXEL_MAP_R_TO_R, GL_PIXEL_MAP_G_TO_G, GL_PIXEL_MAP_B_TO_B, and GL_PIXEL_MAP_A_TO_A.</param>
            <param name="data">Returns the pixel map contents.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetPixelMapusv">
            <summary>
            <para>Fullname: GetPixelMapusv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPixelMapusv(System.Int32,System.UInt16[])">
            <summary>
            <para>return the specified pixel map</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPixelMapusv.</para>
            <para>Fullname: GetPixelMapusv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="map">Specifies the name of the pixel map to return. Accepted values are GL_PIXEL_MAP_I_TO_I, GL_PIXEL_MAP_S_TO_S, GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, GL_PIXEL_MAP_I_TO_A, GL_PIXEL_MAP_R_TO_R, GL_PIXEL_MAP_G_TO_G, GL_PIXEL_MAP_B_TO_B, and GL_PIXEL_MAP_A_TO_A.</param>
            <param name="data">Returns the pixel map contents.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetPolygonStipple">
            <summary>
            <para>Fullname: GetPolygonStipple</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPolygonStipple(System.Byte[])">
            <summary>
            <para>return the polygon stipple pattern</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPolygonStipple.</para>
            <para>Fullname: GetPolygonStipple</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="pattern">Returns the stipple pattern. The initial value is all 1's.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexEnvfv">
            <summary>
            <para>Fullname: GetTexEnvfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexEnvfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>return texture environment parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexEnvfv.</para>
            <para>Fullname: GetTexEnvfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies a texture environment. May be GL_TEXTURE_ENV, GL_TEXTURE_FILTER_CONTROL, or GL_POINT_SPRITE.</param>
            <param name="pname">Specifies the symbolic name of a texture environment parameter. Accepted values are GL_TEXTURE_ENV_MODE, GL_TEXTURE_ENV_COLOR, GL_TEXTURE_LOD_BIAS, GL_COMBINE_RGB, GL_COMBINE_ALPHA, GL_SRC0_RGB, GL_SRC1_RGB, GL_SRC2_RGB, GL_SRC0_ALPHA, GL_SRC1_ALPHA, GL_SRC2_ALPHA, GL_OPERAND0_RGB, GL_OPERAND1_RGB, GL_OPERAND2_RGB, GL_OPERAND0_ALPHA, GL_OPERAND1_ALPHA, GL_OPERAND2_ALPHA, GL_RGB_SCALE, GL_ALPHA_SCALE, or GL_COORD_REPLACE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexEnviv">
            <summary>
            <para>Fullname: GetTexEnviv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexEnviv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return texture environment parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexEnviv.</para>
            <para>Fullname: GetTexEnviv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies a texture environment. May be GL_TEXTURE_ENV, GL_TEXTURE_FILTER_CONTROL, or GL_POINT_SPRITE.</param>
            <param name="pname">Specifies the symbolic name of a texture environment parameter. Accepted values are GL_TEXTURE_ENV_MODE, GL_TEXTURE_ENV_COLOR, GL_TEXTURE_LOD_BIAS, GL_COMBINE_RGB, GL_COMBINE_ALPHA, GL_SRC0_RGB, GL_SRC1_RGB, GL_SRC2_RGB, GL_SRC0_ALPHA, GL_SRC1_ALPHA, GL_SRC2_ALPHA, GL_OPERAND0_RGB, GL_OPERAND1_RGB, GL_OPERAND2_RGB, GL_OPERAND0_ALPHA, GL_OPERAND1_ALPHA, GL_OPERAND2_ALPHA, GL_RGB_SCALE, GL_ALPHA_SCALE, or GL_COORD_REPLACE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexGendv">
            <summary>
            <para>Fullname: GetTexGendv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexGendv(System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>return texture coordinate generation parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexGendv.</para>
            <para>Fullname: GetTexGendv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the value(s) to be returned. Must be either GL_TEXTURE_GEN_MODE or the name of one of the texture generation plane equations: GL_OBJECT_PLANE or GL_EYE_PLANE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexGenfv">
            <summary>
            <para>Fullname: GetTexGenfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexGenfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>return texture coordinate generation parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexGenfv.</para>
            <para>Fullname: GetTexGenfv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the value(s) to be returned. Must be either GL_TEXTURE_GEN_MODE or the name of one of the texture generation plane equations: GL_OBJECT_PLANE or GL_EYE_PLANE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexGeniv">
            <summary>
            <para>Fullname: GetTexGeniv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexGeniv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return texture coordinate generation parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexGeniv.</para>
            <para>Fullname: GetTexGeniv</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a texture coordinate. Must be GL_S, GL_T, GL_R, or GL_Q.</param>
            <param name="pname">Specifies the symbolic name of the value(s) to be returned. Must be either GL_TEXTURE_GEN_MODE or the name of one of the texture generation plane equations: GL_OBJECT_PLANE or GL_EYE_PLANE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsList">
            <summary>
            <para>Fullname: IsList</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsList(System.UInt32)">
            <summary>
            <para>determine if a name corresponds to a display list</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsList.</para>
            <para>Fullname: IsList</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="list">Specifies a potential display list name.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Frustum">
            <summary>
            <para>Fullname: Frustum</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Frustum(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>multiply the current matrix by a perspective matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Frustum.</para>
            <para>Fullname: Frustum</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="left">Specify the coordinates for the left and right vertical clipping planes.</param>
            <param name="right">Specify the coordinates for the left and right vertical clipping planes.</param>
            <param name="bottom">Specify the coordinates for the bottom and top horizontal clipping planes.</param>
            <param name="top">Specify the coordinates for the bottom and top horizontal clipping planes.</param>
            <param name="nearVal">Specify the distances to the near and far depth clipping planes. Both distances must be positive.</param>
            <param name="farVal">Specify the distances to the near and far depth clipping planes. Both distances must be positive.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LoadIdentity">
            <summary>
            <para>Fullname: LoadIdentity</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadIdentity">
            <summary>
            <para>replace the current matrix with the identity matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LoadIdentity.</para>
            <para>Fullname: LoadIdentity</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._LoadMatrixf">
            <summary>
            <para>Fullname: LoadMatrixf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadMatrixf(System.Single[])">
            <summary>
            <para>replace the current matrix with the specified matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LoadMatrixf.</para>
            <para>Fullname: LoadMatrixf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Specifies a pointer to 16 consecutive values, which are used as the elements of a 4×4 column-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LoadMatrixd">
            <summary>
            <para>Fullname: LoadMatrixd</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadMatrixd(System.Double[])">
            <summary>
            <para>replace the current matrix with the specified matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LoadMatrixd.</para>
            <para>Fullname: LoadMatrixd</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Specifies a pointer to 16 consecutive values, which are used as the elements of a 4×4 column-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixMode">
            <summary>
            <para>Fullname: MatrixMode</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixMode(System.Int32)">
            <summary>
            <para>specify which matrix is the current matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixMode.</para>
            <para>Fullname: MatrixMode</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mode">Specifies which matrix stack is the target for subsequent matrix operations. Three values are accepted: GL_MODELVIEW, GL_PROJECTION, and GL_TEXTURE. The initial value is GL_MODELVIEW. Additionally, if the ARB_imaging extension is supported, GL_COLOR is also accepted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultMatrixf">
            <summary>
            <para>Fullname: MultMatrixf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultMatrixf(System.Single[])">
            <summary>
            <para>multiply the current matrix with the specified matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultMatrixf.</para>
            <para>Fullname: MultMatrixf</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Points to 16 consecutive values that are used as the elements of a 4×4 column-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultMatrixd">
            <summary>
            <para>Fullname: MultMatrixd</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultMatrixd(System.Double[])">
            <summary>
            <para>multiply the current matrix with the specified matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultMatrixd.</para>
            <para>Fullname: MultMatrixd</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Points to 16 consecutive values that are used as the elements of a 4×4 column-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Ortho">
            <summary>
            <para>Fullname: Ortho</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Ortho(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>multiply the current matrix with an orthographic matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Ortho.</para>
            <para>Fullname: Ortho</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="left">Specify the coordinates for the left and right vertical clipping planes.</param>
            <param name="right">Specify the coordinates for the left and right vertical clipping planes.</param>
            <param name="bottom">Specify the coordinates for the bottom and top horizontal clipping planes.</param>
            <param name="top">Specify the coordinates for the bottom and top horizontal clipping planes.</param>
            <param name="nearVal">Specify the distances to the nearer and farther depth clipping planes. These values are negative if the plane is to be behind the viewer.</param>
            <param name="farVal">Specify the distances to the nearer and farther depth clipping planes. These values are negative if the plane is to be behind the viewer.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PopMatrix">
            <summary>
            <para>Fullname: PopMatrix</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PopMatrix">
            <summary>
            <para>push and pop the current matrix stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PopMatrix.</para>
            <para>Fullname: PopMatrix</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PushMatrix">
            <summary>
            <para>Fullname: PushMatrix</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PushMatrix">
            <summary>
            <para>push and pop the current matrix stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PushMatrix.</para>
            <para>Fullname: PushMatrix</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Rotated">
            <summary>
            <para>Fullname: Rotated</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rotated(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>multiply the current matrix by a rotation matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rotated.</para>
            <para>Fullname: Rotated</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="angle">Specifies the angle of rotation, in degrees.</param>
            <param name="x">Specify the x, y, and z coordinates of a vector, respectively.</param>
            <param name="y">Specify the x, y, and z coordinates of a vector, respectively.</param>
            <param name="z">Specify the x, y, and z coordinates of a vector, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Rotatef">
            <summary>
            <para>Fullname: Rotatef</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Rotatef(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>multiply the current matrix by a rotation matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Rotatef.</para>
            <para>Fullname: Rotatef</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="angle">Specifies the angle of rotation, in degrees.</param>
            <param name="x">Specify the x, y, and z coordinates of a vector, respectively.</param>
            <param name="y">Specify the x, y, and z coordinates of a vector, respectively.</param>
            <param name="z">Specify the x, y, and z coordinates of a vector, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Scaled">
            <summary>
            <para>Fullname: Scaled</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Scaled(System.Double,System.Double,System.Double)">
            <summary>
            <para>multiply the current matrix by a general scaling matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Scaled.</para>
            <para>Fullname: Scaled</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify scale factors along the x, y, and z axes, respectively.</param>
            <param name="y">Specify scale factors along the x, y, and z axes, respectively.</param>
            <param name="z">Specify scale factors along the x, y, and z axes, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Scalef">
            <summary>
            <para>Fullname: Scalef</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Scalef(System.Single,System.Single,System.Single)">
            <summary>
            <para>multiply the current matrix by a general scaling matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Scalef.</para>
            <para>Fullname: Scalef</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify scale factors along the x, y, and z axes, respectively.</param>
            <param name="y">Specify scale factors along the x, y, and z axes, respectively.</param>
            <param name="z">Specify scale factors along the x, y, and z axes, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Translated">
            <summary>
            <para>Fullname: Translated</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Translated(System.Double,System.Double,System.Double)">
            <summary>
            <para>multiply the current matrix by a translation matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Translated.</para>
            <para>Fullname: Translated</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, and z coordinates of a translation vector.</param>
            <param name="y">Specify the x, y, and z coordinates of a translation vector.</param>
            <param name="z">Specify the x, y, and z coordinates of a translation vector.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Translatef">
            <summary>
            <para>Fullname: Translatef</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Translatef(System.Single,System.Single,System.Single)">
            <summary>
            <para>multiply the current matrix by a translation matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Translatef.</para>
            <para>Fullname: Translatef</para>
            <para>Extensions: VERSION_1_0_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, and z coordinates of a translation vector.</param>
            <param name="y">Specify the x, y, and z coordinates of a translation vector.</param>
            <param name="z">Specify the x, y, and z coordinates of a translation vector.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawArrays">
            <summary>
            <para>Fullname: DrawArrays</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawArrays(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>render primitives from array data</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawArrays.</para>
            <para>Fullname: DrawArrays</para>
            <para>Aliases: DrawArraysEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_vertex_array</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.</param>
            <param name="first">Specifies the starting index in the enabled arrays.</param>
            <param name="count">Specifies the number of indices to be rendered.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElements">
            <summary>
            <para>Fullname: DrawElements</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElements(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>render primitives from array data</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawElements.</para>
            <para>Fullname: DrawElements</para>
            <para>Extensions: VERSION_1_1</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.</param>
            <param name="count">Specifies the number of elements to be rendered.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetPointerv">
            <summary>
            <para>Fullname: GetPointerv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPointerv(System.Int32,System.IntPtr[])">
            <summary>
            <para>return the address of the specified pointer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPointerv.</para>
            <para>Fullname: GetPointerv</para>
            <para>Aliases: GetPointervEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_vertex_array</para>
            </summary>
            <param name="pname">Specifies the array or buffer pointer to be returned. Symbolic constants GL_COLOR_ARRAY_POINTER, GL_EDGE_FLAG_ARRAY_POINTER, GL_FOG_COORD_ARRAY_POINTER, GL_FEEDBACK_BUFFER_POINTER, GL_INDEX_ARRAY_POINTER, GL_NORMAL_ARRAY_POINTER, GL_SECONDARY_COLOR_ARRAY_POINTER, GL_SELECTION_BUFFER_POINTER, GL_TEXTURE_COORD_ARRAY_POINTER, or GL_VERTEX_ARRAY_POINTER are accepted.</param>
            <param name="params">Returns the pointer value specified by pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PolygonOffset">
            <summary>
            <para>Fullname: PolygonOffset</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PolygonOffset(System.Single,System.Single)">
            <summary>
            <para>set the scale and units used to calculate depth values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PolygonOffset.</para>
            <para>Fullname: PolygonOffset</para>
            <para>Aliases: PolygonOffsetEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_polygon_offset</para>
            </summary>
            <param name="factor">Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.</param>
            <param name="units">Is multiplied by an implementation-specific value to create a constant depth offset. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTexImage1D">
            <summary>
            <para>Fullname: CopyTexImage1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTexImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy pixels into a 1D texture image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTexImage1D.</para>
            <para>Fullname: CopyTexImage1D</para>
            <para>Aliases: CopyTexImage1DEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_copy_texture</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_1D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalformat">Specifies the internal format of the texture. Must be one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="x">Specify the window coordinates of the left corner of the row of pixels to be copied.</param>
            <param name="y">Specify the window coordinates of the left corner of the row of pixels to be copied.</param>
            <param name="width">Specifies the width of the texture image. Must be 0 or 2n+2⁡border for some integer n. The height of the texture image is 1.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTexImage2D">
            <summary>
            <para>Fullname: CopyTexImage2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy pixels into a 2D texture image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTexImage2D.</para>
            <para>Fullname: CopyTexImage2D</para>
            <para>Aliases: CopyTexImage2DEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_copy_texture</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalformat">Specifies the internal format of the texture. Must be one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="x">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="y">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="width">Specifies the width of the texture image. Must be 0 or 2n+2⁡border for some integer n.</param>
            <param name="height">Specifies the height of the texture image. Must be 0 or 2m+2⁡border for some integer m.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTexSubImage1D">
            <summary>
            <para>Fullname: CopyTexSubImage1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTexSubImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy a one-dimensional texture subimage</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTexSubImage1D.</para>
            <para>Fullname: CopyTexSubImage1D</para>
            <para>Aliases: CopyTexSubImage1DEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_copy_texture</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_1D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies the texel offset within the texture array.</param>
            <param name="x">Specify the window coordinates of the left corner of the row of pixels to be copied.</param>
            <param name="y">Specify the window coordinates of the left corner of the row of pixels to be copied.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTexSubImage2D">
            <summary>
            <para>Fullname: CopyTexSubImage2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTexSubImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy a two-dimensional texture subimage</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTexSubImage2D.</para>
            <para>Fullname: CopyTexSubImage2D</para>
            <para>Aliases: CopyTexSubImage2DEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_copy_texture</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
            <param name="x">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="y">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="height">Specifies the height of the texture subimage.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexSubImage1D">
            <summary>
            <para>Fullname: TexSubImage1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexSubImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a one-dimensional texture subimage</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexSubImage1D.</para>
            <para>Fullname: TexSubImage1D</para>
            <para>Aliases: TexSubImage1DEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_subtexture</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_1D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Specifies a pointer to the image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexSubImage2D">
            <summary>
            <para>Fullname: TexSubImage2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexSubImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a two-dimensional texture subimage</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexSubImage2D.</para>
            <para>Fullname: TexSubImage2D</para>
            <para>Aliases: TexSubImage2DEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_subtexture</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="height">Specifies the height of the texture subimage.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Specifies a pointer to the image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindTexture">
            <summary>
            <para>Fullname: BindTexture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindTexture(System.Int32,System.UInt32)">
            <summary>
            <para>bind a named texture to a texturing target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindTexture.</para>
            <para>Fullname: BindTexture</para>
            <para>Aliases: BindTextureEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_texture_object</para>
            </summary>
            <param name="target">Specifies the target to which the texture is bound. Must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, or GL_TEXTURE_CUBE_MAP.</param>
            <param name="texture">Specifies the name of a texture.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteTextures">
            <summary>
            <para>Fullname: DeleteTextures</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteTextures(System.Int32,System.UInt32[])">
            <summary>
            <para>delete named textures</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteTextures.</para>
            <para>Fullname: DeleteTextures</para>
            <para>Aliases: DeleteTexturesEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_texture_object</para>
            </summary>
            <param name="n">Specifies the number of textures to be deleted.</param>
            <param name="textures">Specifies an array of textures to be deleted.</param>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteTexture(System.UInt32)">
            <summary>
            <para>delete named textures</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteTextures.</para>
            <para>Fullname: DeleteTextures</para>
            <para>Aliases: DeleteTexturesEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_texture_object</para>
            </summary>
            <param name="n">Specifies the number of textures to be deleted.</param>
            <param name="textures">Specifies an array of textures to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenTextures">
            <summary>
            <para>Fullname: GenTextures</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenTextures(System.Int32,System.UInt32[])">
            <summary>
            <para>generate texture names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenTextures.</para>
            <para>Fullname: GenTextures</para>
            <para>Aliases: GenTexturesEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_texture_object</para>
            </summary>
            <param name="n">Specifies the number of texture names to be generated.</param>
            <param name="textures">Specifies an array in which the generated texture names are stored.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GenTexture">
            <summary>
            <para>generate texture name</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenTextures(System.Int32)">
            <summary>
            <para>generate texture names</para>
            </summary>
            <param name="n">Specifies the number of texture names to be generated.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsTexture">
            <summary>
            <para>Fullname: IsTexture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsTexture(System.UInt32)">
            <summary>
            <para>determine if a name corresponds to a texture</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsTexture.</para>
            <para>Fullname: IsTexture</para>
            <para>Aliases: IsTextureEXT, </para>
            <para>Extensions: VERSION_1_1 EXT_texture_object</para>
            </summary>
            <param name="texture">Specifies a value that may be the name of a texture.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ArrayElement">
            <summary>
            <para>Fullname: ArrayElement</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ArrayElement(System.Int32)">
            <summary>
            <para>render a vertex using the specified vertex array element</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ArrayElement.</para>
            <para>Fullname: ArrayElement</para>
            <para>Aliases: ArrayElementEXT, </para>
            <para>Extensions: VERSION_1_1_DEPRECATED EXT_vertex_array</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="i">Specifies an index into the enabled vertex data arrays.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorPointer">
            <summary>
            <para>Fullname: ColorPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorPointer(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of colors</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorPointer.</para>
            <para>Fullname: ColorPointer</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="size">Specifies the number of components per color. Must be 3 or 4. The initial value is 4.</param>
            <param name="type">Specifies the data type of each color component in the array. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, and GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive colors. If stride is 0, the colors are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first component of the first color element in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DisableClientState">
            <summary>
            <para>Fullname: DisableClientState</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DisableClientState(System.Int32)">
            <summary>
            <para>enable or disable client-side capability</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DisableClientState.</para>
            <para>Fullname: DisableClientState</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="cap">Specifies the capability to disable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EdgeFlagPointer">
            <summary>
            <para>Fullname: EdgeFlagPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EdgeFlagPointer(System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of edge flags</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EdgeFlagPointer.</para>
            <para>Fullname: EdgeFlagPointer</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="stride">Specifies the byte offset between consecutive edge flags. If stride is 0, the edge flags are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first edge flag in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EnableClientState">
            <summary>
            <para>Fullname: EnableClientState</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EnableClientState(System.Int32)">
            <summary>
            <para>enable or disable client-side capability</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EnableClientState.</para>
            <para>Fullname: EnableClientState</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="cap">Specifies the capability to enable. Symbolic constants GL_COLOR_ARRAY, GL_EDGE_FLAG_ARRAY, GL_FOG_COORD_ARRAY, GL_INDEX_ARRAY, GL_NORMAL_ARRAY, GL_SECONDARY_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY, and GL_VERTEX_ARRAY are accepted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IndexPointer">
            <summary>
            <para>Fullname: IndexPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IndexPointer(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of color indexes</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IndexPointer.</para>
            <para>Fullname: IndexPointer</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="type">Specifies the data type of each color index in the array. Symbolic constants GL_UNSIGNED_BYTE, GL_SHORT, GL_INT, GL_FLOAT, and GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive color indexes. If stride is 0, the color indexes are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first index in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._InterleavedArrays">
            <summary>
            <para>Fullname: InterleavedArrays</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.InterleavedArrays(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>simultaneously specify and enable several interleaved arrays</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _InterleavedArrays.</para>
            <para>Fullname: InterleavedArrays</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="format">Specifies the type of array to enable. Symbolic constants GL_V2F, GL_V3F, GL_C4UB_V2F, GL_C4UB_V3F, GL_C3F_V3F, GL_N3F_V3F, GL_C4F_N3F_V3F, GL_T2F_V3F, GL_T4F_V4F, GL_T2F_C4UB_V3F, GL_T2F_C3F_V3F, GL_T2F_N3F_V3F, GL_T2F_C4F_N3F_V3F, and GL_T4F_C4F_N3F_V4F are accepted.</param>
            <param name="stride">Specifies the offset in bytes between each aggregate array element.</param>
        </member>
        <member name="F:OpenGL4NET.gl._NormalPointer">
            <summary>
            <para>Fullname: NormalPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalPointer(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of normals</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalPointer.</para>
            <para>Fullname: NormalPointer</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="type">Specifies the data type of each coordinate in the array. Symbolic constants GL_BYTE, GL_SHORT, GL_INT, GL_FLOAT, and GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive normals. If stride is 0, the normals are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first coordinate of the first normal in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordPointer">
            <summary>
            <para>Fullname: TexCoordPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordPointer(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordPointer.</para>
            <para>Fullname: TexCoordPointer</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="size">Specifies the number of coordinates per array element. Must be 1, 2, 3, or 4. The initial value is 4.</param>
            <param name="type">Specifies the data type of each texture coordinate. Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive texture coordinate sets. If stride is 0, the array elements are understood to be tightly packed. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first coordinate of the first texture coordinate set in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexPointer">
            <summary>
            <para>Fullname: VertexPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexPointer(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of vertex data</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexPointer.</para>
            <para>Fullname: VertexPointer</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="size">Specifies the number of coordinates per vertex. Must be 2, 3, or 4. The initial value is 4.</param>
            <param name="type">Specifies the data type of each coordinate in the array. Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive vertices. If stride is 0, the vertices are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first coordinate of the first vertex in the array. The initial value is 0.</param>
        </member>
        <member name="M:OpenGL4NET.gl.VertexPointer(System.Int32,System.Int32,System.Int32,System.Array)">
            <summary>
            <para>define an array of vertex data</para>
            </summary>
            <param name="size">Specifies the number of coordinates per vertex. Must be 2, 3, or 4. The initial value is 4.</param>
            <param name="type">Specifies the data type of each coordinate in the array. Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive vertices. If stride is 0, the vertices are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="data">Specifies an array of vertices.</param>
        </member>
        <member name="F:OpenGL4NET.gl._AreTexturesResident">
            <summary>
            <para>Fullname: AreTexturesResident</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AreTexturesResident(System.Int32,System.UInt32[],System.Boolean[])">
            <summary>
            <para>determine if textures are loaded in texture memory</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AreTexturesResident.</para>
            <para>Fullname: AreTexturesResident</para>
            <para>Aliases: AreTexturesResidentEXT, </para>
            <para>Extensions: VERSION_1_1_DEPRECATED EXT_texture_object</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="n">Specifies the number of textures to be queried.</param>
            <param name="textures">Specifies an array containing the names of the textures to be queried.</param>
            <param name="residences">Specifies an array in which the texture residence status is returned. The residence status of a texture named by an element of textures is returned in the corresponding element of residences.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PrioritizeTextures">
            <summary>
            <para>Fullname: PrioritizeTextures</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PrioritizeTextures(System.Int32,System.UInt32[],System.Single[])">
            <summary>
            <para>set texture residence priority</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PrioritizeTextures.</para>
            <para>Fullname: PrioritizeTextures</para>
            <para>Aliases: PrioritizeTexturesEXT, </para>
            <para>Extensions: VERSION_1_1_DEPRECATED EXT_texture_object</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="n">Specifies the number of textures to be prioritized.</param>
            <param name="textures">Specifies an array containing the names of the textures to be prioritized.</param>
            <param name="priorities">Specifies an array containing the texture priorities. A priority given in an element of priorities applies to the texture named by the corresponding element of textures.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexub">
            <summary>
            <para>Fullname: Indexub</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexub(System.Byte)">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexub.</para>
            <para>Fullname: Indexub</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            </summary>
            <param name="c">Specifies the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Indexubv">
            <summary>
            <para>Fullname: Indexubv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Indexubv(System.Byte[])">
            <summary>
            <para>set the current color index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Indexubv.</para>
            <para>Fullname: Indexubv</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            </summary>
            <param name="c">Specifies a pointer to a one-element array that contains the new value for the current color index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PopClientAttrib">
            <summary>
            <para>Fullname: PopClientAttrib</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PopClientAttrib">
            <summary>
            <para>push and pop the client attribute stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PopClientAttrib.</para>
            <para>Fullname: PopClientAttrib</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mask">Specifies a mask that indicates which attributes to save. Values for mask are listed below.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PushClientAttrib">
            <summary>
            <para>Fullname: PushClientAttrib</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PushClientAttrib(System.Int32)">
            <summary>
            <para>push and pop the client attribute stack</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PushClientAttrib.</para>
            <para>Fullname: PushClientAttrib</para>
            <para>Extensions: VERSION_1_1_DEPRECATED</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="mask">Specifies a mask that indicates which attributes to save. Values for mask are listed below.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BlendColor">
            <summary>
            <para>Fullname: BlendColor</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendColor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>set the blend color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendColor.</para>
            <para>Fullname: BlendColor</para>
            <para>Aliases: BlendColorEXT, </para>
            <para>Extensions: VERSION_1_2 EXT_blend_color</para>
            </summary>
            <param name="red">specify the components of GL_BLEND_COLOR</param>
            <param name="green">specify the components of GL_BLEND_COLOR</param>
            <param name="blue">specify the components of GL_BLEND_COLOR</param>
            <param name="alpha">specify the components of GL_BLEND_COLOR</param>
        </member>
        <member name="F:OpenGL4NET.gl._BlendEquation">
            <summary>
            <para>Fullname: BlendEquation</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendEquation(System.Int32)">
            <summary>
            <para>specify the equation used for both the RGB blend equation and the Alpha blend equation</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendEquation.</para>
            <para>Fullname: BlendEquation</para>
            <para>Aliases: BlendEquationEXT, </para>
            <para>Extensions: VERSION_1_2 EXT_blend_minmax</para>
            </summary>
            <param name="mode">specifies how source and destination colors are combined. It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawRangeElements">
            <summary>
            <para>Fullname: DrawRangeElements</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawRangeElements(System.Int32,System.UInt32,System.UInt32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>render primitives from array data</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawRangeElements.</para>
            <para>Fullname: DrawRangeElements</para>
            <para>Aliases: DrawRangeElementsEXT, </para>
            <para>Extensions: VERSION_1_2 EXT_draw_range_elements</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.</param>
            <param name="start">Specifies the minimum array index contained in indices.</param>
            <param name="end">Specifies the maximum array index contained in indices.</param>
            <param name="count">Specifies the number of elements to be rendered.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage3D">
            <summary>
            <para>Fullname: TexImage3D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a three-dimensional texture image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexImage3D.</para>
            <para>Fullname: TexImage3D</para>
            <para>Aliases: TexImage3DEXT, </para>
            <para>Extensions: VERSION_1_2 EXT_texture3D</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D or GL_PROXY_TEXTURE_3D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalFormat">Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support 3D texture images that are at least 16 texels wide.</param>
            <param name="height">Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2m+2⁡border for some integer m. All implementations support 3D texture images that are at least 16 texels high.</param>
            <param name="depth">Specifies the depth of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2k+2⁡border for some integer k. All implementations support 3D texture images that are at least 16 texels deep.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Specifies a pointer to the image data in memory.</param>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Array)">
            <summary>
            <para>specify a three-dimensional texture image</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D or GL_PROXY_TEXTURE_3D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalFormat">Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_COMPRESSED_ALPHA, GL_COMPRESSED_LUMINANCE, GL_COMPRESSED_LUMINANCE_ALPHA, GL_COMPRESSED_INTENSITY, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SLUMINANCE, GL_SLUMINANCE8, GL_SLUMINANCE_ALPHA, GL_SLUMINANCE8_ALPHA8, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support 3D texture images that are at least 16 texels wide.</param>
            <param name="height">Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2m+2⁡border for some integer m. All implementations support 3D texture images that are at least 16 texels high.</param>
            <param name="depth">Specifies the depth of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2k+2⁡border for some integer k. All implementations support 3D texture images that are at least 16 texels deep.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Array of data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexSubImage3D">
            <summary>
            <para>Fullname: TexSubImage3D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexSubImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a three-dimensional texture subimage</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexSubImage3D.</para>
            <para>Fullname: TexSubImage3D</para>
            <para>Aliases: TexSubImage3DEXT, </para>
            <para>Extensions: VERSION_1_2 EXT_texture3D</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
            <param name="zoffset">Specifies a texel offset in the z direction within the texture array.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="height">Specifies the height of the texture subimage.</param>
            <param name="depth">Specifies the depth of the texture subimage.</param>
            <param name="format">Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Specifies a pointer to the image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTexSubImage3D">
            <summary>
            <para>Fullname: CopyTexSubImage3D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTexSubImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy a three-dimensional texture subimage</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTexSubImage3D.</para>
            <para>Fullname: CopyTexSubImage3D</para>
            <para>Aliases: CopyTexSubImage3DEXT, </para>
            <para>Extensions: VERSION_1_2 EXT_copy_texture</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
            <param name="zoffset">Specifies a texel offset in the z direction within the texture array.</param>
            <param name="x">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="y">Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="height">Specifies the height of the texture subimage.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorTable">
            <summary>
            <para>Fullname: ColorTable</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorTable(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define a color lookup table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorTable.</para>
            <para>Fullname: ColorTable</para>
            <para>Aliases: ColorTableEXT, ColorTableSGI, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_paletted_texture SGI_color_table</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be one of GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, GL_POST_COLOR_MATRIX_COLOR_TABLE, GL_PROXY_COLOR_TABLE, GL_PROXY_POST_CONVOLUTION_COLOR_TABLE, or GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="internalformat">The internal format of the color table. The allowable values are GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, and GL_RGBA16.</param>
            <param name="width">The number of entries in the color lookup table specified by data.</param>
            <param name="format">The format of the pixel data in data. The allowable values are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.</param>
            <param name="type">The type of the pixel data in data. The allowable values are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Pointer to a one-dimensional array of pixel data that is processed to build the color table.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorTableParameterfv">
            <summary>
            <para>Fullname: ColorTableParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorTableParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>set color lookup table parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorTableParameterfv.</para>
            <para>Fullname: ColorTableParameterfv</para>
            <para>Aliases: ColorTableParameterfvSGI, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED SGI_color_table</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target color table. Must be GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, or GL_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="pname">The symbolic name of a texture color lookup table parameter. Must be one of GL_COLOR_TABLE_SCALE or GL_COLOR_TABLE_BIAS.</param>
            <param name="params">A pointer to an array where the values of the parameters are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorTableParameteriv">
            <summary>
            <para>Fullname: ColorTableParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorTableParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>set color lookup table parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorTableParameteriv.</para>
            <para>Fullname: ColorTableParameteriv</para>
            <para>Aliases: ColorTableParameterivSGI, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED SGI_color_table</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target color table. Must be GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, or GL_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="pname">The symbolic name of a texture color lookup table parameter. Must be one of GL_COLOR_TABLE_SCALE or GL_COLOR_TABLE_BIAS.</param>
            <param name="params">A pointer to an array where the values of the parameters are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyColorTable">
            <summary>
            <para>Fullname: CopyColorTable</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyColorTable(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy pixels into a color table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyColorTable.</para>
            <para>Fullname: CopyColorTable</para>
            <para>Aliases: CopyColorTableSGI, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED SGI_color_table</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The color table target. Must be GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, or GL_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="internalformat">The internal storage format of the texture image. Must be one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="x">The x coordinate of the lower-left corner of the pixel rectangle to be transferred to the color table.</param>
            <param name="y">The y coordinate of the lower-left corner of the pixel rectangle to be transferred to the color table.</param>
            <param name="width">The width of the pixel rectangle.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetColorTable">
            <summary>
            <para>Fullname: GetColorTable</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetColorTable(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>retrieve contents of a color lookup table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetColorTable.</para>
            <para>Fullname: GetColorTable</para>
            <para>Aliases: GetColorTableEXT, GetColorTableSGI, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_paletted_texture SGI_color_table</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, or GL_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="format">The format of the pixel data in table. The possible values are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.</param>
            <param name="type">The type of the pixel data in table. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="table">Pointer to a one-dimensional array of pixel data containing the contents of the color table.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetColorTableParameterfv">
            <summary>
            <para>Fullname: GetColorTableParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetColorTableParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>get color lookup table parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetColorTableParameterfv.</para>
            <para>Fullname: GetColorTableParameterfv</para>
            <para>Aliases: GetColorTableParameterfvEXT, GetColorTableParameterfvSGI, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_paletted_texture SGI_color_table</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target color table. Must be GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, GL_POST_COLOR_MATRIX_COLOR_TABLE, GL_PROXY_COLOR_TABLE, GL_PROXY_POST_CONVOLUTION_COLOR_TABLE, or GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="pname">The symbolic name of a color lookup table parameter. Must be one of GL_COLOR_TABLE_BIAS, GL_COLOR_TABLE_SCALE, GL_COLOR_TABLE_FORMAT, GL_COLOR_TABLE_WIDTH, GL_COLOR_TABLE_RED_SIZE, GL_COLOR_TABLE_GREEN_SIZE, GL_COLOR_TABLE_BLUE_SIZE, GL_COLOR_TABLE_ALPHA_SIZE, GL_COLOR_TABLE_LUMINANCE_SIZE, or GL_COLOR_TABLE_INTENSITY_SIZE.</param>
            <param name="params">A pointer to an array where the values of the parameter will be stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetColorTableParameteriv">
            <summary>
            <para>Fullname: GetColorTableParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetColorTableParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>get color lookup table parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetColorTableParameteriv.</para>
            <para>Fullname: GetColorTableParameteriv</para>
            <para>Aliases: GetColorTableParameterivEXT, GetColorTableParameterivSGI, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_paletted_texture SGI_color_table</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target color table. Must be GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, GL_POST_COLOR_MATRIX_COLOR_TABLE, GL_PROXY_COLOR_TABLE, GL_PROXY_POST_CONVOLUTION_COLOR_TABLE, or GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="pname">The symbolic name of a color lookup table parameter. Must be one of GL_COLOR_TABLE_BIAS, GL_COLOR_TABLE_SCALE, GL_COLOR_TABLE_FORMAT, GL_COLOR_TABLE_WIDTH, GL_COLOR_TABLE_RED_SIZE, GL_COLOR_TABLE_GREEN_SIZE, GL_COLOR_TABLE_BLUE_SIZE, GL_COLOR_TABLE_ALPHA_SIZE, GL_COLOR_TABLE_LUMINANCE_SIZE, or GL_COLOR_TABLE_INTENSITY_SIZE.</param>
            <param name="params">A pointer to an array where the values of the parameter will be stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorSubTable">
            <summary>
            <para>Fullname: ColorSubTable</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorSubTable(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>respecify a portion of a color table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorSubTable.</para>
            <para>Fullname: ColorSubTable</para>
            <para>Aliases: ColorSubTableEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_color_subtable</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be one of GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, or GL_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="start">The starting index of the portion of the color table to be replaced.</param>
            <param name="count">The number of table entries to replace.</param>
            <param name="format">The format of the pixel data in data. The allowable values are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.</param>
            <param name="type">The type of the pixel data in data. The allowable values are GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.</param>
            <param name="data">Pointer to a one-dimensional array of pixel data that is processed to replace the specified region of the color table.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyColorSubTable">
            <summary>
            <para>Fullname: CopyColorSubTable</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyColorSubTable(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>respecify a portion of a color table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyColorSubTable.</para>
            <para>Fullname: CopyColorSubTable</para>
            <para>Aliases: CopyColorSubTableEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_color_subtable</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be one of GL_COLOR_TABLE, GL_POST_CONVOLUTION_COLOR_TABLE, or GL_POST_COLOR_MATRIX_COLOR_TABLE.</param>
            <param name="start">The starting index of the portion of the color table to be replaced.</param>
            <param name="x">The window coordinates of the left corner of the row of pixels to be copied.</param>
            <param name="y">The window coordinates of the left corner of the row of pixels to be copied.</param>
            <param name="width">The number of table entries to replace.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ConvolutionFilter1D">
            <summary>
            <para>Fullname: ConvolutionFilter1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ConvolutionFilter1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define a one-dimensional convolution filter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ConvolutionFilter1D.</para>
            <para>Fullname: ConvolutionFilter1D</para>
            <para>Aliases: ConvolutionFilter1DEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_CONVOLUTION_1D.</param>
            <param name="internalformat">The internal format of the convolution filter kernel. The allowable values are GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="width">The width of the pixel array referenced by data.</param>
            <param name="format">The format of the pixel data in data. The allowable values are GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_INTENSITY, GL_RGB, and GL_RGBA.</param>
            <param name="type">The type of the pixel data in data. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="data">Pointer to a one-dimensional array of pixel data that is processed to build the convolution filter kernel.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ConvolutionFilter2D">
            <summary>
            <para>Fullname: ConvolutionFilter2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ConvolutionFilter2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define a two-dimensional convolution filter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ConvolutionFilter2D.</para>
            <para>Fullname: ConvolutionFilter2D</para>
            <para>Aliases: ConvolutionFilter2DEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_CONVOLUTION_2D.</param>
            <param name="internalformat">The internal format of the convolution filter kernel. The allowable values are GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="width">The width of the pixel array referenced by data.</param>
            <param name="height">The height of the pixel array referenced by data.</param>
            <param name="format">The format of the pixel data in data. The allowable values are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">The type of the pixel data in data. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="data">Pointer to a two-dimensional array of pixel data that is processed to build the convolution filter kernel.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ConvolutionParameterf">
            <summary>
            <para>Fullname: ConvolutionParameterf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ConvolutionParameterf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>set convolution parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ConvolutionParameterf.</para>
            <para>Fullname: ConvolutionParameterf</para>
            <para>Aliases: ConvolutionParameterfEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target for the convolution parameter. Must be one of GL_CONVOLUTION_1D, GL_CONVOLUTION_2D, or GL_SEPARABLE_2D.</param>
            <param name="pname">The parameter to be set. Must be GL_CONVOLUTION_BORDER_MODE.</param>
            <param name="params">The parameter value. Must be one of GL_REDUCE, GL_CONSTANT_BORDER, GL_REPLICATE_BORDER.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ConvolutionParameterfv">
            <summary>
            <para>Fullname: ConvolutionParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ConvolutionParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>set convolution parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ConvolutionParameterfv.</para>
            <para>Fullname: ConvolutionParameterfv</para>
            <para>Aliases: ConvolutionParameterfvEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target for the convolution parameter. Must be one of GL_CONVOLUTION_1D, GL_CONVOLUTION_2D, or GL_SEPARABLE_2D.</param>
            <param name="pname">The parameter to be set. Must be one of GL_CONVOLUTION_BORDER_MODE, GL_CONVOLUTION_BORDER_COLOR, GL_CONVOLUTION_FILTER_SCALE, or GL_CONVOLUTION_FILTER_BIAS.</param>
            <param name="params">The parameter value. If pnamev is GL_CONVOLUTION_BORDER_MODE, paramsv must be one of GL_REDUCE, GL_CONSTANT_BORDER, or GL_REPLICATE_BORDER. Otherwise, must be a vector of four values (for red, green, blue, and alpha, respectively) to be used for scaling (when pnamev is GL_CONVOLUTION_FILTER_SCALE), or biasing (when pnamev is GL_CONVOLUTION_FILTER_BIAS) a convolution filter kernel or setting the constant border color (when pnamev is GL_CONVOLUTION_BORDER_COLOR.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ConvolutionParameteri">
            <summary>
            <para>Fullname: ConvolutionParameteri</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ConvolutionParameteri(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set convolution parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ConvolutionParameteri.</para>
            <para>Fullname: ConvolutionParameteri</para>
            <para>Aliases: ConvolutionParameteriEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target for the convolution parameter. Must be one of GL_CONVOLUTION_1D, GL_CONVOLUTION_2D, or GL_SEPARABLE_2D.</param>
            <param name="pname">The parameter to be set. Must be GL_CONVOLUTION_BORDER_MODE.</param>
            <param name="params">The parameter value. Must be one of GL_REDUCE, GL_CONSTANT_BORDER, GL_REPLICATE_BORDER.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ConvolutionParameteriv">
            <summary>
            <para>Fullname: ConvolutionParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ConvolutionParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>set convolution parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ConvolutionParameteriv.</para>
            <para>Fullname: ConvolutionParameteriv</para>
            <para>Aliases: ConvolutionParameterivEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The target for the convolution parameter. Must be one of GL_CONVOLUTION_1D, GL_CONVOLUTION_2D, or GL_SEPARABLE_2D.</param>
            <param name="pname">The parameter to be set. Must be one of GL_CONVOLUTION_BORDER_MODE, GL_CONVOLUTION_BORDER_COLOR, GL_CONVOLUTION_FILTER_SCALE, or GL_CONVOLUTION_FILTER_BIAS.</param>
            <param name="params">The parameter value. If pnamev is GL_CONVOLUTION_BORDER_MODE, paramsv must be one of GL_REDUCE, GL_CONSTANT_BORDER, or GL_REPLICATE_BORDER. Otherwise, must be a vector of four values (for red, green, blue, and alpha, respectively) to be used for scaling (when pnamev is GL_CONVOLUTION_FILTER_SCALE), or biasing (when pnamev is GL_CONVOLUTION_FILTER_BIAS) a convolution filter kernel or setting the constant border color (when pnamev is GL_CONVOLUTION_BORDER_COLOR.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyConvolutionFilter1D">
            <summary>
            <para>Fullname: CopyConvolutionFilter1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyConvolutionFilter1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy pixels into a one-dimensional convolution filter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyConvolutionFilter1D.</para>
            <para>Fullname: CopyConvolutionFilter1D</para>
            <para>Aliases: CopyConvolutionFilter1DEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_CONVOLUTION_1D.</param>
            <param name="internalformat">The internal format of the convolution filter kernel. The allowable values are GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="x">The window space coordinates of the lower-left coordinate of the pixel array to copy.</param>
            <param name="y">The window space coordinates of the lower-left coordinate of the pixel array to copy.</param>
            <param name="width">The width of the pixel array to copy.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyConvolutionFilter2D">
            <summary>
            <para>Fullname: CopyConvolutionFilter2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyConvolutionFilter2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy pixels into a two-dimensional convolution filter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyConvolutionFilter2D.</para>
            <para>Fullname: CopyConvolutionFilter2D</para>
            <para>Aliases: CopyConvolutionFilter2DEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_CONVOLUTION_2D.</param>
            <param name="internalformat">The internal format of the convolution filter kernel. The allowable values are GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="x">The window space coordinates of the lower-left coordinate of the pixel array to copy.</param>
            <param name="y">The window space coordinates of the lower-left coordinate of the pixel array to copy.</param>
            <param name="width">The width of the pixel array to copy.</param>
            <param name="height">The height of the pixel array to copy.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetConvolutionFilter">
            <summary>
            <para>Fullname: GetConvolutionFilter</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetConvolutionFilter(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>get current 1D or 2D convolution filter kernel</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetConvolutionFilter.</para>
            <para>Fullname: GetConvolutionFilter</para>
            <para>Aliases: GetConvolutionFilterEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The filter to be retrieved. Must be one of GL_CONVOLUTION_1D or GL_CONVOLUTION_2D.</param>
            <param name="format">Format of the output image. Must be one of GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA.</param>
            <param name="type">Data type of components in the output image. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="image">Pointer to storage for the output image.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetConvolutionParameterfv">
            <summary>
            <para>Fullname: GetConvolutionParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetConvolutionParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>get convolution parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetConvolutionParameterfv.</para>
            <para>Fullname: GetConvolutionParameterfv</para>
            <para>Aliases: GetConvolutionParameterfvEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The filter whose parameters are to be retrieved. Must be one of GL_CONVOLUTION_1D, GL_CONVOLUTION_2D, or GL_SEPARABLE_2D.</param>
            <param name="pname">The parameter to be retrieved. Must be one of GL_CONVOLUTION_BORDER_MODE, GL_CONVOLUTION_BORDER_COLOR, GL_CONVOLUTION_FILTER_SCALE, GL_CONVOLUTION_FILTER_BIAS, GL_CONVOLUTION_FORMAT, GL_CONVOLUTION_WIDTH, GL_CONVOLUTION_HEIGHT, GL_MAX_CONVOLUTION_WIDTH, or GL_MAX_CONVOLUTION_HEIGHT.</param>
            <param name="params">Pointer to storage for the parameters to be retrieved.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetConvolutionParameteriv">
            <summary>
            <para>Fullname: GetConvolutionParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetConvolutionParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>get convolution parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetConvolutionParameteriv.</para>
            <para>Fullname: GetConvolutionParameteriv</para>
            <para>Aliases: GetConvolutionParameterivEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The filter whose parameters are to be retrieved. Must be one of GL_CONVOLUTION_1D, GL_CONVOLUTION_2D, or GL_SEPARABLE_2D.</param>
            <param name="pname">The parameter to be retrieved. Must be one of GL_CONVOLUTION_BORDER_MODE, GL_CONVOLUTION_BORDER_COLOR, GL_CONVOLUTION_FILTER_SCALE, GL_CONVOLUTION_FILTER_BIAS, GL_CONVOLUTION_FORMAT, GL_CONVOLUTION_WIDTH, GL_CONVOLUTION_HEIGHT, GL_MAX_CONVOLUTION_WIDTH, or GL_MAX_CONVOLUTION_HEIGHT.</param>
            <param name="params">Pointer to storage for the parameters to be retrieved.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetSeparableFilter">
            <summary>
            <para>Fullname: GetSeparableFilter</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSeparableFilter(System.Int32,System.Int32,System.Int32,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <para>get separable convolution filter kernel images</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSeparableFilter.</para>
            <para>Fullname: GetSeparableFilter</para>
            <para>Aliases: GetSeparableFilterEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The separable filter to be retrieved. Must be GL_SEPARABLE_2D.</param>
            <param name="format">Format of the output images. Must be one of GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGRGL_RGBA, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA.</param>
            <param name="type">Data type of components in the output images. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="row">Pointer to storage for the row filter image.</param>
            <param name="column">Pointer to storage for the column filter image.</param>
            <param name="span">Pointer to storage for the span filter image (currently unused).</param>
        </member>
        <member name="F:OpenGL4NET.gl._SeparableFilter2D">
            <summary>
            <para>Fullname: SeparableFilter2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SeparableFilter2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            <para>define a separable two-dimensional convolution filter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SeparableFilter2D.</para>
            <para>Fullname: SeparableFilter2D</para>
            <para>Aliases: SeparableFilter2DEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_convolution</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_SEPARABLE_2D.</param>
            <param name="internalformat">The internal format of the convolution filter kernel. The allowable values are GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="width">The number of elements in the pixel array referenced by row. (This is the width of the separable filter kernel.)</param>
            <param name="height">The number of elements in the pixel array referenced by column. (This is the height of the separable filter kernel.)</param>
            <param name="format">The format of the pixel data in row and column. The allowable values are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_INTENSITY, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.</param>
            <param name="type">The type of the pixel data in row and column. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="row">Pointer to a one-dimensional array of pixel data that is processed to build the row filter kernel.</param>
            <param name="column">Pointer to a one-dimensional array of pixel data that is processed to build the column filter kernel.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetHistogram">
            <summary>
            <para>Fullname: GetHistogram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetHistogram(System.Int32,System.Boolean,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>get histogram table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetHistogram.</para>
            <para>Fullname: GetHistogram</para>
            <para>Aliases: GetHistogramEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_HISTOGRAM.</param>
            <param name="reset">If GL_TRUE, each component counter that is actually returned is reset to zero. (Other counters are unaffected.) If GL_FALSE, none of the counters in the histogram table is modified.</param>
            <param name="format">The format of values to be returned in values. Must be one of GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA.</param>
            <param name="type">The type of values to be returned in values. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="values">A pointer to storage for the returned histogram table.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetHistogramParameterfv">
            <summary>
            <para>Fullname: GetHistogramParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetHistogramParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>get histogram parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetHistogramParameterfv.</para>
            <para>Fullname: GetHistogramParameterfv</para>
            <para>Aliases: GetHistogramParameterfvEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be one of GL_HISTOGRAM or GL_PROXY_HISTOGRAM.</param>
            <param name="pname">The name of the parameter to be retrieved. Must be one of GL_HISTOGRAM_WIDTH, GL_HISTOGRAM_FORMAT, GL_HISTOGRAM_RED_SIZE, GL_HISTOGRAM_GREEN_SIZE, GL_HISTOGRAM_BLUE_SIZE, GL_HISTOGRAM_ALPHA_SIZE, GL_HISTOGRAM_LUMINANCE_SIZE, or GL_HISTOGRAM_SINK.</param>
            <param name="params">Pointer to storage for the returned values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetHistogramParameteriv">
            <summary>
            <para>Fullname: GetHistogramParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetHistogramParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>get histogram parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetHistogramParameteriv.</para>
            <para>Fullname: GetHistogramParameteriv</para>
            <para>Aliases: GetHistogramParameterivEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be one of GL_HISTOGRAM or GL_PROXY_HISTOGRAM.</param>
            <param name="pname">The name of the parameter to be retrieved. Must be one of GL_HISTOGRAM_WIDTH, GL_HISTOGRAM_FORMAT, GL_HISTOGRAM_RED_SIZE, GL_HISTOGRAM_GREEN_SIZE, GL_HISTOGRAM_BLUE_SIZE, GL_HISTOGRAM_ALPHA_SIZE, GL_HISTOGRAM_LUMINANCE_SIZE, or GL_HISTOGRAM_SINK.</param>
            <param name="params">Pointer to storage for the returned values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMinmax">
            <summary>
            <para>Fullname: GetMinmax</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMinmax(System.Int32,System.Boolean,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>get minimum and maximum pixel values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMinmax.</para>
            <para>Fullname: GetMinmax</para>
            <para>Aliases: GetMinmaxEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_MINMAX.</param>
            <param name="reset">If GL_TRUE, all entries in the minmax table that are actually returned are reset to their initial values. (Other entries are unaltered.) If GL_FALSE, the minmax table is unaltered.</param>
            <param name="format">The format of the data to be returned in values. Must be one of GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA.</param>
            <param name="types">The type of the data to be returned in values. Symbolic constants GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are accepted.</param>
            <param name="values">A pointer to storage for the returned values.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMinmaxParameterfv">
            <summary>
            <para>Fullname: GetMinmaxParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMinmaxParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>get minmax parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMinmaxParameterfv.</para>
            <para>Fullname: GetMinmaxParameterfv</para>
            <para>Aliases: GetMinmaxParameterfvEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_MINMAX.</param>
            <param name="pname">The parameter to be retrieved. Must be one of GL_MINMAX_FORMAT or GL_MINMAX_SINK.</param>
            <param name="params">A pointer to storage for the retrieved parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMinmaxParameteriv">
            <summary>
            <para>Fullname: GetMinmaxParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMinmaxParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>get minmax parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMinmaxParameteriv.</para>
            <para>Fullname: GetMinmaxParameteriv</para>
            <para>Aliases: GetMinmaxParameterivEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_MINMAX.</param>
            <param name="pname">The parameter to be retrieved. Must be one of GL_MINMAX_FORMAT or GL_MINMAX_SINK.</param>
            <param name="params">A pointer to storage for the retrieved parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Histogram">
            <summary>
            <para>Fullname: Histogram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Histogram(System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>define histogram table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Histogram.</para>
            <para>Fullname: Histogram</para>
            <para>Aliases: HistogramEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The histogram whose parameters are to be set. Must be one of GL_HISTOGRAM or GL_PROXY_HISTOGRAM.</param>
            <param name="width">The number of entries in the histogram table. Must be a power of 2.</param>
            <param name="internalformat">The format of entries in the histogram table. Must be one of GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="sink">If GL_TRUE, pixels will be consumed by the histogramming process and no drawing or texture loading will take place. If GL_FALSE, pixels will proceed to the minmax process after histogramming.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Minmax">
            <summary>
            <para>Fullname: Minmax</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Minmax(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>define minmax table</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Minmax.</para>
            <para>Fullname: Minmax</para>
            <para>Aliases: MinmaxEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">The minmax table whose parameters are to be set. Must be GL_MINMAX.</param>
            <param name="internalformat">The format of entries in the minmax table. Must be one of GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.</param>
            <param name="sink">If GL_TRUE, pixels will be consumed by the minmax process and no drawing or texture loading will take place. If GL_FALSE, pixels will proceed to the final conversion process after minmax.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ResetHistogram">
            <summary>
            <para>Fullname: ResetHistogram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ResetHistogram(System.Int32)">
            <summary>
            <para>reset histogram table entries to zero</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ResetHistogram.</para>
            <para>Fullname: ResetHistogram</para>
            <para>Aliases: ResetHistogramEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_HISTOGRAM.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ResetMinmax">
            <summary>
            <para>Fullname: ResetMinmax</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ResetMinmax(System.Int32)">
            <summary>
            <para>reset minmax table entries to initial values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ResetMinmax.</para>
            <para>Fullname: ResetMinmax</para>
            <para>Aliases: ResetMinmaxEXT, </para>
            <para>Extensions: VERSION_1_2_DEPRECATED EXT_histogram</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Must be GL_MINMAX.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ActiveTexture">
            <summary>
            <para>Fullname: ActiveTexture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ActiveTexture(System.Int32)">
            <summary>
            <para>select active texture unit</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ActiveTexture.</para>
            <para>Fullname: ActiveTexture</para>
            <para>Aliases: ActiveTextureARB, </para>
            <para>Extensions: VERSION_1_3 ARB_multitexture</para>
            </summary>
            <param name="texture">Specifies which texture unit to make active. The number of texture units is implementation dependent, but must be at least two. texture must be one of GL_TEXTUREi, where i ranges from 0 to the larger of (GL_MAX_TEXTURE_COORDS - 1) and (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1). The initial value is GL_TEXTURE0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SampleCoverage">
            <summary>
            <para>Fullname: SampleCoverage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SampleCoverage(System.Single,System.Boolean)">
            <summary>
            <para>specify multisample coverage parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SampleCoverage.</para>
            <para>Fullname: SampleCoverage</para>
            <para>Aliases: SampleCoverageARB, </para>
            <para>Extensions: VERSION_1_3 ARB_multisample</para>
            </summary>
            <param name="value">Specify a single floating-point sample coverage value. The value is clamped to the range 01. The initial value is 1.0.</param>
            <param name="invert">Specify a single boolean value representing if the coverage masks should be inverted. GL_TRUE and GL_FALSE are accepted. The initial value is GL_FALSE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTexImage3D">
            <summary>
            <para>Fullname: CompressedTexImage3D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTexImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a three-dimensional texture image in a compressed format</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTexImage3D.</para>
            <para>Fullname: CompressedTexImage3D</para>
            <para>Aliases: CompressedTexImage3DARB, </para>
            <para>Extensions: VERSION_1_3 ARB_texture_compression</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D or GL_PROXY_TEXTURE_3D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalformat">Specifies the format of the compressed image data stored at address data.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support 3D texture images that are at least 16 texels wide.</param>
            <param name="height">Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support 3D texture images that are at least 16 texels high.</param>
            <param name="depth">Specifies the depth of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support 3D texture images that are at least 16 texels deep.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="imageSize">Specifies the number of unsigned bytes of image data starting at the address specified by data.</param>
            <param name="data">Specifies a pointer to the compressed image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTexImage2D">
            <summary>
            <para>Fullname: CompressedTexImage2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a two-dimensional texture image in a compressed format</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTexImage2D.</para>
            <para>Fullname: CompressedTexImage2D</para>
            <para>Aliases: CompressedTexImage2DARB, </para>
            <para>Extensions: VERSION_1_3 ARB_texture_compression</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or GL_PROXY_TEXTURE_CUBE_MAP.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalformat">Specifies the format of the compressed image data stored at address data.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support 2D texture images that are at least 64 texels wide and cube-mapped texture images that are at least 16 texels wide.</param>
            <param name="height">Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be Must be 2n+2⁡border for some integer n. All implementations support 2D texture images that are at least 64 texels high and cube-mapped texture images that are at least 16 texels high.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="imageSize">Specifies the number of unsigned bytes of image data starting at the address specified by data.</param>
            <param name="data">Specifies a pointer to the compressed image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTexImage1D">
            <summary>
            <para>Fullname: CompressedTexImage1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTexImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a one-dimensional texture image in a compressed format</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTexImage1D.</para>
            <para>Fullname: CompressedTexImage1D</para>
            <para>Aliases: CompressedTexImage1DARB, </para>
            <para>Extensions: VERSION_1_3 ARB_texture_compression</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="internalformat">Specifies the format of the compressed image data stored at address data.</param>
            <param name="width">Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2n+2⁡border for some integer n. All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.</param>
            <param name="border">Specifies the width of the border. Must be either 0 or 1.</param>
            <param name="imageSize">Specifies the number of unsigned bytes of image data starting at the address specified by data.</param>
            <param name="data">Specifies a pointer to the compressed image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTexSubImage3D">
            <summary>
            <para>Fullname: CompressedTexSubImage3D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTexSubImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a three-dimensional texture subimage in a compressed format</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTexSubImage3D.</para>
            <para>Fullname: CompressedTexSubImage3D</para>
            <para>Aliases: CompressedTexSubImage3DARB, </para>
            <para>Extensions: VERSION_1_3 ARB_texture_compression</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="height">Specifies the height of the texture subimage.</param>
            <param name="depth">Specifies the depth of the texture subimage.</param>
            <param name="format">Specifies the format of the compressed image data stored at address data.</param>
            <param name="imageSize">Specifies the number of unsigned bytes of image data starting at the address specified by data.</param>
            <param name="data">Specifies a pointer to the compressed image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTexSubImage2D">
            <summary>
            <para>Fullname: CompressedTexSubImage2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTexSubImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a two-dimensional texture subimage in a compressed format</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTexSubImage2D.</para>
            <para>Fullname: CompressedTexSubImage2D</para>
            <para>Aliases: CompressedTexSubImage2DARB, </para>
            <para>Extensions: VERSION_1_3 ARB_texture_compression</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="height">Specifies the height of the texture subimage.</param>
            <param name="format">Specifies the format of the compressed image data stored at address data.</param>
            <param name="imageSize">Specifies the number of unsigned bytes of image data starting at the address specified by data.</param>
            <param name="data">Specifies a pointer to the compressed image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTexSubImage1D">
            <summary>
            <para>Fullname: CompressedTexSubImage1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTexSubImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>specify a one-dimensional texture subimage in a compressed format</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTexSubImage1D.</para>
            <para>Fullname: CompressedTexSubImage1D</para>
            <para>Aliases: CompressedTexSubImage1DARB, </para>
            <para>Extensions: VERSION_1_3 ARB_texture_compression</para>
            </summary>
            <param name="target">Specifies the target texture. Must be GL_TEXTURE_1D.</param>
            <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
            <param name="width">Specifies the width of the texture subimage.</param>
            <param name="format">Specifies the format of the compressed image data stored at address data.</param>
            <param name="imageSize">Specifies the number of unsigned bytes of image data starting at the address specified by data.</param>
            <param name="data">Specifies a pointer to the compressed image data in memory.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetCompressedTexImage">
            <summary>
            <para>Fullname: GetCompressedTexImage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCompressedTexImage(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>return a compressed texture image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCompressedTexImage.</para>
            <para>Fullname: GetCompressedTexImage</para>
            <para>Aliases: GetCompressedTexImageARB, </para>
            <para>Extensions: VERSION_1_3 ARB_texture_compression</para>
            </summary>
            <param name="target">Specifies which texture is to be obtained. GL_TEXTURE_1D, GL_TEXTURE_2D, and GL_TEXTURE_3DGL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, and GL_TEXTURE_CUBE_MAP_NEGATIVE_Z are accepted.</param>
            <param name="lod">Specifies the level-of-detail number of the desired image. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
            <param name="img">Returns the compressed texture image.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClientActiveTexture">
            <summary>
            <para>Fullname: ClientActiveTexture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClientActiveTexture(System.Int32)">
            <summary>
            <para>select active texture unit</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClientActiveTexture.</para>
            <para>Fullname: ClientActiveTexture</para>
            <para>Aliases: ClientActiveTextureARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="texture">Specifies which texture unit to make active. The number of texture units is implementation dependent, but must be at least two. texture must be one of GL_TEXTUREi, where i ranges from 0 to the value of GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value. The initial value is GL_TEXTURE0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1d">
            <summary>
            <para>Fullname: MultiTexCoord1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1d(System.Int32,System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1d.</para>
            <para>Fullname: MultiTexCoord1d</para>
            <para>Aliases: MultiTexCoord1dARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1dv">
            <summary>
            <para>Fullname: MultiTexCoord1dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1dv(System.Int32,System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1dv.</para>
            <para>Fullname: MultiTexCoord1dv</para>
            <para>Aliases: MultiTexCoord1dvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1f">
            <summary>
            <para>Fullname: MultiTexCoord1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1f(System.Int32,System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1f.</para>
            <para>Fullname: MultiTexCoord1f</para>
            <para>Aliases: MultiTexCoord1fARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1fv">
            <summary>
            <para>Fullname: MultiTexCoord1fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1fv(System.Int32,System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1fv.</para>
            <para>Fullname: MultiTexCoord1fv</para>
            <para>Aliases: MultiTexCoord1fvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1i">
            <summary>
            <para>Fullname: MultiTexCoord1i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1i(System.Int32,System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1i.</para>
            <para>Fullname: MultiTexCoord1i</para>
            <para>Aliases: MultiTexCoord1iARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1iv">
            <summary>
            <para>Fullname: MultiTexCoord1iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1iv(System.Int32,System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1iv.</para>
            <para>Fullname: MultiTexCoord1iv</para>
            <para>Aliases: MultiTexCoord1ivARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1s">
            <summary>
            <para>Fullname: MultiTexCoord1s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1s(System.Int32,System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1s.</para>
            <para>Fullname: MultiTexCoord1s</para>
            <para>Aliases: MultiTexCoord1sARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1sv">
            <summary>
            <para>Fullname: MultiTexCoord1sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1sv(System.Int32,System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1sv.</para>
            <para>Fullname: MultiTexCoord1sv</para>
            <para>Aliases: MultiTexCoord1svARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2d">
            <summary>
            <para>Fullname: MultiTexCoord2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2d(System.Int32,System.Double,System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2d.</para>
            <para>Fullname: MultiTexCoord2d</para>
            <para>Aliases: MultiTexCoord2dARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2dv">
            <summary>
            <para>Fullname: MultiTexCoord2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2dv(System.Int32,System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2dv.</para>
            <para>Fullname: MultiTexCoord2dv</para>
            <para>Aliases: MultiTexCoord2dvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2f">
            <summary>
            <para>Fullname: MultiTexCoord2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2f(System.Int32,System.Single,System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2f.</para>
            <para>Fullname: MultiTexCoord2f</para>
            <para>Aliases: MultiTexCoord2fARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2fv">
            <summary>
            <para>Fullname: MultiTexCoord2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2fv(System.Int32,System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2fv.</para>
            <para>Fullname: MultiTexCoord2fv</para>
            <para>Aliases: MultiTexCoord2fvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2i">
            <summary>
            <para>Fullname: MultiTexCoord2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2i.</para>
            <para>Fullname: MultiTexCoord2i</para>
            <para>Aliases: MultiTexCoord2iARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2iv">
            <summary>
            <para>Fullname: MultiTexCoord2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2iv(System.Int32,System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2iv.</para>
            <para>Fullname: MultiTexCoord2iv</para>
            <para>Aliases: MultiTexCoord2ivARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2s">
            <summary>
            <para>Fullname: MultiTexCoord2s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2s(System.Int32,System.Int16,System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2s.</para>
            <para>Fullname: MultiTexCoord2s</para>
            <para>Aliases: MultiTexCoord2sARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2sv">
            <summary>
            <para>Fullname: MultiTexCoord2sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2sv(System.Int32,System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2sv.</para>
            <para>Fullname: MultiTexCoord2sv</para>
            <para>Aliases: MultiTexCoord2svARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3d">
            <summary>
            <para>Fullname: MultiTexCoord3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3d(System.Int32,System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3d.</para>
            <para>Fullname: MultiTexCoord3d</para>
            <para>Aliases: MultiTexCoord3dARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3dv">
            <summary>
            <para>Fullname: MultiTexCoord3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3dv(System.Int32,System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3dv.</para>
            <para>Fullname: MultiTexCoord3dv</para>
            <para>Aliases: MultiTexCoord3dvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3f">
            <summary>
            <para>Fullname: MultiTexCoord3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3f(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3f.</para>
            <para>Fullname: MultiTexCoord3f</para>
            <para>Aliases: MultiTexCoord3fARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3fv">
            <summary>
            <para>Fullname: MultiTexCoord3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3fv(System.Int32,System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3fv.</para>
            <para>Fullname: MultiTexCoord3fv</para>
            <para>Aliases: MultiTexCoord3fvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3i">
            <summary>
            <para>Fullname: MultiTexCoord3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3i.</para>
            <para>Fullname: MultiTexCoord3i</para>
            <para>Aliases: MultiTexCoord3iARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3iv">
            <summary>
            <para>Fullname: MultiTexCoord3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3iv(System.Int32,System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3iv.</para>
            <para>Fullname: MultiTexCoord3iv</para>
            <para>Aliases: MultiTexCoord3ivARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3s">
            <summary>
            <para>Fullname: MultiTexCoord3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3s(System.Int32,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3s.</para>
            <para>Fullname: MultiTexCoord3s</para>
            <para>Aliases: MultiTexCoord3sARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3sv">
            <summary>
            <para>Fullname: MultiTexCoord3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3sv(System.Int32,System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3sv.</para>
            <para>Fullname: MultiTexCoord3sv</para>
            <para>Aliases: MultiTexCoord3svARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4d">
            <summary>
            <para>Fullname: MultiTexCoord4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4d(System.Int32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4d.</para>
            <para>Fullname: MultiTexCoord4d</para>
            <para>Aliases: MultiTexCoord4dARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4dv">
            <summary>
            <para>Fullname: MultiTexCoord4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4dv(System.Int32,System.Double[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4dv.</para>
            <para>Fullname: MultiTexCoord4dv</para>
            <para>Aliases: MultiTexCoord4dvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4f">
            <summary>
            <para>Fullname: MultiTexCoord4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4f(System.Int32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4f.</para>
            <para>Fullname: MultiTexCoord4f</para>
            <para>Aliases: MultiTexCoord4fARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4fv">
            <summary>
            <para>Fullname: MultiTexCoord4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4fv(System.Int32,System.Single[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4fv.</para>
            <para>Fullname: MultiTexCoord4fv</para>
            <para>Aliases: MultiTexCoord4fvARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4i">
            <summary>
            <para>Fullname: MultiTexCoord4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4i(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4i.</para>
            <para>Fullname: MultiTexCoord4i</para>
            <para>Aliases: MultiTexCoord4iARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4iv">
            <summary>
            <para>Fullname: MultiTexCoord4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4iv(System.Int32,System.Int32[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4iv.</para>
            <para>Fullname: MultiTexCoord4iv</para>
            <para>Aliases: MultiTexCoord4ivARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4s">
            <summary>
            <para>Fullname: MultiTexCoord4s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4s(System.Int32,System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4s.</para>
            <para>Fullname: MultiTexCoord4s</para>
            <para>Aliases: MultiTexCoord4sARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="s">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="t">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="r">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
            <param name="q">Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4sv">
            <summary>
            <para>Fullname: MultiTexCoord4sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4sv(System.Int32,System.Int16[])">
            <summary>
            <para>set the current texture coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4sv.</para>
            <para>Fullname: MultiTexCoord4sv</para>
            <para>Aliases: MultiTexCoord4svARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_multitexture</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="target">Specifies the texture unit whose coordinates should be modified. The number of texture units is implementation dependent, but must be at least two. Symbolic constant must be one of GL_TEXTUREi, where i ranges from 0 to GL_MAX_TEXTURE_COORDS - 1, which is an implementation-dependent value.</param>
            <param name="v">Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LoadTransposeMatrixf">
            <summary>
            <para>Fullname: LoadTransposeMatrixf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadTransposeMatrixf(System.Single[])">
            <summary>
            <para>replace the current matrix with the specified row-major ordered matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LoadTransposeMatrixf.</para>
            <para>Fullname: LoadTransposeMatrixf</para>
            <para>Aliases: LoadTransposeMatrixfARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_transpose_matrix</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Specifies a pointer to 16 consecutive values, which are used as the elements of a 4×4 row-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LoadTransposeMatrixd">
            <summary>
            <para>Fullname: LoadTransposeMatrixd</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadTransposeMatrixd(System.Double[])">
            <summary>
            <para>replace the current matrix with the specified row-major ordered matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LoadTransposeMatrixd.</para>
            <para>Fullname: LoadTransposeMatrixd</para>
            <para>Aliases: LoadTransposeMatrixdARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_transpose_matrix</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Specifies a pointer to 16 consecutive values, which are used as the elements of a 4×4 row-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultTransposeMatrixf">
            <summary>
            <para>Fullname: MultTransposeMatrixf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultTransposeMatrixf(System.Single[])">
            <summary>
            <para>multiply the current matrix with the specified row-major ordered matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultTransposeMatrixf.</para>
            <para>Fullname: MultTransposeMatrixf</para>
            <para>Aliases: MultTransposeMatrixfARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_transpose_matrix</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Points to 16 consecutive values that are used as the elements of a 4×4 row-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultTransposeMatrixd">
            <summary>
            <para>Fullname: MultTransposeMatrixd</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultTransposeMatrixd(System.Double[])">
            <summary>
            <para>multiply the current matrix with the specified row-major ordered matrix</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultTransposeMatrixd.</para>
            <para>Fullname: MultTransposeMatrixd</para>
            <para>Aliases: MultTransposeMatrixdARB, </para>
            <para>Extensions: VERSION_1_3_DEPRECATED ARB_transpose_matrix</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="m">Points to 16 consecutive values that are used as the elements of a 4×4 row-major matrix.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BlendFuncSeparate">
            <summary>
            <para>Fullname: BlendFuncSeparate</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendFuncSeparate(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify pixel arithmetic for RGB and alpha components separately</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendFuncSeparate.</para>
            <para>Fullname: BlendFuncSeparate</para>
            <para>Aliases: BlendFuncSeparateEXT, BlendFuncSeparateINGR, </para>
            <para>Extensions: VERSION_1_4 EXT_blend_func_separate INGR_blend_func_separate</para>
            </summary>
            <param name="srcRGB">Specifies how the red, green, and blue blending factors are computed. The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, and GL_SRC_ALPHA_SATURATE. The initial value is GL_ONE.</param>
            <param name="dstRGB">Specifies how the red, green, and blue destination blending factors are computed. The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA. GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA. The initial value is GL_ZERO.</param>
            <param name="srcAlpha">Specified how the alpha source blending factor is computed. The same symbolic constants are accepted as for srcRGB. The initial value is GL_ONE.</param>
            <param name="dstAlpha">Specified how the alpha destination blending factor is computed. The same symbolic constants are accepted as for dstRGB. The initial value is GL_ZERO.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiDrawArrays">
            <summary>
            <para>Fullname: MultiDrawArrays</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiDrawArrays(System.Int32,System.Int32[],System.Int32[],System.Int32)">
            <summary>
            <para>render multiple sets of primitives from array data</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiDrawArrays.</para>
            <para>Fullname: MultiDrawArrays</para>
            <para>Aliases: MultiDrawArraysEXT, </para>
            <para>Extensions: VERSION_1_4 EXT_multi_draw_arrays</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.</param>
            <param name="first">Points to an array of starting indices in the enabled arrays.</param>
            <param name="count">Points to an array of the number of indices to be rendered.</param>
            <param name="primcount">Specifies the size of the first and count</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiDrawElements">
            <summary>
            <para>Fullname: MultiDrawElements</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiDrawElements(System.Int32,System.Int32[],System.Int32,System.IntPtr[],System.Int32)">
            <summary>
            <para>render multiple sets of primitives by specifying indices of array data elements</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiDrawElements.</para>
            <para>Fullname: MultiDrawElements</para>
            <para>Aliases: MultiDrawElementsEXT, </para>
            <para>Extensions: VERSION_1_4 EXT_multi_draw_arrays</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_QUAD_STRIP, GL_QUADS, and GL_POLYGON are accepted.</param>
            <param name="count">Points to an array of the elements counts.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
            <param name="primcount">Specifies the size of the count array.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PointParameterf">
            <summary>
            <para>Fullname: PointParameterf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PointParameterf(System.Int32,System.Single)">
            <summary>
            <para>specify point parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PointParameterf.</para>
            <para>Fullname: PointParameterf</para>
            <para>Aliases: PointParameterfARB, PointParameterfEXT, PointParameterfSGIS, </para>
            <para>Extensions: VERSION_1_4 ARB_point_parameters EXT_point_parameters SGIS_point_parameters</para>
            </summary>
            <param name="pname">Specifies a single-valued point parameter. GL_POINT_SIZE_MIN, GL_POINT_SIZE_MAX, GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGIN are accepted.</param>
            <param name="param">Specifies the value that pname will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PointParameterfv">
            <summary>
            <para>Fullname: PointParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PointParameterfv(System.Int32,System.Single[])">
            <summary>
            <para>specify point parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PointParameterfv.</para>
            <para>Fullname: PointParameterfv</para>
            <para>Aliases: PointParameterfvARB, PointParameterfvEXT, PointParameterfvSGIS, </para>
            <para>Extensions: VERSION_1_4 ARB_point_parameters EXT_point_parameters SGIS_point_parameters</para>
            </summary>
            <param name="pname">Specifies a point parameter. GL_POINT_SIZE_MIN, GL_POINT_SIZE_MAX, GL_POINT_DISTANCE_ATTENUATION, GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGIN are accepted.</param>
            <param name="params">Specifies the value or values to be assigned to pname. GL_POINT_DISTANCE_ATTENUATION requires an array of three values. All other parameters accept an array containing only a single value.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PointParameteri">
            <summary>
            <para>Fullname: PointParameteri</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PointParameteri(System.Int32,System.Int32)">
            <summary>
            <para>specify point parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PointParameteri.</para>
            <para>Fullname: PointParameteri</para>
            <para>Aliases: PointParameteriNV, </para>
            <para>Extensions: VERSION_1_4 NV_point_sprite</para>
            </summary>
            <param name="pname">Specifies a single-valued point parameter. GL_POINT_SIZE_MIN, GL_POINT_SIZE_MAX, GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGIN are accepted.</param>
            <param name="param">Specifies the value that pname will be set to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PointParameteriv">
            <summary>
            <para>Fullname: PointParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PointParameteriv(System.Int32,System.Int32[])">
            <summary>
            <para>specify point parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PointParameteriv.</para>
            <para>Fullname: PointParameteriv</para>
            <para>Aliases: PointParameterivNV, </para>
            <para>Extensions: VERSION_1_4 NV_point_sprite</para>
            </summary>
            <param name="pname">Specifies a point parameter. GL_POINT_SIZE_MIN, GL_POINT_SIZE_MAX, GL_POINT_DISTANCE_ATTENUATION, GL_POINT_FADE_THRESHOLD_SIZE, and GL_POINT_SPRITE_COORD_ORIGIN are accepted.</param>
            <param name="params">Specifies the value or values to be assigned to pname. GL_POINT_DISTANCE_ATTENUATION requires an array of three values. All other parameters accept an array containing only a single value.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoordf">
            <summary>
            <para>Fullname: FogCoordf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoordf(System.Single)">
            <summary>
            <para>set the current fog coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoordf.</para>
            <para>Fullname: FogCoordf</para>
            <para>Aliases: FogCoordfEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_fog_coord</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specify the fog distance.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoordfv">
            <summary>
            <para>Fullname: FogCoordfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoordfv(System.Single[])">
            <summary>
            <para>set the current fog coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoordfv.</para>
            <para>Fullname: FogCoordfv</para>
            <para>Aliases: FogCoordfvEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_fog_coord</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a pointer to an array containing a single value representing the fog distance.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoordd">
            <summary>
            <para>Fullname: FogCoordd</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoordd(System.Double)">
            <summary>
            <para>set the current fog coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoordd.</para>
            <para>Fullname: FogCoordd</para>
            <para>Aliases: FogCoorddEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_fog_coord</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specify the fog distance.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoorddv">
            <summary>
            <para>Fullname: FogCoorddv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoorddv(System.Double[])">
            <summary>
            <para>set the current fog coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoorddv.</para>
            <para>Fullname: FogCoorddv</para>
            <para>Aliases: FogCoorddvEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_fog_coord</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="coord">Specifies a pointer to an array containing a single value representing the fog distance.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoordPointer">
            <summary>
            <para>Fullname: FogCoordPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoordPointer(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of fog coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoordPointer.</para>
            <para>Fullname: FogCoordPointer</para>
            <para>Aliases: FogCoordPointerEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_fog_coord</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="type">Specifies the data type of each fog coordinate. Symbolic constants GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive fog coordinates. If stride is 0, the array elements are understood to be tightly packed. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first coordinate of the first fog coordinate in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3b">
            <summary>
            <para>Fullname: SecondaryColor3b</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3b(System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3b.</para>
            <para>Fullname: SecondaryColor3b</para>
            <para>Aliases: SecondaryColor3bEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3bv">
            <summary>
            <para>Fullname: SecondaryColor3bv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3bv(System.Byte[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3bv.</para>
            <para>Fullname: SecondaryColor3bv</para>
            <para>Aliases: SecondaryColor3bvEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3d">
            <summary>
            <para>Fullname: SecondaryColor3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3d.</para>
            <para>Fullname: SecondaryColor3d</para>
            <para>Aliases: SecondaryColor3dEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3dv">
            <summary>
            <para>Fullname: SecondaryColor3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3dv(System.Double[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3dv.</para>
            <para>Fullname: SecondaryColor3dv</para>
            <para>Aliases: SecondaryColor3dvEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3f">
            <summary>
            <para>Fullname: SecondaryColor3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3f.</para>
            <para>Fullname: SecondaryColor3f</para>
            <para>Aliases: SecondaryColor3fEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3fv">
            <summary>
            <para>Fullname: SecondaryColor3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3fv(System.Single[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3fv.</para>
            <para>Fullname: SecondaryColor3fv</para>
            <para>Aliases: SecondaryColor3fvEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3i">
            <summary>
            <para>Fullname: SecondaryColor3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3i.</para>
            <para>Fullname: SecondaryColor3i</para>
            <para>Aliases: SecondaryColor3iEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3iv">
            <summary>
            <para>Fullname: SecondaryColor3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3iv(System.Int32[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3iv.</para>
            <para>Fullname: SecondaryColor3iv</para>
            <para>Aliases: SecondaryColor3ivEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3s">
            <summary>
            <para>Fullname: SecondaryColor3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3s.</para>
            <para>Fullname: SecondaryColor3s</para>
            <para>Aliases: SecondaryColor3sEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3sv">
            <summary>
            <para>Fullname: SecondaryColor3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3sv(System.Int16[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3sv.</para>
            <para>Fullname: SecondaryColor3sv</para>
            <para>Aliases: SecondaryColor3svEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3ub">
            <summary>
            <para>Fullname: SecondaryColor3ub</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3ub(System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3ub.</para>
            <para>Fullname: SecondaryColor3ub</para>
            <para>Aliases: SecondaryColor3ubEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3ubv">
            <summary>
            <para>Fullname: SecondaryColor3ubv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3ubv(System.Byte[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3ubv.</para>
            <para>Fullname: SecondaryColor3ubv</para>
            <para>Aliases: SecondaryColor3ubvEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3ui">
            <summary>
            <para>Fullname: SecondaryColor3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3ui(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3ui.</para>
            <para>Fullname: SecondaryColor3ui</para>
            <para>Aliases: SecondaryColor3uiEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3uiv">
            <summary>
            <para>Fullname: SecondaryColor3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3uiv(System.UInt32[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3uiv.</para>
            <para>Fullname: SecondaryColor3uiv</para>
            <para>Aliases: SecondaryColor3uivEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3us">
            <summary>
            <para>Fullname: SecondaryColor3us</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3us(System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3us.</para>
            <para>Fullname: SecondaryColor3us</para>
            <para>Aliases: SecondaryColor3usEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="red">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="green">Specify new red, green, and blue values for the current secondary color.</param>
            <param name="blue">Specify new red, green, and blue values for the current secondary color.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3usv">
            <summary>
            <para>Fullname: SecondaryColor3usv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3usv(System.UInt16[])">
            <summary>
            <para>set the current secondary color</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3usv.</para>
            <para>Fullname: SecondaryColor3usv</para>
            <para>Aliases: SecondaryColor3usvEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array that contains red, green, blue.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColorPointer">
            <summary>
            <para>Fullname: SecondaryColorPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColorPointer(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of secondary colors</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColorPointer.</para>
            <para>Fullname: SecondaryColorPointer</para>
            <para>Aliases: SecondaryColorPointerEXT, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED EXT_secondary_color</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="size">Specifies the number of components per color. Must be 3.</param>
            <param name="type">Specifies the data type of each color component in the array. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="stride">Specifies the byte offset between consecutive colors. If stride is 0, the colors are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first component of the first color element in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2d">
            <summary>
            <para>Fullname: WindowPos2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2d(System.Double,System.Double)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2d.</para>
            <para>Fullname: WindowPos2d</para>
            <para>Aliases: WindowPos2dARB, WindowPos2dMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2dv">
            <summary>
            <para>Fullname: WindowPos2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2dv(System.Double[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2dv.</para>
            <para>Fullname: WindowPos2dv</para>
            <para>Aliases: WindowPos2dvARB, WindowPos2dvMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2f">
            <summary>
            <para>Fullname: WindowPos2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2f(System.Single,System.Single)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2f.</para>
            <para>Fullname: WindowPos2f</para>
            <para>Aliases: WindowPos2fARB, WindowPos2fMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2fv">
            <summary>
            <para>Fullname: WindowPos2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2fv(System.Single[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2fv.</para>
            <para>Fullname: WindowPos2fv</para>
            <para>Aliases: WindowPos2fvARB, WindowPos2fvMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2i">
            <summary>
            <para>Fullname: WindowPos2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2i(System.Int32,System.Int32)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2i.</para>
            <para>Fullname: WindowPos2i</para>
            <para>Aliases: WindowPos2iARB, WindowPos2iMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2iv">
            <summary>
            <para>Fullname: WindowPos2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2iv(System.Int32[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2iv.</para>
            <para>Fullname: WindowPos2iv</para>
            <para>Aliases: WindowPos2ivARB, WindowPos2ivMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2s">
            <summary>
            <para>Fullname: WindowPos2s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2s(System.Int16,System.Int16)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2s.</para>
            <para>Fullname: WindowPos2s</para>
            <para>Aliases: WindowPos2sARB, WindowPos2sMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos2sv">
            <summary>
            <para>Fullname: WindowPos2sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos2sv(System.Int16[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos2sv.</para>
            <para>Fullname: WindowPos2sv</para>
            <para>Aliases: WindowPos2svARB, WindowPos2svMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3d">
            <summary>
            <para>Fullname: WindowPos3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3d.</para>
            <para>Fullname: WindowPos3d</para>
            <para>Aliases: WindowPos3dARB, WindowPos3dMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3dv">
            <summary>
            <para>Fullname: WindowPos3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3dv(System.Double[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3dv.</para>
            <para>Fullname: WindowPos3dv</para>
            <para>Aliases: WindowPos3dvARB, WindowPos3dvMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3f">
            <summary>
            <para>Fullname: WindowPos3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3f.</para>
            <para>Fullname: WindowPos3f</para>
            <para>Aliases: WindowPos3fARB, WindowPos3fMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3fv">
            <summary>
            <para>Fullname: WindowPos3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3fv(System.Single[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3fv.</para>
            <para>Fullname: WindowPos3fv</para>
            <para>Aliases: WindowPos3fvARB, WindowPos3fvMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3i">
            <summary>
            <para>Fullname: WindowPos3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3i.</para>
            <para>Fullname: WindowPos3i</para>
            <para>Aliases: WindowPos3iARB, WindowPos3iMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3iv">
            <summary>
            <para>Fullname: WindowPos3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3iv(System.Int32[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3iv.</para>
            <para>Fullname: WindowPos3iv</para>
            <para>Aliases: WindowPos3ivARB, WindowPos3ivMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3s">
            <summary>
            <para>Fullname: WindowPos3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3s.</para>
            <para>Fullname: WindowPos3s</para>
            <para>Aliases: WindowPos3sARB, WindowPos3sMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="x">Specify the x, y, z coordinates for the raster position.</param>
            <param name="y">Specify the x, y, z coordinates for the raster position.</param>
            <param name="z">Specify the x, y, z coordinates for the raster position.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos3sv">
            <summary>
            <para>Fullname: WindowPos3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos3sv(System.Int16[])">
            <summary>
            <para>specify the raster position in window coordinates for pixel operations</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos3sv.</para>
            <para>Fullname: WindowPos3sv</para>
            <para>Aliases: WindowPos3svARB, WindowPos3svMESA, </para>
            <para>Extensions: VERSION_1_4_DEPRECATED ARB_window_pos MESA_window_pos</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="v">Specifies a pointer to an array of two or three elements, specifying x, y, z coordinates, respectively.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenQueries">
            <summary>
            <para>Fullname: GenQueries</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenQueries(System.Int32,System.UInt32[])">
            <summary>
            <para>generate query object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenQueries.</para>
            <para>Fullname: GenQueries</para>
            <para>Aliases: GenQueriesARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="n">Specifies the number of query object names to be generated.</param>
            <param name="ids">Specifies an array in which the generated query object names are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteQueries">
            <summary>
            <para>Fullname: DeleteQueries</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteQueries(System.Int32,System.UInt32[])">
            <summary>
            <para>delete named query objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteQueries.</para>
            <para>Fullname: DeleteQueries</para>
            <para>Aliases: DeleteQueriesARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="n">Specifies the number of query objects to be deleted.</param>
            <param name="ids">Specifies an array of query objects to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsQuery">
            <summary>
            <para>Fullname: IsQuery</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsQuery(System.UInt32)">
            <summary>
            <para>determine if a name corresponds to a query object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsQuery.</para>
            <para>Fullname: IsQuery</para>
            <para>Aliases: IsQueryARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="id">Specifies a value that may be the name of a query object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BeginQuery">
            <summary>
            <para>Fullname: BeginQuery</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginQuery(System.Int32,System.UInt32)">
            <summary>
            <para>delimit the boundaries of a query object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginQuery.</para>
            <para>Fullname: BeginQuery</para>
            <para>Aliases: BeginQueryARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="target">Specifies the target type of query object established between glBeginQuery and the subsequent glEndQuery. The symbolic constant must be GL_SAMPLES_PASSED.</param>
            <param name="id">Specifies the name of a query object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EndQuery">
            <summary>
            <para>Fullname: EndQuery</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndQuery(System.Int32)">
            <summary>
            <para>delimit the boundaries of a query object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndQuery.</para>
            <para>Fullname: EndQuery</para>
            <para>Aliases: EndQueryARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="target">Specifies the target type of query object to be concluded. The symbolic constant must be GL_SAMPLES_PASSED.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetQueryiv">
            <summary>
            <para>Fullname: GetQueryiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetQueryiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return parameters of a query object target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetQueryiv.</para>
            <para>Fullname: GetQueryiv</para>
            <para>Aliases: GetQueryivARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="target">Specifies a query object target. Must be GL_SAMPLES_PASSED.</param>
            <param name="pname">Specifies the symbolic name of a query object target parameter. Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetQueryObjectiv">
            <summary>
            <para>Fullname: GetQueryObjectiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetQueryObjectiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>return parameters of a query object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetQueryObjectiv.</para>
            <para>Fullname: GetQueryObjectiv</para>
            <para>Aliases: GetQueryObjectivARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="id">Specifies the name of a query object.</param>
            <param name="pname">Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetQueryObjectuiv">
            <summary>
            <para>Fullname: GetQueryObjectuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetQueryObjectuiv(System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>return parameters of a query object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetQueryObjectuiv.</para>
            <para>Fullname: GetQueryObjectuiv</para>
            <para>Aliases: GetQueryObjectuivARB, </para>
            <para>Extensions: VERSION_1_5 ARB_occlusion_query</para>
            </summary>
            <param name="id">Specifies the name of a query object.</param>
            <param name="pname">Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindBuffer">
            <summary>
            <para>Fullname: BindBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindBuffer(System.Int32,System.UInt32)">
            <summary>
            <para>bind a named buffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindBuffer.</para>
            <para>Fullname: BindBuffer</para>
            <para>Aliases: BindBufferARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target to which the buffer object is bound. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="buffer">Specifies the name of a buffer object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteBuffers">
            <summary>
            <para>Fullname: DeleteBuffers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteBuffers(System.Int32,System.UInt32[])">
            <summary>
            <para>delete named buffer objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteBuffers.</para>
            <para>Fullname: DeleteBuffers</para>
            <para>Aliases: DeleteBuffersARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="n">Specifies the number of buffer objects to be deleted.</param>
            <param name="buffers">Specifies an array of buffer objects to be deleted.</param>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteBuffer(System.UInt32)">
            <summary>
            <para>delete named buffer objects</para>
            <para>Fullname: DeleteBuffers</para>
            <para>Aliases: DeleteBuffersARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="buffer">Specifies a buffer object to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenBuffers">
            <summary>
            <para>Fullname: GenBuffers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenBuffers(System.Int32,System.UInt32[])">
            <summary>
            <para>generate buffer object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenBuffers.</para>
            <para>Fullname: GenBuffers</para>
            <para>Aliases: GenBuffersARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="n">Specifies the number of buffer object names to be generated.</param>
            <param name="buffers">Specifies an array in which the generated buffer object names are stored.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GenBuffer">
            <summary>
            <para>generate buffer object name</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsBuffer">
            <summary>
            <para>Fullname: IsBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsBuffer(System.UInt32)">
            <summary>
            <para>determine if a name corresponds to a buffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsBuffer.</para>
            <para>Fullname: IsBuffer</para>
            <para>Aliases: IsBufferARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="buffer">Specifies a value that may be the name of a buffer object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BufferData">
            <summary>
            <para>Fullname: BufferData</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BufferData(System.Int32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>creates and initializes a buffer object's data store</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BufferData.</para>
            <para>Fullname: BufferData</para>
            <para>Aliases: BufferDataARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="size">Specifies the size in bytes of the buffer object's new data store.</param>
            <param name="data">Specifies a pointer to data that will be copied into the data store for initialization, or NULL if no data is to be copied.</param>
            <param name="usage">Specifies the expected usage pattern of the data store. The symbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.</param>
        </member>
        <member name="M:OpenGL4NET.gl.BufferData(System.Int32,System.Int32,System.Array,System.Int32)">
            <summary>
            <para>creates and initializes a buffer object's data store</para>
            </summary>
            <param name="target">Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="size">Specifies the size in bytes of the buffer object's new data store.</param>
            <param name="data">Specifies an array of data that will be copied into the data store for initialization.</param>
            <param name="usage">Specifies the expected usage pattern of the data store. The symbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BufferSubData">
            <summary>
            <para>Fullname: BufferSubData</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BufferSubData(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>updates a subset of a buffer object's data store</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BufferSubData.</para>
            <para>Fullname: BufferSubData</para>
            <para>Aliases: BufferSubDataARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="offset">Specifies the offset into the buffer object's data store where data replacement will begin, measured in bytes.</param>
            <param name="size">Specifies the size in bytes of the data store region being replaced.</param>
            <param name="data">Specifies a pointer to the new data that will be copied into the data store.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetBufferSubData">
            <summary>
            <para>Fullname: GetBufferSubData</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBufferSubData(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>returns a subset of a buffer object's data store</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetBufferSubData.</para>
            <para>Fullname: GetBufferSubData</para>
            <para>Aliases: GetBufferSubDataARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="offset">Specifies the offset into the buffer object's data store from which data will be returned, measured in bytes.</param>
            <param name="size">Specifies the size in bytes of the data store region being returned.</param>
            <param name="data">Specifies a pointer to the location where buffer object data is returned.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MapBuffer">
            <summary>
            <para>Fullname: MapBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapBuffer(System.Int32,System.Int32)">
            <summary>
            <para>map a buffer object's data store</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapBuffer.</para>
            <para>Fullname: MapBuffer</para>
            <para>Aliases: MapBufferARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target buffer object being mapped. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="access">Specifies the access policy, indicating whether it will be possible to read from, write to, or both read from and write to the buffer object's mapped data store. The symbolic constant must be GL_READ_ONLY, GL_WRITE_ONLY, or GL_READ_WRITE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UnmapBuffer">
            <summary>
            <para>Fullname: UnmapBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UnmapBuffer(System.Int32)">
            <summary>
            <para>map a buffer object's data store</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UnmapBuffer.</para>
            <para>Fullname: UnmapBuffer</para>
            <para>Aliases: UnmapBufferARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target buffer object being unmapped. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetBufferParameteriv">
            <summary>
            <para>Fullname: GetBufferParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBufferParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>return parameters of a buffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetBufferParameteriv.</para>
            <para>Fullname: GetBufferParameteriv</para>
            <para>Aliases: GetBufferParameterivARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="value">Specifies the symbolic name of a buffer object parameter. Accepted values are GL_BUFFER_ACCESS, GL_BUFFER_MAPPED, GL_BUFFER_SIZE, or GL_BUFFER_USAGE.</param>
            <param name="data">Returns the requested parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetBufferPointerv">
            <summary>
            <para>Fullname: GetBufferPointerv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBufferPointerv(System.Int32,System.Int32,System.IntPtr[])">
            <summary>
            <para>return the pointer to a mapped buffer object's data store</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetBufferPointerv.</para>
            <para>Fullname: GetBufferPointerv</para>
            <para>Aliases: GetBufferPointervARB, </para>
            <para>Extensions: VERSION_1_5 ARB_vertex_buffer_object</para>
            </summary>
            <param name="target">Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, or GL_PIXEL_UNPACK_BUFFER.</param>
            <param name="pname">Specifies the pointer to be returned. The symbolic constant must be GL_BUFFER_MAP_POINTER.</param>
            <param name="params">Returns the pointer value specified by pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BlendEquationSeparate">
            <summary>
            <para>Fullname: BlendEquationSeparate</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendEquationSeparate(System.Int32,System.Int32)">
            <summary>
            <para>set the RGB blend equation and the alpha blend equation separately</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendEquationSeparate.</para>
            <para>Fullname: BlendEquationSeparate</para>
            <para>Aliases: BlendEquationSeparateEXT, </para>
            <para>Extensions: VERSION_2_0 EXT_blend_equation_separate</para>
            </summary>
            <param name="modeRGB">specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined. It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.</param>
            <param name="modeAlpha">specifies the alpha blend equation, how the alpha component of the source and destination colors are combined. It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawBuffers">
            <summary>
            <para>Fullname: DrawBuffers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawBuffers(System.Int32,System.Int32[])">
            <summary>
            <para>Specifies a list of color buffers to be drawn into</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawBuffers.</para>
            <para>Fullname: DrawBuffers</para>
            <para>Aliases: DrawBuffersARB, DrawBuffersATI, </para>
            <para>Extensions: VERSION_2_0 ARB_draw_buffers ATI_draw_buffers</para>
            </summary>
            <param name="n">Specifies the number of buffers in bufs.</param>
            <param name="bufs">Points to an array of symbolic constants specifying the buffers into which fragment colors or data values will be written.</param>
        </member>
        <member name="F:OpenGL4NET.gl._StencilOpSeparate">
            <summary>
            <para>Fullname: StencilOpSeparate</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StencilOpSeparate(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>set front and/or back stencil test actions</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StencilOpSeparate.</para>
            <para>Fullname: StencilOpSeparate</para>
            <para>Aliases: StencilOpSeparateATI, </para>
            <para>Extensions: VERSION_2_0 ATI_separate_stencil</para>
            </summary>
            <param name="face">Specifies whether front and/or back stencil state is updated. Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.</param>
            <param name="sfail">Specifies the action to take when the stencil test fails. Eight symbolic constants are accepted: GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, and GL_INVERT. The initial value is GL_KEEP.</param>
            <param name="dpfail">Specifies the stencil action when the stencil test passes, but the depth test fails. dpfail accepts the same symbolic constants as sfail. The initial value is GL_KEEP.</param>
            <param name="dppass">Specifies the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth testing is not enabled. dppass accepts the same symbolic constants as sfail. The initial value is GL_KEEP.</param>
        </member>
        <member name="F:OpenGL4NET.gl._StencilFuncSeparate">
            <summary>
            <para>Fullname: StencilFuncSeparate</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StencilFuncSeparate(System.Int32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>set front and/or back function and reference value for stencil testing</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StencilFuncSeparate.</para>
            <para>Fullname: StencilFuncSeparate</para>
            <para>Aliases: StencilFuncSeparateATI, </para>
            <para>Extensions: VERSION_2_0 ATI_separate_stencil</para>
            </summary>
            <param name="face">Specifies whether front and/or back stencil state is updated. Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.</param>
            <param name="func">Specifies the test function. Eight symbolic constants are valid: GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL, GL_EQUAL, GL_NOTEQUAL, and GL_ALWAYS. The initial value is GL_ALWAYS.</param>
            <param name="ref">Specifies the reference value for the stencil test. ref is clamped to the range 02n-1, where n is the number of bitplanes in the stencil buffer. The initial value is 0.</param>
            <param name="mask">Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1's.</param>
        </member>
        <member name="F:OpenGL4NET.gl._StencilMaskSeparate">
            <summary>
            <para>Fullname: StencilMaskSeparate</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StencilMaskSeparate(System.Int32,System.UInt32)">
            <summary>
            <para>control the front and/or back writing of individual bits in the stencil planes</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StencilMaskSeparate.</para>
            <para>Fullname: StencilMaskSeparate</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="face">Specifies whether the front and/or back stencil writemask is updated. Three symbolic constants are valid: GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK.</param>
            <param name="mask">Specifies a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1's.</param>
        </member>
        <member name="F:OpenGL4NET.gl._AttachShader">
            <summary>
            <para>Fullname: AttachShader</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AttachShader(System.UInt32,System.UInt32)">
            <summary>
            <para>Attaches a shader object to a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AttachShader.</para>
            <para>Fullname: AttachShader</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="program">Specifies the program object to which a shader object will be attached.</param>
            <param name="shader">Specifies the shader object that is to be attached.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindAttribLocation">
            <summary>
            <para>Fullname: BindAttribLocation</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindAttribLocation(System.UInt32,System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>Associates a generic vertex attribute index with a named attribute variable</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindAttribLocation.</para>
            <para>Fullname: BindAttribLocation</para>
            <para>Aliases: BindAttribLocationARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_shader</para>
            </summary>
            <param name="program">Specifies the handle of the program object in which the association is to be made.</param>
            <param name="index">Specifies the index of the generic vertex attribute to be bound.</param>
            <param name="name">Specifies a null terminated string containing the name of the vertex shader attribute variable to which index is to be bound.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CompileShader">
            <summary>
            <para>Fullname: CompileShader</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompileShader(System.UInt32)">
            <summary>
            <para>Compiles a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompileShader.</para>
            <para>Fullname: CompileShader</para>
            <para>Aliases: CompileShaderARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="shader">Specifies the shader object to be compiled.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CreateProgram">
            <summary>
            <para>Fullname: CreateProgram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CreateProgram">
            <summary>
            <para>Creates a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CreateProgram.</para>
            <para>Fullname: CreateProgram</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CreateShader">
            <summary>
            <para>Fullname: CreateShader</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CreateShader(System.Int32)">
            <summary>
            <para>Creates a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CreateShader.</para>
            <para>Fullname: CreateShader</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="shaderType">Specifies the type of shader to be created. Must be either GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteProgram">
            <summary>
            <para>Fullname: DeleteProgram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteProgram(System.UInt32)">
            <summary>
            <para>Deletes a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteProgram.</para>
            <para>Fullname: DeleteProgram</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="program">Specifies the program object to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteShader">
            <summary>
            <para>Fullname: DeleteShader</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteShader(System.UInt32)">
            <summary>
            <para>Deletes a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteShader.</para>
            <para>Fullname: DeleteShader</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="shader">Specifies the shader object to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DetachShader">
            <summary>
            <para>Fullname: DetachShader</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DetachShader(System.UInt32,System.UInt32)">
            <summary>
            <para>Detaches a shader object from a program object to which it is attached</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DetachShader.</para>
            <para>Fullname: DetachShader</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="program">Specifies the program object from which to detach the shader object.</param>
            <param name="shader">Specifies the shader object to be detached.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DisableVertexAttribArray">
            <summary>
            <para>Fullname: DisableVertexAttribArray</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DisableVertexAttribArray(System.UInt32)">
            <summary>
            <para>Enable or disable a generic vertex attribute array</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DisableVertexAttribArray.</para>
            <para>Fullname: DisableVertexAttribArray</para>
            <para>Aliases: DisableVertexAttribArrayARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be enabled or disabled.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EnableVertexAttribArray">
            <summary>
            <para>Fullname: EnableVertexAttribArray</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EnableVertexAttribArray(System.UInt32)">
            <summary>
            <para>Enable or disable a generic vertex attribute array</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EnableVertexAttribArray.</para>
            <para>Fullname: EnableVertexAttribArray</para>
            <para>Aliases: EnableVertexAttribArrayARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be enabled or disabled.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveAttrib">
            <summary>
            <para>Fullname: GetActiveAttrib</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveAttrib(System.UInt32,System.UInt32,System.Int32,System.Int32[],System.Int32[],System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>Returns information about an active attribute variable for the specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveAttrib.</para>
            <para>Fullname: GetActiveAttrib</para>
            <para>Aliases: GetActiveAttribARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_shader</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="index">Specifies the index of the attribute variable to be queried.</param>
            <param name="bufSize">Specifies the maximum number of characters OpenGL is allowed to write in the character buffer indicated by name.</param>
            <param name="length">Returns the number of characters actually written by OpenGL in the string indicated by name (excluding the null terminator) if a value other than NULL is passed.</param>
            <param name="size">Returns the size of the attribute variable.</param>
            <param name="type">Returns the data type of the attribute variable.</param>
            <param name="name">Returns a null terminated string containing the name of the attribute variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveUniform">
            <summary>
            <para>Fullname: GetActiveUniform</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveUniform(System.UInt32,System.UInt32,System.Int32,System.Int32[],System.Int32[],System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>Returns information about an active uniform variable for the specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveUniform.</para>
            <para>Fullname: GetActiveUniform</para>
            <para>Aliases: GetActiveUniformARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="index">Specifies the index of the uniform variable to be queried.</param>
            <param name="bufSize">Specifies the maximum number of characters OpenGL is allowed to write in the character buffer indicated by name.</param>
            <param name="length">Returns the number of characters actually written by OpenGL in the string indicated by name (excluding the null terminator) if a value other than NULL is passed.</param>
            <param name="size">Returns the size of the uniform variable.</param>
            <param name="type">Returns the data type of the uniform variable.</param>
            <param name="name">Returns a null terminated string containing the name of the uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetAttachedShaders">
            <summary>
            <para>Fullname: GetAttachedShaders</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetAttachedShaders(System.UInt32,System.Int32,System.Int32[],System.UInt32[])">
            <summary>
            <para>Returns the handles of the shader objects attached to a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetAttachedShaders.</para>
            <para>Fullname: GetAttachedShaders</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="maxCount">Specifies the size of the array for storing the returned object names.</param>
            <param name="count">Returns the number of names actually returned in objects.</param>
            <param name="shaders">Specifies an array that is used to return the names of attached shader objects.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetAttribLocation">
            <summary>
            <para>Fullname: GetAttribLocation</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetAttribLocation(System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>Returns the location of an attribute variable</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetAttribLocation.</para>
            <para>Fullname: GetAttribLocation</para>
            <para>Aliases: GetAttribLocationARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_shader</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="name">Points to a null terminated string containing the name of the attribute variable whose location is to be queried.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GetAttribLocation(System.UInt32,System.String)">
            <summary>
            <para>Returns the location of an attribute variable</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="name">String containing the name of the attribute variable whose location is to be queried.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramiv">
            <summary>
            <para>Fullname: GetProgramiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>Returns a parameter from a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramiv.</para>
            <para>Fullname: GetProgramiv</para>
            <para>Aliases: GetProgramivNV, </para>
            <para>Extensions: VERSION_2_0 NV_vertex_program</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="pname">Specifies the object parameter. Accepted symbolic names are GL_DELETE_STATUS, GL_LINK_STATUS, GL_VALIDATE_STATUS, GL_INFO_LOG_LENGTH, GL_ATTACHED_SHADERS, GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ACTIVE_UNIFORM_MAX_LENGTH.</param>
            <param name="params">Returns the requested object parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramInfoLog">
            <summary>
            <para>Fullname: GetProgramInfoLog</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramInfoLog(System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>Returns the information log for a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramInfoLog.</para>
            <para>Fullname: GetProgramInfoLog</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="program">Specifies the program object whose information log is to be queried.</param>
            <param name="maxLength">Specifies the size of the character buffer for storing the returned information log.</param>
            <param name="length">Returns the length of the string returned in infoLog (excluding the null terminator).</param>
            <param name="infoLog">Specifies an array of characters that is used to return the information log.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetShaderiv">
            <summary>
            <para>Fullname: GetShaderiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetShaderiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>Returns a parameter from a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetShaderiv.</para>
            <para>Fullname: GetShaderiv</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="shader">Specifies the shader object to be queried.</param>
            <param name="pname">Specifies the object parameter. Accepted symbolic names are GL_SHADER_TYPE, GL_DELETE_STATUS, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, GL_SHADER_SOURCE_LENGTH.</param>
            <param name="params">Returns the requested object parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetShaderInfoLog">
            <summary>
            <para>Fullname: GetShaderInfoLog</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetShaderInfoLog(System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>Returns the information log for a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetShaderInfoLog.</para>
            <para>Fullname: GetShaderInfoLog</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="shader">Specifies the shader object whose information log is to be queried.</param>
            <param name="maxLength">Specifies the size of the character buffer for storing the returned information log.</param>
            <param name="length">Returns the length of the string returned in infoLog (excluding the null terminator).</param>
            <param name="infoLog">Specifies an array of characters that is used to return the information log.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetShaderSource">
            <summary>
            <para>Fullname: GetShaderSource</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetShaderSource(System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>Returns the source code string from a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetShaderSource.</para>
            <para>Fullname: GetShaderSource</para>
            <para>Aliases: GetShaderSourceARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="shader">Specifies the shader object to be queried.</param>
            <param name="bufSize">Specifies the size of the character buffer for storing the returned source code string.</param>
            <param name="length">Returns the length of the string returned in source (excluding the null terminator).</param>
            <param name="source">Specifies an array of characters that is used to return the source code string.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformLocation">
            <summary>
            <para>Fullname: GetUniformLocation</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformLocation(System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>Returns the location of a uniform variable</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformLocation.</para>
            <para>Fullname: GetUniformLocation</para>
            <para>Aliases: GetUniformLocationARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="name">Points to a null terminated string containing the name of the uniform variable whose location is to be queried.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformLocation(System.UInt32,System.String)">
            <summary>
            <para>Returns the location of a uniform variable</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="name">String containing the name of the uniform variable whose location is to be queried.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformfv">
            <summary>
            <para>Fullname: GetUniformfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Returns the value of a uniform variable</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformfv.</para>
            <para>Fullname: GetUniformfv</para>
            <para>Aliases: GetUniformfvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="location">Specifies the location of the uniform variable to be queried.</param>
            <param name="params">Returns the value of the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformiv">
            <summary>
            <para>Fullname: GetUniformiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>Returns the value of a uniform variable</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformiv.</para>
            <para>Fullname: GetUniformiv</para>
            <para>Aliases: GetUniformivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="location">Specifies the location of the uniform variable to be queried.</param>
            <param name="params">Returns the value of the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribdv">
            <summary>
            <para>Fullname: GetVertexAttribdv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribdv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Return a generic vertex attribute parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribdv.</para>
            <para>Fullname: GetVertexAttribdv</para>
            <para>Aliases: GetVertexAttribdvARB, GetVertexAttribdvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            </summary>
            <param name="index">Specifies the generic vertex attribute parameter to be queried.</param>
            <param name="pname">Specifies the symbolic name of the vertex attribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, or GL_CURRENT_VERTEX_ATTRIB.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribfv">
            <summary>
            <para>Fullname: GetVertexAttribfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Return a generic vertex attribute parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribfv.</para>
            <para>Fullname: GetVertexAttribfv</para>
            <para>Aliases: GetVertexAttribfvARB, GetVertexAttribfvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            </summary>
            <param name="index">Specifies the generic vertex attribute parameter to be queried.</param>
            <param name="pname">Specifies the symbolic name of the vertex attribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, or GL_CURRENT_VERTEX_ATTRIB.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribiv">
            <summary>
            <para>Fullname: GetVertexAttribiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>Return a generic vertex attribute parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribiv.</para>
            <para>Fullname: GetVertexAttribiv</para>
            <para>Aliases: GetVertexAttribivARB, GetVertexAttribivNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            </summary>
            <param name="index">Specifies the generic vertex attribute parameter to be queried.</param>
            <param name="pname">Specifies the symbolic name of the vertex attribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, or GL_CURRENT_VERTEX_ATTRIB.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribPointerv">
            <summary>
            <para>Fullname: GetVertexAttribPointerv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribPointerv(System.UInt32,System.Int32,System.IntPtr[])">
            <summary>
            <para>return the address of the specified generic vertex attribute pointer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribPointerv.</para>
            <para>Fullname: GetVertexAttribPointerv</para>
            <para>Aliases: GetVertexAttribPointervARB, GetVertexAttribPointervNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            </summary>
            <param name="index">Specifies the generic vertex attribute parameter to be returned.</param>
            <param name="pname">Specifies the symbolic name of the generic vertex attribute parameter to be returned. Must be GL_VERTEX_ATTRIB_ARRAY_POINTER.</param>
            <param name="pointer">Returns the pointer value.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsProgram">
            <summary>
            <para>Fullname: IsProgram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsProgram(System.UInt32)">
            <summary>
            <para>Determines if a name corresponds to a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsProgram.</para>
            <para>Fullname: IsProgram</para>
            <para>Aliases: IsProgramARB, IsProgramNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            </summary>
            <param name="program">Specifies a potential program object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsShader">
            <summary>
            <para>Fullname: IsShader</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsShader(System.UInt32)">
            <summary>
            <para>Determines if a name corresponds to a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsShader.</para>
            <para>Fullname: IsShader</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="shader">Specifies a potential shader object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._LinkProgram">
            <summary>
            <para>Fullname: LinkProgram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LinkProgram(System.UInt32)">
            <summary>
            <para>Links a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LinkProgram.</para>
            <para>Fullname: LinkProgram</para>
            <para>Aliases: LinkProgramARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="program">Specifies the handle of the program object to be linked.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ShaderSource">
            <summary>
            <para>Fullname: ShaderSource</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ShaderSource(System.UInt32,System.Int32,System.String[],System.Int32[])">
            <summary>
            <para>Replaces the source code in a shader object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ShaderSource.</para>
            <para>Fullname: ShaderSource</para>
            <para>Aliases: ShaderSourceARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="shader">Specifies the handle of the shader object whose source code is to be replaced.</param>
            <param name="count">Specifies the number of elements in the string and length arrays.</param>
            <param name="string">Specifies an array of pointers to strings containing the source code to be loaded into the shader.</param>
            <param name="length">Specifies an array of string lengths.</param>
        </member>
        <member name="M:OpenGL4NET.gl.ShaderSource(System.UInt32,System.String)">
            <summary>
            <para>Replaces the source code in a shader object</para>
            </summary>
            <param name="shader">Specifies the handle of the shader object whose source code is to be replaced.</param>
            <param name="string">Specifies the string containing the source code to be loaded into the shader.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UseProgram">
            <summary>
            <para>Fullname: UseProgram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UseProgram(System.UInt32)">
            <summary>
            <para>Installs a program object as part of current rendering state</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UseProgram.</para>
            <para>Fullname: UseProgram</para>
            <para>Extensions: VERSION_2_0</para>
            </summary>
            <param name="program">Specifies the handle of the program object whose executables are to be used as part of current rendering state.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1f">
            <summary>
            <para>Fullname: Uniform1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1f(System.Int32,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1f.</para>
            <para>Fullname: Uniform1f</para>
            <para>Aliases: Uniform1fARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2f">
            <summary>
            <para>Fullname: Uniform2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2f(System.Int32,System.Single,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2f.</para>
            <para>Fullname: Uniform2f</para>
            <para>Aliases: Uniform2fARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3f">
            <summary>
            <para>Fullname: Uniform3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3f(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3f.</para>
            <para>Fullname: Uniform3f</para>
            <para>Aliases: Uniform3fARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4f">
            <summary>
            <para>Fullname: Uniform4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4f(System.Int32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4f.</para>
            <para>Fullname: Uniform4f</para>
            <para>Aliases: Uniform4fARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1i">
            <summary>
            <para>Fullname: Uniform1i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1i(System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1i.</para>
            <para>Fullname: Uniform1i</para>
            <para>Aliases: Uniform1iARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2i">
            <summary>
            <para>Fullname: Uniform2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2i.</para>
            <para>Fullname: Uniform2i</para>
            <para>Aliases: Uniform2iARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3i">
            <summary>
            <para>Fullname: Uniform3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3i.</para>
            <para>Fullname: Uniform3i</para>
            <para>Aliases: Uniform3iARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4i">
            <summary>
            <para>Fullname: Uniform4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4i(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4i.</para>
            <para>Fullname: Uniform4i</para>
            <para>Aliases: Uniform4iARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1fv">
            <summary>
            <para>Fullname: Uniform1fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1fv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1fv.</para>
            <para>Fullname: Uniform1fv</para>
            <para>Aliases: Uniform1fvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2fv">
            <summary>
            <para>Fullname: Uniform2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2fv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2fv.</para>
            <para>Fullname: Uniform2fv</para>
            <para>Aliases: Uniform2fvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3fv">
            <summary>
            <para>Fullname: Uniform3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3fv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3fv.</para>
            <para>Fullname: Uniform3fv</para>
            <para>Aliases: Uniform3fvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4fv">
            <summary>
            <para>Fullname: Uniform4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4fv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4fv.</para>
            <para>Fullname: Uniform4fv</para>
            <para>Aliases: Uniform4fvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1iv">
            <summary>
            <para>Fullname: Uniform1iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1iv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1iv.</para>
            <para>Fullname: Uniform1iv</para>
            <para>Aliases: Uniform1ivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2iv">
            <summary>
            <para>Fullname: Uniform2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2iv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2iv.</para>
            <para>Fullname: Uniform2iv</para>
            <para>Aliases: Uniform2ivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3iv">
            <summary>
            <para>Fullname: Uniform3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3iv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3iv.</para>
            <para>Fullname: Uniform3iv</para>
            <para>Aliases: Uniform3ivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4iv">
            <summary>
            <para>Fullname: Uniform4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4iv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4iv.</para>
            <para>Fullname: Uniform4iv</para>
            <para>Aliases: Uniform4ivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix2fv">
            <summary>
            <para>Fullname: UniformMatrix2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix2fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix2fv.</para>
            <para>Fullname: UniformMatrix2fv</para>
            <para>Aliases: UniformMatrix2fvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix3fv">
            <summary>
            <para>Fullname: UniformMatrix3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix3fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix3fv.</para>
            <para>Fullname: UniformMatrix3fv</para>
            <para>Aliases: UniformMatrix3fvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix4fv">
            <summary>
            <para>Fullname: UniformMatrix4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix4fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix4fv.</para>
            <para>Fullname: UniformMatrix4fv</para>
            <para>Aliases: UniformMatrix4fvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix4fv(System.Int32,System.Int32,System.Boolean,OpenGL4NET.Matrix@)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix4fv.</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="matrix">Specifies matrix that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ValidateProgram">
            <summary>
            <para>Fullname: ValidateProgram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ValidateProgram(System.UInt32)">
            <summary>
            <para>Validates a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ValidateProgram.</para>
            <para>Fullname: ValidateProgram</para>
            <para>Aliases: ValidateProgramARB, </para>
            <para>Extensions: VERSION_2_0 ARB_shader_objects</para>
            </summary>
            <param name="program">Specifies the handle of the program object to be validated.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1d">
            <summary>
            <para>Fullname: VertexAttrib1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1d(System.UInt32,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1d.</para>
            <para>Fullname: VertexAttrib1d</para>
            <para>Aliases: VertexAttrib1dARB, VertexAttrib1dNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1dv">
            <summary>
            <para>Fullname: VertexAttrib1dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1dv.</para>
            <para>Fullname: VertexAttrib1dv</para>
            <para>Aliases: VertexAttrib1dvARB, VertexAttrib1dvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1f">
            <summary>
            <para>Fullname: VertexAttrib1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1f(System.UInt32,System.Single)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1f.</para>
            <para>Fullname: VertexAttrib1f</para>
            <para>Aliases: VertexAttrib1fARB, VertexAttrib1fNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1fv">
            <summary>
            <para>Fullname: VertexAttrib1fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1fv(System.UInt32,System.Single[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1fv.</para>
            <para>Fullname: VertexAttrib1fv</para>
            <para>Aliases: VertexAttrib1fvARB, VertexAttrib1fvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1s">
            <summary>
            <para>Fullname: VertexAttrib1s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1s(System.UInt32,System.Int16)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1s.</para>
            <para>Fullname: VertexAttrib1s</para>
            <para>Aliases: VertexAttrib1sARB, VertexAttrib1sNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1sv">
            <summary>
            <para>Fullname: VertexAttrib1sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1sv(System.UInt32,System.Int16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1sv.</para>
            <para>Fullname: VertexAttrib1sv</para>
            <para>Aliases: VertexAttrib1svARB, VertexAttrib1svNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2d">
            <summary>
            <para>Fullname: VertexAttrib2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2d(System.UInt32,System.Double,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2d.</para>
            <para>Fullname: VertexAttrib2d</para>
            <para>Aliases: VertexAttrib2dARB, VertexAttrib2dNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2dv">
            <summary>
            <para>Fullname: VertexAttrib2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2dv.</para>
            <para>Fullname: VertexAttrib2dv</para>
            <para>Aliases: VertexAttrib2dvARB, VertexAttrib2dvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2f">
            <summary>
            <para>Fullname: VertexAttrib2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2f(System.UInt32,System.Single,System.Single)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2f.</para>
            <para>Fullname: VertexAttrib2f</para>
            <para>Aliases: VertexAttrib2fARB, VertexAttrib2fNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2fv">
            <summary>
            <para>Fullname: VertexAttrib2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2fv(System.UInt32,System.Single[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2fv.</para>
            <para>Fullname: VertexAttrib2fv</para>
            <para>Aliases: VertexAttrib2fvARB, VertexAttrib2fvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2s">
            <summary>
            <para>Fullname: VertexAttrib2s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2s(System.UInt32,System.Int16,System.Int16)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2s.</para>
            <para>Fullname: VertexAttrib2s</para>
            <para>Aliases: VertexAttrib2sARB, VertexAttrib2sNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2sv">
            <summary>
            <para>Fullname: VertexAttrib2sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2sv(System.UInt32,System.Int16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2sv.</para>
            <para>Fullname: VertexAttrib2sv</para>
            <para>Aliases: VertexAttrib2svARB, VertexAttrib2svNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3d">
            <summary>
            <para>Fullname: VertexAttrib3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3d(System.UInt32,System.Double,System.Double,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3d.</para>
            <para>Fullname: VertexAttrib3d</para>
            <para>Aliases: VertexAttrib3dARB, VertexAttrib3dNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3dv">
            <summary>
            <para>Fullname: VertexAttrib3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3dv.</para>
            <para>Fullname: VertexAttrib3dv</para>
            <para>Aliases: VertexAttrib3dvARB, VertexAttrib3dvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3f">
            <summary>
            <para>Fullname: VertexAttrib3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3f(System.UInt32,System.Single,System.Single,System.Single)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3f.</para>
            <para>Fullname: VertexAttrib3f</para>
            <para>Aliases: VertexAttrib3fARB, VertexAttrib3fNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3fv">
            <summary>
            <para>Fullname: VertexAttrib3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3fv(System.UInt32,System.Single[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3fv.</para>
            <para>Fullname: VertexAttrib3fv</para>
            <para>Aliases: VertexAttrib3fvARB, VertexAttrib3fvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3s">
            <summary>
            <para>Fullname: VertexAttrib3s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3s(System.UInt32,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3s.</para>
            <para>Fullname: VertexAttrib3s</para>
            <para>Aliases: VertexAttrib3sARB, VertexAttrib3sNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3sv">
            <summary>
            <para>Fullname: VertexAttrib3sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3sv(System.UInt32,System.Int16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3sv.</para>
            <para>Fullname: VertexAttrib3sv</para>
            <para>Aliases: VertexAttrib3svARB, VertexAttrib3svNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4Nbv">
            <summary>
            <para>Fullname: VertexAttrib4Nbv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4Nbv(System.UInt32,System.Byte[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4Nbv.</para>
            <para>Fullname: VertexAttrib4Nbv</para>
            <para>Aliases: VertexAttrib4NbvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4Niv">
            <summary>
            <para>Fullname: VertexAttrib4Niv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4Niv(System.UInt32,System.Int32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4Niv.</para>
            <para>Fullname: VertexAttrib4Niv</para>
            <para>Aliases: VertexAttrib4NivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4Nsv">
            <summary>
            <para>Fullname: VertexAttrib4Nsv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4Nsv(System.UInt32,System.Int16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4Nsv.</para>
            <para>Fullname: VertexAttrib4Nsv</para>
            <para>Aliases: VertexAttrib4NsvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4Nub">
            <summary>
            <para>Fullname: VertexAttrib4Nub</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4Nub(System.UInt32,System.Byte,System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4Nub.</para>
            <para>Fullname: VertexAttrib4Nub</para>
            <para>Aliases: VertexAttrib4NubARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4Nubv">
            <summary>
            <para>Fullname: VertexAttrib4Nubv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4Nubv(System.UInt32,System.Byte[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4Nubv.</para>
            <para>Fullname: VertexAttrib4Nubv</para>
            <para>Aliases: VertexAttrib4NubvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4Nuiv">
            <summary>
            <para>Fullname: VertexAttrib4Nuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4Nuiv(System.UInt32,System.UInt32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4Nuiv.</para>
            <para>Fullname: VertexAttrib4Nuiv</para>
            <para>Aliases: VertexAttrib4NuivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4Nusv">
            <summary>
            <para>Fullname: VertexAttrib4Nusv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4Nusv(System.UInt32,System.UInt16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4Nusv.</para>
            <para>Fullname: VertexAttrib4Nusv</para>
            <para>Aliases: VertexAttrib4NusvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4bv">
            <summary>
            <para>Fullname: VertexAttrib4bv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4bv(System.UInt32,System.Byte[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4bv.</para>
            <para>Fullname: VertexAttrib4bv</para>
            <para>Aliases: VertexAttrib4bvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4d">
            <summary>
            <para>Fullname: VertexAttrib4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4d(System.UInt32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4d.</para>
            <para>Fullname: VertexAttrib4d</para>
            <para>Aliases: VertexAttrib4dARB, VertexAttrib4dNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4dv">
            <summary>
            <para>Fullname: VertexAttrib4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4dv.</para>
            <para>Fullname: VertexAttrib4dv</para>
            <para>Aliases: VertexAttrib4dvARB, VertexAttrib4dvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4f">
            <summary>
            <para>Fullname: VertexAttrib4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4f(System.UInt32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4f.</para>
            <para>Fullname: VertexAttrib4f</para>
            <para>Aliases: VertexAttrib4fARB, VertexAttrib4fNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4fv">
            <summary>
            <para>Fullname: VertexAttrib4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4fv(System.UInt32,System.Single[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4fv.</para>
            <para>Fullname: VertexAttrib4fv</para>
            <para>Aliases: VertexAttrib4fvARB, VertexAttrib4fvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4iv">
            <summary>
            <para>Fullname: VertexAttrib4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4iv(System.UInt32,System.Int32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4iv.</para>
            <para>Fullname: VertexAttrib4iv</para>
            <para>Aliases: VertexAttrib4ivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4s">
            <summary>
            <para>Fullname: VertexAttrib4s</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4s(System.UInt32,System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4s.</para>
            <para>Fullname: VertexAttrib4s</para>
            <para>Aliases: VertexAttrib4sARB, VertexAttrib4sNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4sv">
            <summary>
            <para>Fullname: VertexAttrib4sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4sv(System.UInt32,System.Int16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4sv.</para>
            <para>Fullname: VertexAttrib4sv</para>
            <para>Aliases: VertexAttrib4svARB, VertexAttrib4svNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4ubv">
            <summary>
            <para>Fullname: VertexAttrib4ubv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4ubv(System.UInt32,System.Byte[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4ubv.</para>
            <para>Fullname: VertexAttrib4ubv</para>
            <para>Aliases: VertexAttrib4ubvARB, VertexAttrib4ubvNV, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program NV_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4uiv">
            <summary>
            <para>Fullname: VertexAttrib4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4uiv(System.UInt32,System.UInt32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4uiv.</para>
            <para>Fullname: VertexAttrib4uiv</para>
            <para>Aliases: VertexAttrib4uivARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4usv">
            <summary>
            <para>Fullname: VertexAttrib4usv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4usv(System.UInt32,System.UInt16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4usv.</para>
            <para>Fullname: VertexAttrib4usv</para>
            <para>Aliases: VertexAttrib4usvARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribPointer">
            <summary>
            <para>Fullname: VertexAttribPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribPointer(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Int32,System.IntPtr)">
            <summary>
            <para>define an array of generic vertex attribute data</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribPointer.</para>
            <para>Fullname: VertexAttribPointer</para>
            <para>Aliases: VertexAttribPointerARB, </para>
            <para>Extensions: VERSION_2_0 ARB_vertex_program</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="size">Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, or 4. The initial value is 4.</param>
            <param name="type">Specifies the data type of each component in the array. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="normalized">Specifies whether fixed-point data values should be normalized (GL_TRUE) or converted directly as fixed-point values (GL_FALSE) when they are accessed.</param>
            <param name="stride">Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="pointer">Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0.</param>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribPointer(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Int32,System.Array)">
            <summary>
            <para>define an array of generic vertex attribute data</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribPointer.</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="size">Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, or 4. The initial value is 4.</param>
            <param name="type">Specifies the data type of each component in the array. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT.</param>
            <param name="normalized">Specifies whether fixed-point data values should be normalized (GL_TRUE) or converted directly as fixed-point values (GL_FALSE) when they are accessed.</param>
            <param name="stride">Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0.</param>
            <param name="data">Specifies an array of generic vertex attribute in the array. The initial value is 0.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix2x3fv">
            <summary>
            <para>Fullname: UniformMatrix2x3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix2x3fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix2x3fv.</para>
            <para>Fullname: UniformMatrix2x3fv</para>
            <para>Extensions: VERSION_2_1</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix3x2fv">
            <summary>
            <para>Fullname: UniformMatrix3x2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix3x2fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix3x2fv.</para>
            <para>Fullname: UniformMatrix3x2fv</para>
            <para>Extensions: VERSION_2_1</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix2x4fv">
            <summary>
            <para>Fullname: UniformMatrix2x4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix2x4fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix2x4fv.</para>
            <para>Fullname: UniformMatrix2x4fv</para>
            <para>Extensions: VERSION_2_1</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix4x2fv">
            <summary>
            <para>Fullname: UniformMatrix4x2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix4x2fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix4x2fv.</para>
            <para>Fullname: UniformMatrix4x2fv</para>
            <para>Extensions: VERSION_2_1</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix3x4fv">
            <summary>
            <para>Fullname: UniformMatrix3x4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix3x4fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix3x4fv.</para>
            <para>Fullname: UniformMatrix3x4fv</para>
            <para>Extensions: VERSION_2_1</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix4x3fv">
            <summary>
            <para>Fullname: UniformMatrix4x3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix4x3fv(System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix4x3fv.</para>
            <para>Fullname: UniformMatrix4x3fv</para>
            <para>Extensions: VERSION_2_1</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ColorMaski">
            <summary>
            <para>Fullname: ColorMaski</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorMaski(System.UInt32,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>enable and disable writing of frame buffer color components</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorMaski.</para>
            <para>Fullname: ColorMaski</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="buf">For glColorMaski, specifies the index of the draw buffer whose color mask to set.</param>
            <param name="red">Specify whether red, green, blue, and alpha are to be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components are written.</param>
            <param name="green">Specify whether red, green, blue, and alpha are to be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components are written.</param>
            <param name="blue">Specify whether red, green, blue, and alpha are to be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components are written.</param>
            <param name="alpha">Specify whether red, green, blue, and alpha are to be written into the frame buffer. The initial values are all GL_TRUE, indicating that the color components are written.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetBooleani_v">
            <summary>
            <para>Fullname: GetBooleani_v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBooleani_v(System.Int32,System.UInt32,System.Boolean[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetBooleani_v.</para>
            <para>Fullname: GetBooleani_v</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetIntegeri_v">
            <summary>
            <para>Fullname: GetIntegeri_v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetIntegeri_v(System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetIntegeri_v.</para>
            <para>Fullname: GetIntegeri_v</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Enablei">
            <summary>
            <para>Fullname: Enablei</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Enablei(System.Int32,System.UInt32)">
            <summary>
            <para>enable or disable server-side GL capabilities</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Enablei.</para>
            <para>Fullname: Enablei</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="cap">Specifies a symbolic constant indicating a GL capability.</param>
            <param name="index">Specifies the index of the swtich to enable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Disablei">
            <summary>
            <para>Fullname: Disablei</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Disablei(System.Int32,System.UInt32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsEnabledi">
            <summary>
            <para>Fullname: IsEnabledi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsEnabledi(System.Int32,System.UInt32)">
            <summary>
            <para>test whether a capability is enabled</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsEnabledi.</para>
            <para>Fullname: IsEnabledi</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="cap">Specifies a symbolic constant indicating a GL capability.</param>
            <param name="index">Specifies the index of the capability.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BeginTransformFeedback">
            <summary>
            <para>Fullname: BeginTransformFeedback</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginTransformFeedback(System.Int32)">
            <summary>
            <para>start transform feedback operation</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginTransformFeedback.</para>
            <para>Fullname: BeginTransformFeedback</para>
            <para>Aliases: BeginTransformFeedbackEXT, BeginTransformFeedbackNV, </para>
            <para>Extensions: VERSION_3_0 EXT_transform_feedback NV_transform_feedback</para>
            </summary>
            <param name="primitiveMode">Specify the output type of the primitives that will be recorded into the buffer objects that are bound for transform feedback.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EndTransformFeedback">
            <summary>
            <para>Fullname: EndTransformFeedback</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndTransformFeedback">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records selected vertex attributes for each primitive processed by the GL.  The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry shader is active, the primitives recorded are those emitted by the geometry shader.  Otherwise, transform feedback captures primitives whose vertices are transformed by a vertex shader.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode captures the values of specified varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an array of vertex attributes.  The regular representation and the use of buffer objects allows the recorded data to be processed directly by the GL without requiring CP...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndTransformFeedback.</para>
            <para>Fullname: EndTransformFeedback</para>
            <para>Aliases: EndTransformFeedbackEXT, EndTransformFeedbackNV, </para>
            <para>Extensions: VERSION_3_0 EXT_transform_feedback NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindBufferRange">
            <summary>
            <para>Fullname: BindBufferRange</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindBufferRange(System.Int32,System.UInt32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>bind a range within a buffer object to an indexed buffer target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindBufferRange.</para>
            <para>Fullname: BindBufferRange</para>
            <para>Aliases: BindBufferRangeEXT, BindBufferRangeNV, </para>
            <para>Extensions: VERSION_3_0 EXT_transform_feedback NV_transform_feedback</para>
            </summary>
            <param name="target">Specify the target of the bind operation. target must be either GL_TRANSFORM_FEEDBACK_BUFFER or GL_UNIFORM_BUFFER.</param>
            <param name="index">Specify the index of the binding point within the array specified by target.</param>
            <param name="buffer">The name of a buffer object to bind to the specified binding point.</param>
            <param name="offset">The starting offset in basic machine units into the buffer object buffer.</param>
            <param name="size">The amount of data in machine units that can be read from the buffet object while used as an indexed target.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindBufferBase">
            <summary>
            <para>Fullname: BindBufferBase</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindBufferBase(System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>bind a buffer object to an indexed buffer target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindBufferBase.</para>
            <para>Fullname: BindBufferBase</para>
            <para>Aliases: BindBufferBaseEXT, BindBufferBaseNV, </para>
            <para>Extensions: VERSION_3_0 EXT_transform_feedback NV_transform_feedback</para>
            </summary>
            <param name="target">Specify the target of the bind operation. target must be either GL_TRANSFORM_FEEDBACK_BUFFER or GL_UNIFORM_BUFFER.</param>
            <param name="index">Specify the index of the binding point within the array specified by target.</param>
            <param name="buffer">The name of a buffer object to bind to the specified binding point.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TransformFeedbackVaryings">
            <summary>
            <para>Fullname: TransformFeedbackVaryings</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TransformFeedbackVaryings(System.UInt32,System.Int32,System.String[],System.Int32)">
            <summary>
            <para>specify values to record in transform feedback buffers</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TransformFeedbackVaryings.</para>
            <para>Fullname: TransformFeedbackVaryings</para>
            <para>Aliases: TransformFeedbackVaryingsEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_transform_feedback</para>
            </summary>
            <param name="program">The name of the target program object.</param>
            <param name="count">The number of varying variables used for transform feedback.</param>
            <param name="varyings">An array of count zero-terminated strings specifying the names of the varying variables to use for transform feedback.</param>
            <param name="bufferMode">Identifies the mode used to capture the varying variables when transform feedback is active. bufferMode must be GL_INTERLEAVED_ATTRIBS or GL_SEPARATE_ATTRIBS.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTransformFeedbackVarying">
            <summary>
            <para>Fullname: GetTransformFeedbackVarying</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTransformFeedbackVarying(System.UInt32,System.UInt32,System.Int32,System.Int32[],System.Int32[],System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>retrieve information about varying variables selected for transform feedback</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTransformFeedbackVarying.</para>
            <para>Fullname: GetTransformFeedbackVarying</para>
            <para>Aliases: GetTransformFeedbackVaryingEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_transform_feedback</para>
            </summary>
            <param name="program">The name of the target program object.</param>
            <param name="index">The index of the varying variable whose information to retrieve.</param>
            <param name="bufSize">The maximum number of characters, including the null terminator, that may be written into name.</param>
            <param name="length">The address of a variable which will receive the number of characters written into name, excluding the null-terminator. If length is NULL no length is returned.</param>
            <param name="size">The address of a variable that will receive the size of the varying.</param>
            <param name="type">The address of a variable that will recieve the type of the varying.</param>
            <param name="name">The address of a buffer into which will be written the name of the varying.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClampColor">
            <summary>
            <para>Fullname: ClampColor</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClampColor(System.Int32,System.Int32)">
            <summary>
            <para>specify whether data read via glReadPixels should be clamped</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClampColor.</para>
            <para>Fullname: ClampColor</para>
            <para>Aliases: ClampColorARB, </para>
            <para>Extensions: VERSION_3_0 ARB_color_buffer_float</para>
            </summary>
            <param name="target">Target for color clamping. target must be GL_CLAMP_READ_COLOR.</param>
            <param name="clamp">Specifies whether to apply color clamping. clamp must be GL_TRUE or GL_FALSE.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BeginConditionalRender">
            <summary>
            <para>Fullname: BeginConditionalRender</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginConditionalRender(System.UInt32,System.Int32)">
            <summary>
            <para>start conditional rendering</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginConditionalRender.</para>
            <para>Fullname: BeginConditionalRender</para>
            <para>Aliases: BeginConditionalRenderNV, </para>
            <para>Extensions: VERSION_3_0 NV_conditional_render</para>
            </summary>
            <param name="id">Specifies the name of an occlusion query object whose results are used to determine if the rendering commands are discarded.</param>
            <param name="mode">Specifies how glBeginConditionalRender interprets the results of the occlusion query.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EndConditionalRender">
            <summary>
            <para>Fullname: EndConditionalRender</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.EndConditionalRender" -->
        <member name="F:OpenGL4NET.gl._VertexAttribIPointer">
            <summary>
            <para>Fullname: VertexAttribIPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribIPointer(System.UInt32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension builds on the common assembly instruction set infrastructure provided by NV_gpu_program4, adding vertex program-specific features. This extension provides the ability to specify integer vertex attributes that are passed to vertex programs using integer data types, rather than being converted to floating-point values as in existing vertex attribute functions.  The set of input and output bindings provided includes all bindings supported by ARB_vertex_program.  This extension provides additional input bindings identifying the index of the vertex when vertex arrays are used ("vertex.id") and the instance number when instanced arrays are used ("vertex.instance", requires EXT_draw_instanced).  It also provides output bindings allowing vertex programs to directly specify clip distances (for user clipping) plus a set of generic attributes that allow programs to pass a greater number of attributes to subsequent pipeline stages than is possible using only the pre-defined fixed-fu...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribIPointer.</para>
            <para>Fullname: VertexAttribIPointer</para>
            <para>Aliases: VertexAttribIPointerEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribIiv">
            <summary>
            <para>Fullname: GetVertexAttribIiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribIiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>Return a generic vertex attribute parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribIiv.</para>
            <para>Fullname: GetVertexAttribIiv</para>
            <para>Aliases: GetVertexAttribIivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            </summary>
            <param name="index">Specifies the generic vertex attribute parameter to be queried.</param>
            <param name="pname">Specifies the symbolic name of the vertex attribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribIuiv">
            <summary>
            <para>Fullname: GetVertexAttribIuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribIuiv(System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>Return a generic vertex attribute parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribIuiv.</para>
            <para>Fullname: GetVertexAttribIuiv</para>
            <para>Aliases: GetVertexAttribIuivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            </summary>
            <param name="index">Specifies the generic vertex attribute parameter to be queried.</param>
            <param name="pname">Specifies the symbolic name of the vertex attribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI1i">
            <summary>
            <para>Fullname: VertexAttribI1i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI1i(System.UInt32,System.Int32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI1i.</para>
            <para>Fullname: VertexAttribI1i</para>
            <para>Aliases: VertexAttribI1iEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI2i">
            <summary>
            <para>Fullname: VertexAttribI2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI2i(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI2i.</para>
            <para>Fullname: VertexAttribI2i</para>
            <para>Aliases: VertexAttribI2iEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI3i">
            <summary>
            <para>Fullname: VertexAttribI3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI3i(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI3i.</para>
            <para>Fullname: VertexAttribI3i</para>
            <para>Aliases: VertexAttribI3iEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4i">
            <summary>
            <para>Fullname: VertexAttribI4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4i(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4i.</para>
            <para>Fullname: VertexAttribI4i</para>
            <para>Aliases: VertexAttribI4iEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI1ui">
            <summary>
            <para>Fullname: VertexAttribI1ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI1ui(System.UInt32,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI1ui.</para>
            <para>Fullname: VertexAttribI1ui</para>
            <para>Aliases: VertexAttribI1uiEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI2ui">
            <summary>
            <para>Fullname: VertexAttribI2ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI2ui(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI2ui.</para>
            <para>Fullname: VertexAttribI2ui</para>
            <para>Aliases: VertexAttribI2uiEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI3ui">
            <summary>
            <para>Fullname: VertexAttribI3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI3ui(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI3ui.</para>
            <para>Fullname: VertexAttribI3ui</para>
            <para>Aliases: VertexAttribI3uiEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4ui">
            <summary>
            <para>Fullname: VertexAttribI4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4ui(System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4ui.</para>
            <para>Fullname: VertexAttribI4ui</para>
            <para>Aliases: VertexAttribI4uiEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI1iv">
            <summary>
            <para>Fullname: VertexAttribI1iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI1iv(System.UInt32,System.Int32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI1iv.</para>
            <para>Fullname: VertexAttribI1iv</para>
            <para>Aliases: VertexAttribI1ivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI2iv">
            <summary>
            <para>Fullname: VertexAttribI2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI2iv(System.UInt32,System.Int32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI2iv.</para>
            <para>Fullname: VertexAttribI2iv</para>
            <para>Aliases: VertexAttribI2ivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI3iv">
            <summary>
            <para>Fullname: VertexAttribI3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI3iv(System.UInt32,System.Int32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI3iv.</para>
            <para>Fullname: VertexAttribI3iv</para>
            <para>Aliases: VertexAttribI3ivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4iv">
            <summary>
            <para>Fullname: VertexAttribI4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4iv(System.UInt32,System.Int32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4iv.</para>
            <para>Fullname: VertexAttribI4iv</para>
            <para>Aliases: VertexAttribI4ivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI1uiv">
            <summary>
            <para>Fullname: VertexAttribI1uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI1uiv(System.UInt32,System.UInt32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI1uiv.</para>
            <para>Fullname: VertexAttribI1uiv</para>
            <para>Aliases: VertexAttribI1uivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI2uiv">
            <summary>
            <para>Fullname: VertexAttribI2uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI2uiv(System.UInt32,System.UInt32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI2uiv.</para>
            <para>Fullname: VertexAttribI2uiv</para>
            <para>Aliases: VertexAttribI2uivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI3uiv">
            <summary>
            <para>Fullname: VertexAttribI3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI3uiv(System.UInt32,System.UInt32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI3uiv.</para>
            <para>Fullname: VertexAttribI3uiv</para>
            <para>Aliases: VertexAttribI3uivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4uiv">
            <summary>
            <para>Fullname: VertexAttribI4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4uiv(System.UInt32,System.UInt32[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4uiv.</para>
            <para>Fullname: VertexAttribI4uiv</para>
            <para>Aliases: VertexAttribI4uivEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4bv">
            <summary>
            <para>Fullname: VertexAttribI4bv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4bv(System.UInt32,System.Byte[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4bv.</para>
            <para>Fullname: VertexAttribI4bv</para>
            <para>Aliases: VertexAttribI4bvEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4sv">
            <summary>
            <para>Fullname: VertexAttribI4sv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4sv(System.UInt32,System.Int16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4sv.</para>
            <para>Fullname: VertexAttribI4sv</para>
            <para>Aliases: VertexAttribI4svEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4ubv">
            <summary>
            <para>Fullname: VertexAttribI4ubv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4ubv(System.UInt32,System.Byte[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4ubv.</para>
            <para>Fullname: VertexAttribI4ubv</para>
            <para>Aliases: VertexAttribI4ubvEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribI4usv">
            <summary>
            <para>Fullname: VertexAttribI4usv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribI4usv(System.UInt32,System.UInt16[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribI4usv.</para>
            <para>Fullname: VertexAttribI4usv</para>
            <para>Aliases: VertexAttribI4usvEXT, </para>
            <para>Extensions: VERSION_3_0 NV_vertex_program4</para>
            <para>Deprecated: 3.1</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformuiv">
            <summary>
            <para>Fullname: GetUniformuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformuiv(System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new hardware. In particular, this extension provides the following functionality: * New texture lookup functions are provided that allow shaders to access individual texels using integer coordinates referring to the texel location and level of detail. No filtering is performed. These functions allow applications to use textures as one-, two-, and three-dimensional arrays. * New texture lookup functions are provided that allow shaders to query the dimensions of a specific level-of-detail image of a texture object. * New texture lookup functions variants are provided that allow shaders to pass a constant integer vector used to offset the texel locations used during the lookup to assist in custom texture filtering operations. * New texture lookup functions are provided that allow shaders to access one- and two-dimensional array textures. The second, or third, coordinate...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformuiv.</para>
            <para>Fullname: GetUniformuiv</para>
            <para>Aliases: GetUniformuivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindFragDataLocation">
            <summary>
            <para>Fullname: BindFragDataLocation</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindFragDataLocation(System.UInt32,System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>bind a user-defined varying out variable to a fragment shader color number</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindFragDataLocation.</para>
            <para>Fullname: BindFragDataLocation</para>
            <para>Aliases: BindFragDataLocationEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="program">The name of the program containing varying out variable whose binding to modify</param>
            <param name="colorNumber">The color number to bind the user-defined varying out variable to</param>
            <param name="name">The name of the user-defined varying out variable whose binding to modify</param>
        </member>
        <member name="M:OpenGL4NET.gl.BindFragDataLocation(System.UInt32,System.UInt32,System.String)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new hardware. In particular, this extension provides the following functionality: * New texture lookup functions are provided that allow shaders to access individual texels using integer coordinates referring to the texel location and level of detail. No filtering is performed. These functions allow applications to use textures as one-, two-, and three-dimensional arrays. * New texture lookup functions are provided that allow shaders to query the dimensions of a specific level-of-detail image of a texture object. * New texture lookup functions variants are provided that allow shaders to pass a constant integer vector used to offset the texel locations used during the lookup to assist in custom texture filtering operations. * New texture lookup functions are provided that allow shaders to access one- and two-dimensional array textures. The second, or third, coordinate...</para>
            <para>Fullname: BindFragDataLocation</para>
            <para>Aliases: BindFragDataLocationEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFragDataLocation">
            <summary>
            <para>Fullname: GetFragDataLocation</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFragDataLocation(System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>query the bindings of color numbers to user-defined varying out variables</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFragDataLocation.</para>
            <para>Fullname: GetFragDataLocation</para>
            <para>Aliases: GetFragDataLocationEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="program">The name of the program containing varying out variable whose binding to query</param>
            <param name="name">The name of the user-defined varying out variable whose binding to query</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1ui">
            <summary>
            <para>Fullname: Uniform1ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new hardware. In particular, this extension provides the following functionality: * New texture lookup functions are provided that allow shaders to access individual texels using integer coordinates referring to the texel location and level of detail. No filtering is performed. These functions allow applications to use textures as one-, two-, and three-dimensional arrays. * New texture lookup functions are provided that allow shaders to query the dimensions of a specific level-of-detail image of a texture object. * New texture lookup functions variants are provided that allow shaders to pass a constant integer vector used to offset the texel locations used during the lookup to assist in custom texture filtering operations. * New texture lookup functions are provided that allow shaders to access one- and two-dimensional array textures. The second, or third, coordinate...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1ui.</para>
            <para>Fullname: Uniform1ui</para>
            <para>Aliases: Uniform1uiEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2ui">
            <summary>
            <para>Fullname: Uniform2ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2ui(System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2ui.</para>
            <para>Fullname: Uniform2ui</para>
            <para>Aliases: Uniform2uiEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3ui">
            <summary>
            <para>Fullname: Uniform3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3ui(System.Int32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3ui.</para>
            <para>Fullname: Uniform3ui</para>
            <para>Aliases: Uniform3uiEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4ui">
            <summary>
            <para>Fullname: Uniform4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4ui(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4ui.</para>
            <para>Fullname: Uniform4ui</para>
            <para>Aliases: Uniform4uiEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1uiv">
            <summary>
            <para>Fullname: Uniform1uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1uiv.</para>
            <para>Fullname: Uniform1uiv</para>
            <para>Aliases: Uniform1uivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2uiv">
            <summary>
            <para>Fullname: Uniform2uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2uiv.</para>
            <para>Fullname: Uniform2uiv</para>
            <para>Aliases: Uniform2uivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3uiv">
            <summary>
            <para>Fullname: Uniform3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3uiv.</para>
            <para>Fullname: Uniform3uiv</para>
            <para>Aliases: Uniform3uivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4uiv">
            <summary>
            <para>Fullname: Uniform4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for the current program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4uiv.</para>
            <para>Fullname: Uniform4uiv</para>
            <para>Aliases: Uniform4uivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_gpu_shader4</para>
            </summary>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexParameterIiv">
            <summary>
            <para>Fullname: TexParameterIiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexParameterIiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>set texture parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexParameterIiv.</para>
            <para>Fullname: TexParameterIiv</para>
            <para>Aliases: TexParameterIivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_texture_integer</para>
            </summary>
            <param name="target">Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, or GL_TEXTURE_CUBE_MAP.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. pname can be one of the following: GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.</param>
            <param name="params">Specifies a pointer to an array where the value or values of pname are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexParameterIuiv">
            <summary>
            <para>Fullname: TexParameterIuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexParameterIuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>set texture parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexParameterIuiv.</para>
            <para>Fullname: TexParameterIuiv</para>
            <para>Aliases: TexParameterIuivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_texture_integer</para>
            </summary>
            <param name="target">Specifies the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, or GL_TEXTURE_CUBE_MAP.</param>
            <param name="pname">Specifies the symbolic name of a texture parameter. pname can be one of the following: GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_RGBA, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.</param>
            <param name="params">Specifies a pointer to an array where the value or values of pname are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexParameterIiv">
            <summary>
            <para>Fullname: GetTexParameterIiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexParameterIiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Fixed-point textures in unextended OpenGL have integer components, but those values are taken to represent floating-point values in the range [0,1].  These integer components are considered "normalized" integers.  When such a texture is accessed by a shader or by fixed-function fragment processing, floating-point values are returned. This extension provides a set of new "unnormalized" integer texture formats.  Formats with both signed and unsigned integers are provided.  In these formats, the components are treated as true integers.  When such textures are accessed by a shader, actual integer values are returned. Pixel operations that read from or write to a texture or color buffer with unnormalized integer components follow a path similar to that used for color index pixel operations, except that more than one component may be provided at once.  Integer values flow through the pixel processing pipe, and no pixel transfer operations are performed.  Integer format enumerants used for su...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexParameterIiv.</para>
            <para>Fullname: GetTexParameterIiv</para>
            <para>Aliases: GetTexParameterIivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_texture_integer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexParameterIuiv">
            <summary>
            <para>Fullname: GetTexParameterIuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexParameterIuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Fixed-point textures in unextended OpenGL have integer components, but those values are taken to represent floating-point values in the range [0,1].  These integer components are considered "normalized" integers.  When such a texture is accessed by a shader or by fixed-function fragment processing, floating-point values are returned. This extension provides a set of new "unnormalized" integer texture formats.  Formats with both signed and unsigned integers are provided.  In these formats, the components are treated as true integers.  When such textures are accessed by a shader, actual integer values are returned. Pixel operations that read from or write to a texture or color buffer with unnormalized integer components follow a path similar to that used for color index pixel operations, except that more than one component may be provided at once.  Integer values flow through the pixel processing pipe, and no pixel transfer operations are performed.  Integer format enumerants used for su...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexParameterIuiv.</para>
            <para>Fullname: GetTexParameterIuiv</para>
            <para>Aliases: GetTexParameterIuivEXT, </para>
            <para>Extensions: VERSION_3_0 EXT_texture_integer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ClearBufferiv">
            <summary>
            <para>Fullname: ClearBufferiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearBufferiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>clear individual buffers of the currently bound draw framebuffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearBufferiv.</para>
            <para>Fullname: ClearBufferiv</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="buffer">Specify the buffer to clear.</param>
            <param name="drawBuffer">Specify a particular draw buffer to clear.</param>
            <param name="value">For color buffers, a pointer to a four-element vector specifying R, G, B and A values to clear the buffer to. For depth buffers, a pointer to a single depth value to clear the buffer to. For stencil buffers, a pointer to a single stencil value to clear the buffer to.</param>
            <param name="depth">The value to clear a depth render buffer to.</param>
            <param name="stencil">The value to clear a stencil render buffer to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearBufferuiv">
            <summary>
            <para>Fullname: ClearBufferuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearBufferuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>clear individual buffers of the currently bound draw framebuffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearBufferuiv.</para>
            <para>Fullname: ClearBufferuiv</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="buffer">Specify the buffer to clear.</param>
            <param name="drawBuffer">Specify a particular draw buffer to clear.</param>
            <param name="value">For color buffers, a pointer to a four-element vector specifying R, G, B and A values to clear the buffer to. For depth buffers, a pointer to a single depth value to clear the buffer to. For stencil buffers, a pointer to a single stencil value to clear the buffer to.</param>
            <param name="depth">The value to clear a depth render buffer to.</param>
            <param name="stencil">The value to clear a stencil render buffer to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearBufferfv">
            <summary>
            <para>Fullname: ClearBufferfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearBufferfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>clear individual buffers of the currently bound draw framebuffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearBufferfv.</para>
            <para>Fullname: ClearBufferfv</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="buffer">Specify the buffer to clear.</param>
            <param name="drawBuffer">Specify a particular draw buffer to clear.</param>
            <param name="value">For color buffers, a pointer to a four-element vector specifying R, G, B and A values to clear the buffer to. For depth buffers, a pointer to a single depth value to clear the buffer to. For stencil buffers, a pointer to a single stencil value to clear the buffer to.</param>
            <param name="depth">The value to clear a depth render buffer to.</param>
            <param name="stencil">The value to clear a stencil render buffer to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearBufferfi">
            <summary>
            <para>Fullname: ClearBufferfi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearBufferfi(System.Int32,System.Int32,System.Single,System.Int32)">
            <summary>
            <para>clear individual buffers of the currently bound draw framebuffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearBufferfi.</para>
            <para>Fullname: ClearBufferfi</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="buffer">Specify the buffer to clear.</param>
            <param name="drawBuffer">Specify a particular draw buffer to clear.</param>
            <param name="value">For color buffers, a pointer to a four-element vector specifying R, G, B and A values to clear the buffer to. For depth buffers, a pointer to a single depth value to clear the buffer to. For stencil buffers, a pointer to a single stencil value to clear the buffer to.</param>
            <param name="depth">The value to clear a depth render buffer to.</param>
            <param name="stencil">The value to clear a stencil render buffer to.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetStringi">
            <summary>
            <para>Fullname: GetStringi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetStringi(System.Int32,System.UInt32)">
            <summary>
            <para>return a string describing the current GL connection</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetStringi.</para>
            <para>Fullname: GetStringi</para>
            <para>Extensions: VERSION_3_0</para>
            </summary>
            <param name="name">Specifies a symbolic constant, one of GL_VENDOR, GL_RENDERER, GL_VERSION, or GL_SHADING_LANGUAGE_VERSION. Additionally, glGetStringi accepts the GL_EXTENSIONS token.</param>
            <param name="index">For glGetStringi, specifies the index of the string to return.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GetStringiNet(System.Int32,System.UInt32)">
            <summary>
            Wrapped glGetString function. Returns marshaled string instead of IntPtr
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawArraysInstanced">
            <summary>
            <para>Fullname: DrawArraysInstanced</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawArraysInstanced(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>draw multiple instances of a range of elements</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawArraysInstanced.</para>
            <para>Fullname: DrawArraysInstanced</para>
            <para>Aliases: DrawArraysInstancedARB, DrawArraysInstancedEXT, </para>
            <para>Extensions: VERSION_3_1 ARB_draw_instanced EXT_draw_instanced</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLESGL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.</param>
            <param name="first">Specifies the starting index in the enabled arrays.</param>
            <param name="count">Specifies the number of indices to be rendered.</param>
            <param name="primcount">Specifies the number of instances of the specified range of indices to be rendered.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementsInstanced">
            <summary>
            <para>Fullname: DrawElementsInstanced</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementsInstanced(System.Int32,System.Int32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>draw multiple instances of a set of elements</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawElementsInstanced.</para>
            <para>Fullname: DrawElementsInstanced</para>
            <para>Aliases: DrawElementsInstancedARB, DrawElementsInstancedEXT, </para>
            <para>Extensions: VERSION_3_1 ARB_draw_instanced EXT_draw_instanced</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHES are accepted.</param>
            <param name="count">Specifies the number of elements to be rendered.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
            <param name="primcount">Specifies the number of instances of the specified range of indices to be rendered.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexBuffer">
            <summary>
            <para>Fullname: TexBuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexBuffer(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>attach the storage for a buffer object to the active buffer texture</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexBuffer.</para>
            <para>Fullname: TexBuffer</para>
            <para>Aliases: TexBufferARB, TexBufferEXT, </para>
            <para>Extensions: VERSION_3_1 ARB_texture_buffer_object EXT_texture_buffer_object</para>
            </summary>
            <param name="target">Specifies the target of the operation and must be GL_TEXTURE_BUFFER.</param>
            <param name="internalFormat">Specifies the internal format of the data in the store belonging to buffer.</param>
            <param name="buffer">Specifies the name of the buffer object whose storage to attach to the active buffer texture.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PrimitiveRestartIndex">
            <summary>
            <para>Fullname: PrimitiveRestartIndex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PrimitiveRestartIndex(System.UInt32)">
            <summary>
            <para>This extension allows applications to easily and inexpensively restart a primitive in its middle.  A "primitive restart" is simply the same as an End command, followed by another Begin command with the same mode as the original.  The typical expected use of this feature is to draw a mesh with many triangle strips, though primitive restarts are legal for all primitive types, even for points (where they are not useful). Although the EXT_multi_draw_arrays extension did reduce the overhead of such drawing techniques, they still remain more expensive than one would like. This extension provides an extremely lightweight primitive restart, which is accomplished by allowing the application to choose a special index number that signals that a primitive restart should occur, rather than a vertex being provoked.  This index can be an arbitrary 32-bit integer for maximum application convenience. In addition, for full orthogonality, a special OpenGL command is provided to restart primitives when in...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PrimitiveRestartIndex.</para>
            <para>Fullname: PrimitiveRestartIndex</para>
            <para>Aliases: PrimitiveRestartIndexNV, </para>
            <para>Extensions: VERSION_3_1 NV_primitive_restart</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetInteger64i_v">
            <summary>
            <para>Fullname: GetInteger64i_v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInteger64i_v(System.Int32,System.UInt32,System.Int64[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetInteger64i_v.</para>
            <para>Fullname: GetInteger64i_v</para>
            <para>Extensions: VERSION_3_2</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetBufferParameteri64v">
            <summary>
            <para>Fullname: GetBufferParameteri64v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBufferParameteri64v(System.Int32,System.Int32,System.Int64[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferTexture">
            <summary>
            <para>Fullname: FramebufferTexture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferTexture(System.Int32,System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>attach a level of a texture object as a logical buffer to the currently bound framebuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferTexture.</para>
            <para>Fullname: FramebufferTexture</para>
            <para>Aliases: FramebufferTextureARB, FramebufferTextureEXT, </para>
            <para>Extensions: VERSION_3_2 ARB_geometry_shader4 NV_geometry_program4</para>
            </summary>
            <param name="target">Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.</param>
            <param name="attachment">Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMMENT.</param>
            <param name="textarget">For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifies what type of texture is expected in the texture parameter, or for cube map textures, which face is to be attached.</param>
            <param name="texture">Specifies the texture object to attach to the framebuffer attachment point named by attachment.</param>
            <param name="level">Specifies the mipmap level of texture to attach.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribDivisor">
            <summary>
            <para>Fullname: VertexAttribDivisor</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribDivisor(System.UInt32,System.UInt32)">
            <summary>
            <para>modify the rate at which generic vertex attributes advance during instanced rendering</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribDivisor.</para>
            <para>Fullname: VertexAttribDivisor</para>
            <para>Aliases: VertexAttribDivisorARB, </para>
            <para>Extensions: VERSION_3_3 ARB_instanced_arrays</para>
            </summary>
            <param name="index">Specify the index of the generic vertex attribute.</param>
            <param name="divisor">Specify the number of instances that will pass between updates of the generic attribute at slot index.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MinSampleShading">
            <summary>
            <para>Fullname: MinSampleShading</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MinSampleShading(System.Single)">
            <summary>
            <para>In standard multisample rendering, an implementation is allowed to assign the same color and texture coordinate values to each sample, which then allows the optimization where the shader is only evaluated once and then distributed to the samples that have been determined to be covered by the primitive currently being rasterized. This can cause aliasing where the input color and texture coordinates are used to generate a result that doesn't antialias itself, for example with alpha-tested transparency. This extension adds the ability to explicitly request that an implementation use a minimum number of unique set of fragment computation inputs when multisampling a pixel. Specifying such a requirement can reduce aliasing that results from evaluating the fragment computations too few times per pixel. This extension adds new global state that controls the minimum number of samples for which attribute data is independently interpolated. When enabled, all operations that were traditionally exe...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MinSampleShading.</para>
            <para>Fullname: MinSampleShading</para>
            <para>Aliases: MinSampleShadingARB, </para>
            <para>Extensions: VERSION_4_0 ARB_sample_shading</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BlendEquationi">
            <summary>
            <para>Fullname: BlendEquationi</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendEquationi(System.UInt32,System.Int32)">
            <summary>
            <para>specify the equation used for both the RGB blend equation and the Alpha blend equation</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendEquationi.</para>
            <para>Fullname: BlendEquationi</para>
            <para>Aliases: BlendEquationiARB, </para>
            <para>Extensions: VERSION_4_0 ARB_draw_buffers_blend</para>
            </summary>
            <param name="buf">for glBlendEquationi, specifies the index of the draw buffer for which to set the blend equation.</param>
            <param name="mode">specifies how source and destination colors are combined. It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BlendEquationSeparatei">
            <summary>
            <para>Fullname: BlendEquationSeparatei</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendEquationSeparatei(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>set the RGB blend equation and the alpha blend equation separately</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendEquationSeparatei.</para>
            <para>Fullname: BlendEquationSeparatei</para>
            <para>Aliases: BlendEquationSeparateiARB, </para>
            <para>Extensions: VERSION_4_0 ARB_draw_buffers_blend</para>
            </summary>
            <param name="buf">for glBlendEquationSeparatei, specifies the index of the draw buffer for which to set the blend equations.</param>
            <param name="modeRGB">specifies the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined. It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.</param>
            <param name="modeAlpha">specifies the alpha blend equation, how the alpha component of the source and destination colors are combined. It must be GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, GL_MIN, GL_MAX.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BlendFunci">
            <summary>
            <para>Fullname: BlendFunci</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendFunci(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>specify pixel arithmetic</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendFunci.</para>
            <para>Fullname: BlendFunci</para>
            <para>Aliases: BlendFunciARB, </para>
            <para>Extensions: VERSION_4_0 ARB_draw_buffers_blend</para>
            </summary>
            <param name="buf">For glBlendFunci, specifies the index of the draw buffer for which to set the blend function.</param>
            <param name="sfactor">Specifies how the red, green, blue, and alpha source blending factors are computed. The initial value is GL_ONE.</param>
            <param name="dfactor">Specifies how the red, green, blue, and alpha destination blending factors are computed. The following symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA. GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_ALPHA, and GL_ONE_MINUS_CONSTANT_ALPHA. The initial value is GL_ZERO.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BlendFuncSeparatei">
            <summary>
            <para>Fullname: BlendFuncSeparatei</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendFuncSeparatei(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>specify pixel arithmetic for RGB and alpha components separately</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendFuncSeparatei.</para>
            <para>Fullname: BlendFuncSeparatei</para>
            <para>Aliases: BlendFuncSeparateiARB, </para>
            <para>Extensions: VERSION_4_0 ARB_draw_buffers_blend</para>
            </summary>
            <param name="buf">For glBlendFuncSeparatei, specifies the index of the draw buffer for which to set the blend functions.</param>
            <param name="srcRGB">Specifies how the red, green, and blue blending factors are computed. The initial value is GL_ONE.</param>
            <param name="dstRGB">Specifies how the red, green, and blue destination blending factors are computed. The initial value is GL_ZERO.</param>
            <param name="srcAlpha">Specified how the alpha source blending factor is computed. The initial value is GL_ONE.</param>
            <param name="dstAlpha">Specified how the alpha destination blending factor is computed. The initial value is GL_ZERO.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Weightbv">
            <summary>
            <para>Fullname: WeightbvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightbv(System.Int32,System.Byte[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightbv.</para>
            <para>Fullname: WeightbvARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Weightsv">
            <summary>
            <para>Fullname: WeightsvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightsv(System.Int32,System.Int16[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightsv.</para>
            <para>Fullname: WeightsvARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Weightiv">
            <summary>
            <para>Fullname: WeightivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightiv(System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightiv.</para>
            <para>Fullname: WeightivARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Weightfv">
            <summary>
            <para>Fullname: WeightfvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightfv(System.Int32,System.Single[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightfv.</para>
            <para>Fullname: WeightfvARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Weightdv">
            <summary>
            <para>Fullname: WeightdvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightdv(System.Int32,System.Double[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightdv.</para>
            <para>Fullname: WeightdvARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Weightubv">
            <summary>
            <para>Fullname: WeightubvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightubv(System.Int32,System.Byte[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightubv.</para>
            <para>Fullname: WeightubvARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Weightusv">
            <summary>
            <para>Fullname: WeightusvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightusv(System.Int32,System.UInt16[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightusv.</para>
            <para>Fullname: WeightusvARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Weightuiv">
            <summary>
            <para>Fullname: WeightuivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Weightuiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Weightuiv.</para>
            <para>Fullname: WeightuivARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WeightPointer">
            <summary>
            <para>Fullname: WeightPointerARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WeightPointer(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WeightPointer.</para>
            <para>Fullname: WeightPointerARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexBlend">
            <summary>
            <para>Fullname: VertexBlendARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexBlend(System.Int32)">
            <summary>
            <para>This extension provides the ability to replace the single modelview transformation with a set of n vertex units. (Where n is constrained to an implementation defined maximum.) Each unit has its own modelview transform matrix. For each unit, there is a current weight associated with the vertex. When this extension is enabled the vertices are transformed by the modelview matrices of all of the enabled units. Afterward, these results are scaled by the weights for the respective units and then summed to create the eye-space vertex. A similar procedure is followed for the normals, except they are transformed by the inverse transpose of the modelview matrices. This extension is an orthoganalized version of functionality already provided by other 3D graphics API's.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexBlend.</para>
            <para>Fullname: VertexBlendARB</para>
            <para>Extensions: ARB_vertex_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CurrentPaletteMatrix">
            <summary>
            <para>Fullname: CurrentPaletteMatrixARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CurrentPaletteMatrix(System.Int32)">
            <summary>
            <para>This extension extends the abilities of ARB_vertex_blend to include a palette of modelview matrices.  The n vertex units use a palette of m modelview matrices.  (Where n and m are constrained to implementation defined maxima.)  Each vertex has a set of n indices into the palette, and a corresponding set of n weights. Matrix indices can be changed for each vertex (between Begin and End).  When this extension is utilized, the enabled units transform each vertex by the modelview matrices specified by the vertices' respective indices.  These results are subsequently scaled by the weights of the respective units and then summed to create the eyespace vertex.  A similar procedure is followed for normals.  Normals, however, are transformed by the inverse transpose of the modelview matrix.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CurrentPaletteMatrix.</para>
            <para>Fullname: CurrentPaletteMatrixARB</para>
            <para>Extensions: ARB_matrix_palette</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixIndexubv">
            <summary>
            <para>Fullname: MatrixIndexubvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixIndexubv(System.Int32,System.Byte[])">
            <summary>
            <para>This extension extends the abilities of ARB_vertex_blend to include a palette of modelview matrices.  The n vertex units use a palette of m modelview matrices.  (Where n and m are constrained to implementation defined maxima.)  Each vertex has a set of n indices into the palette, and a corresponding set of n weights. Matrix indices can be changed for each vertex (between Begin and End).  When this extension is utilized, the enabled units transform each vertex by the modelview matrices specified by the vertices' respective indices.  These results are subsequently scaled by the weights of the respective units and then summed to create the eyespace vertex.  A similar procedure is followed for normals.  Normals, however, are transformed by the inverse transpose of the modelview matrix.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixIndexubv.</para>
            <para>Fullname: MatrixIndexubvARB</para>
            <para>Extensions: ARB_matrix_palette</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixIndexusv">
            <summary>
            <para>Fullname: MatrixIndexusvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixIndexusv(System.Int32,System.UInt16[])">
            <summary>
            <para>This extension extends the abilities of ARB_vertex_blend to include a palette of modelview matrices.  The n vertex units use a palette of m modelview matrices.  (Where n and m are constrained to implementation defined maxima.)  Each vertex has a set of n indices into the palette, and a corresponding set of n weights. Matrix indices can be changed for each vertex (between Begin and End).  When this extension is utilized, the enabled units transform each vertex by the modelview matrices specified by the vertices' respective indices.  These results are subsequently scaled by the weights of the respective units and then summed to create the eyespace vertex.  A similar procedure is followed for normals.  Normals, however, are transformed by the inverse transpose of the modelview matrix.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixIndexusv.</para>
            <para>Fullname: MatrixIndexusvARB</para>
            <para>Extensions: ARB_matrix_palette</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixIndexuiv">
            <summary>
            <para>Fullname: MatrixIndexuivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixIndexuiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension extends the abilities of ARB_vertex_blend to include a palette of modelview matrices.  The n vertex units use a palette of m modelview matrices.  (Where n and m are constrained to implementation defined maxima.)  Each vertex has a set of n indices into the palette, and a corresponding set of n weights. Matrix indices can be changed for each vertex (between Begin and End).  When this extension is utilized, the enabled units transform each vertex by the modelview matrices specified by the vertices' respective indices.  These results are subsequently scaled by the weights of the respective units and then summed to create the eyespace vertex.  A similar procedure is followed for normals.  Normals, however, are transformed by the inverse transpose of the modelview matrix.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixIndexuiv.</para>
            <para>Fullname: MatrixIndexuivARB</para>
            <para>Extensions: ARB_matrix_palette</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixIndexPointer">
            <summary>
            <para>Fullname: MatrixIndexPointerARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixIndexPointer(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension extends the abilities of ARB_vertex_blend to include a palette of modelview matrices.  The n vertex units use a palette of m modelview matrices.  (Where n and m are constrained to implementation defined maxima.)  Each vertex has a set of n indices into the palette, and a corresponding set of n weights. Matrix indices can be changed for each vertex (between Begin and End).  When this extension is utilized, the enabled units transform each vertex by the modelview matrices specified by the vertices' respective indices.  These results are subsequently scaled by the weights of the respective units and then summed to create the eyespace vertex.  A similar procedure is followed for normals.  Normals, however, are transformed by the inverse transpose of the modelview matrix.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixIndexPointer.</para>
            <para>Fullname: MatrixIndexPointerARB</para>
            <para>Extensions: ARB_matrix_palette</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramString">
            <summary>
            <para>Fullname: ProgramStringARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramString(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramString.</para>
            <para>Fullname: ProgramStringARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindProgram">
            <summary>
            <para>Fullname: BindProgramARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindProgram(System.Int32,System.UInt32)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindProgram.</para>
            <para>Fullname: BindProgramARB</para>
            <para>Aliases: BindProgramNV, </para>
            <para>Extensions: ARB_vertex_program NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeletePrograms">
            <summary>
            <para>Fullname: DeleteProgramsARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeletePrograms(System.Int32,System.UInt32[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeletePrograms.</para>
            <para>Fullname: DeleteProgramsARB</para>
            <para>Aliases: DeleteProgramsNV, </para>
            <para>Extensions: ARB_vertex_program NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenPrograms">
            <summary>
            <para>Fullname: GenProgramsARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenPrograms(System.Int32,System.UInt32[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenPrograms.</para>
            <para>Fullname: GenProgramsARB</para>
            <para>Aliases: GenProgramsNV, </para>
            <para>Extensions: ARB_vertex_program NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameter4d">
            <summary>
            <para>Fullname: ProgramEnvParameter4dARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameter4d(System.Int32,System.UInt32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameter4d.</para>
            <para>Fullname: ProgramEnvParameter4dARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameter4dv">
            <summary>
            <para>Fullname: ProgramEnvParameter4dvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameter4dv(System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameter4dv.</para>
            <para>Fullname: ProgramEnvParameter4dvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameter4f">
            <summary>
            <para>Fullname: ProgramEnvParameter4fARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameter4f(System.Int32,System.UInt32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameter4f.</para>
            <para>Fullname: ProgramEnvParameter4fARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameter4fv">
            <summary>
            <para>Fullname: ProgramEnvParameter4fvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameter4fv(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameter4fv.</para>
            <para>Fullname: ProgramEnvParameter4fvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameter4d">
            <summary>
            <para>Fullname: ProgramLocalParameter4dARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameter4d(System.Int32,System.UInt32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameter4d.</para>
            <para>Fullname: ProgramLocalParameter4dARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameter4dv">
            <summary>
            <para>Fullname: ProgramLocalParameter4dvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameter4dv(System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameter4dv.</para>
            <para>Fullname: ProgramLocalParameter4dvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameter4f">
            <summary>
            <para>Fullname: ProgramLocalParameter4fARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameter4f(System.Int32,System.UInt32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameter4f.</para>
            <para>Fullname: ProgramLocalParameter4fARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameter4fv">
            <summary>
            <para>Fullname: ProgramLocalParameter4fvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameter4fv(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameter4fv.</para>
            <para>Fullname: ProgramLocalParameter4fvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramEnvParameterdv">
            <summary>
            <para>Fullname: GetProgramEnvParameterdvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramEnvParameterdv(System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramEnvParameterdv.</para>
            <para>Fullname: GetProgramEnvParameterdvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramEnvParameterfv">
            <summary>
            <para>Fullname: GetProgramEnvParameterfvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramEnvParameterfv(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramEnvParameterfv.</para>
            <para>Fullname: GetProgramEnvParameterfvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramLocalParameterdv">
            <summary>
            <para>Fullname: GetProgramLocalParameterdvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramLocalParameterdv(System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramLocalParameterdv.</para>
            <para>Fullname: GetProgramLocalParameterdvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramLocalParameterfv">
            <summary>
            <para>Fullname: GetProgramLocalParameterfvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramLocalParameterfv(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramLocalParameterfv.</para>
            <para>Fullname: GetProgramLocalParameterfvARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramivARB">
            <summary>
            <para>Fullname: GetProgramivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramivARB(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramivARB.</para>
            <para>Fullname: GetProgramivARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramString">
            <summary>
            <para>Fullname: GetProgramStringARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramString(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (ARB_vertex_blend, EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT/ARB_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-v...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramString.</para>
            <para>Fullname: GetProgramStringARB</para>
            <para>Extensions: ARB_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteObject">
            <summary>
            <para>Fullname: DeleteObjectARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteObject(System.UInt32)">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteObject.</para>
            <para>Fullname: DeleteObjectARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetHandle">
            <summary>
            <para>Fullname: GetHandleARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetHandle(System.Int32)">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetHandle.</para>
            <para>Fullname: GetHandleARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DetachObject">
            <summary>
            <para>Fullname: DetachObjectARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DetachObject(System.UInt32,System.UInt32)">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DetachObject.</para>
            <para>Fullname: DetachObjectARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CreateShaderObject">
            <summary>
            <para>Fullname: CreateShaderObjectARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CreateShaderObject(System.Int32)">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CreateShaderObject.</para>
            <para>Fullname: CreateShaderObjectARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CreateProgramObject">
            <summary>
            <para>Fullname: CreateProgramObjectARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CreateProgramObject">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CreateProgramObject.</para>
            <para>Fullname: CreateProgramObjectARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._AttachObject">
            <summary>
            <para>Fullname: AttachObjectARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AttachObject(System.UInt32,System.UInt32)">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AttachObject.</para>
            <para>Fullname: AttachObjectARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UseProgramObject">
            <summary>
            <para>Fullname: UseProgramObjectARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UseProgramObject(System.UInt32)">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UseProgramObject.</para>
            <para>Fullname: UseProgramObjectARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetObjectParameterfv">
            <summary>
            <para>Fullname: GetObjectParameterfvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetObjectParameterfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetObjectParameterfv.</para>
            <para>Fullname: GetObjectParameterfvARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetObjectParameteriv">
            <summary>
            <para>Fullname: GetObjectParameterivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetObjectParameteriv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetObjectParameteriv.</para>
            <para>Fullname: GetObjectParameterivARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetInfoLog">
            <summary>
            <para>Fullname: GetInfoLogARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInfoLog(System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetInfoLog.</para>
            <para>Fullname: GetInfoLogARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetAttachedObjects">
            <summary>
            <para>Fullname: GetAttachedObjectsARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetAttachedObjects(System.UInt32,System.Int32,System.Int32[],System.UInt32[])">
            <summary>
            <para>This extension adds API calls that are necessary to manage shader objects and program objects as defined in the OpenGL 2.0 white papers by 3Dlabs. The generation of an executable that runs on one of OpenGL's programmable units is modeled to that of developing a typical C/C++ application. There are one or more source files, each of which are stored by OpenGL in a shader object. Each shader object (source file) needs to be compiled and attached to a program object. Once all shader objects are compiled successfully, the program object needs to be linked to produce an executable. This executable is part of the program object, and can now be loaded onto the programmable units to make it part of the current OpenGL state. Both the compile and link stages generate a text string that can be queried to get more information. This information could be, but is not limited to, compile errors, link errors, optimization hints, etc. Values for uniform variables, declared in a shader, can be set by the ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetAttachedObjects.</para>
            <para>Fullname: GetAttachedObjectsARB</para>
            <para>Extensions: ARB_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsRenderbuffer">
            <summary>
            <para>Fullname: IsRenderbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsRenderbuffer(System.UInt32)">
            <summary>
            <para>determine if a name corresponds to a renderbuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsRenderbuffer.</para>
            <para>Fullname: IsRenderbuffer</para>
            <para>Aliases: IsRenderbufferEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="renderbuffer">Specifies a value that may be the name of a renderbuffer object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindRenderbuffer">
            <summary>
            <para>Fullname: BindRenderbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindRenderbuffer(System.Int32,System.UInt32)">
            <summary>
            <para>bind a renderbuffer to a renderbuffer target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindRenderbuffer.</para>
            <para>Fullname: BindRenderbuffer</para>
            <para>Aliases: BindRenderbufferEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies the renderbuffer target of the binding operation. target must be GL_RENDERBUFFER.</param>
            <param name="renderbuffer">Specifies the name of the renderbuffer object to bind.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteRenderbuffers">
            <summary>
            <para>Fullname: DeleteRenderbuffers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteRenderbuffers(System.Int32,System.UInt32[])">
            <summary>
            <para>delete renderbuffer objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteRenderbuffers.</para>
            <para>Fullname: DeleteRenderbuffers</para>
            <para>Aliases: DeleteRenderbuffersEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="n">Specifies the number of renderbuffer objects to be deleted.</param>
            <param name="renderbuffers">A pointer to an array containing n renderbuffer objects to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenRenderbuffers">
            <summary>
            <para>Fullname: GenRenderbuffers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenRenderbuffers(System.Int32,System.UInt32[])">
            <summary>
            <para>generate renderbuffer object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenRenderbuffers.</para>
            <para>Fullname: GenRenderbuffers</para>
            <para>Aliases: GenRenderbuffersEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="n">Specifies the number of renderbuffer object names to generate.</param>
            <param name="renderbuffers">Specifies an array in which the generated renderbuffer object names are stored.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GenRenderBuffer">
            <summary>
            <para>generate render buffer object name</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._RenderbufferStorage">
            <summary>
            <para>Fullname: RenderbufferStorage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RenderbufferStorage(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>establish data storage, format and dimensions of a renderbuffer object's image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RenderbufferStorage.</para>
            <para>Fullname: RenderbufferStorage</para>
            <para>Aliases: RenderbufferStorageEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies a binding to which the target of the allocation and must be GL_RENDERBUFFER.</param>
            <param name="internalformat">Specifies the internal format to use for the renderbuffer object's image.</param>
            <param name="width">Specifies the width of the renderbuffer, in pixels.</param>
            <param name="height">Specifies the height of the renderbuffer, in pixels.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetRenderbufferParameteriv">
            <summary>
            <para>Fullname: GetRenderbufferParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetRenderbufferParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>retrieve information about a bound renderbuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetRenderbufferParameteriv.</para>
            <para>Fullname: GetRenderbufferParameteriv</para>
            <para>Aliases: GetRenderbufferParameterivEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies the target of the query operation. target must be GL_RENDERBUFFER.</param>
            <param name="pname">Specifies the parameter whose value to retrieve from the renderbuffer bound to target.</param>
            <param name="params">Specifies the address of an array to receive the value of the queried parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsFramebuffer">
            <summary>
            <para>Fullname: IsFramebuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsFramebuffer(System.UInt32)">
            <summary>
            <para>determine if a name corresponds to a framebuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsFramebuffer.</para>
            <para>Fullname: IsFramebuffer</para>
            <para>Aliases: IsFramebufferEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="framebuffer">Specifies a value that may be the name of a framebuffer object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindFramebuffer">
            <summary>
            <para>Fullname: BindFramebuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindFramebuffer(System.Int32,System.UInt32)">
            <summary>
            <para>bind a framebuffer to a framebuffer target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindFramebuffer.</para>
            <para>Fullname: BindFramebuffer</para>
            <para>Aliases: BindFramebufferEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies the framebuffer target of the binding operation.</param>
            <param name="framebuffer">Specifies the name of the framebuffer object to bind.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteFramebuffers">
            <summary>
            <para>Fullname: DeleteFramebuffers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteFramebuffers(System.Int32,System.UInt32[])">
            <summary>
            <para>delete framebuffer objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteFramebuffers.</para>
            <para>Fullname: DeleteFramebuffers</para>
            <para>Aliases: DeleteFramebuffersEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="n">Specifies the number of framebuffer objects to be deleted.</param>
            <param name="framebuffers">A pointer to an array containing n framebuffer objects to be deleted.</param>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteFramebuffer(System.UInt32)">
            <summary>
            <para>ARB_framebuffer_object is an extension intended to address the following goals:  - Reflect FBO-related functionality found in the OpenGL 3.0 specification.  - Integrate multiple disjoint extensions into a single ARB extension. These extensions are: EXT_framebuffer_object EXT_framebuffer_blit EXT_framebuffer_multisample EXT_packed_depth_stencil  - Where appropriate, relax some of the constraints expressed by previous FBO-related extensions. In particular the requirement of matching attachment dimensions and component sizes has been relaxed, to allow implementations the freedom to support more flexible usages where possible. ARB_framebuffer_object defines an interface for drawing to rendering destinations other than the buffers provided to the GL by the window-system. In this extension, these newly defined rendering destinations are known collectively as "framebuffer-attachable images".  This extension provides a mechanism for attaching framebuffer-attachable images to the GL framebuffer...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteFramebuffers.</para>
            <para>Fullname: DeleteFramebuffers</para>
            <para>Aliases: DeleteFramebuffersEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="framebuffer">Specifies a framebuffer to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenFramebuffers">
            <summary>
            <para>Fullname: GenFramebuffers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenFramebuffers(System.Int32,System.UInt32[])">
            <summary>
            <para>generate framebuffer object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenFramebuffers.</para>
            <para>Fullname: GenFramebuffers</para>
            <para>Aliases: GenFramebuffersEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="n">Specifies the number of framebuffer object names to generate.</param>
            <param name="ids">Specifies an array in which the generated framebuffer object names are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CheckFramebufferStatus">
            <summary>
            <para>Fullname: CheckFramebufferStatus</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CheckFramebufferStatus(System.Int32)">
            <summary>
            <para>check the completeness status of a framebuffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CheckFramebufferStatus.</para>
            <para>Fullname: CheckFramebufferStatus</para>
            <para>Aliases: CheckFramebufferStatusEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specify the target of the framebuffer completeness check.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferTexture1D">
            <summary>
            <para>Fullname: FramebufferTexture1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferTexture1D(System.Int32,System.Int32,System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>attach a level of a texture object as a logical buffer to the currently bound framebuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferTexture1D.</para>
            <para>Fullname: FramebufferTexture1D</para>
            <para>Aliases: FramebufferTexture1DEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.</param>
            <param name="attachment">Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMMENT.</param>
            <param name="textarget">For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifies what type of texture is expected in the texture parameter, or for cube map textures, which face is to be attached.</param>
            <param name="texture">Specifies the texture object to attach to the framebuffer attachment point named by attachment.</param>
            <param name="level">Specifies the mipmap level of texture to attach.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferTexture2D">
            <summary>
            <para>Fullname: FramebufferTexture2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferTexture2D(System.Int32,System.Int32,System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>attach a level of a texture object as a logical buffer to the currently bound framebuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferTexture2D.</para>
            <para>Fullname: FramebufferTexture2D</para>
            <para>Aliases: FramebufferTexture2DEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.</param>
            <param name="attachment">Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMMENT.</param>
            <param name="textarget">For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifies what type of texture is expected in the texture parameter, or for cube map textures, which face is to be attached.</param>
            <param name="texture">Specifies the texture object to attach to the framebuffer attachment point named by attachment.</param>
            <param name="level">Specifies the mipmap level of texture to attach.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferTexture3D">
            <summary>
            <para>Fullname: FramebufferTexture3D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferTexture3D(System.Int32,System.Int32,System.Int32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>attach a level of a texture object as a logical buffer to the currently bound framebuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferTexture3D.</para>
            <para>Fullname: FramebufferTexture3D</para>
            <para>Aliases: FramebufferTexture3DEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.</param>
            <param name="attachment">Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMMENT.</param>
            <param name="textarget">For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifies what type of texture is expected in the texture parameter, or for cube map textures, which face is to be attached.</param>
            <param name="texture">Specifies the texture object to attach to the framebuffer attachment point named by attachment.</param>
            <param name="level">Specifies the mipmap level of texture to attach.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferRenderbuffer">
            <summary>
            <para>Fullname: FramebufferRenderbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferRenderbuffer(System.Int32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>attach a renderbuffer as a logical buffer to the currently bound framebuffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferRenderbuffer.</para>
            <para>Fullname: FramebufferRenderbuffer</para>
            <para>Aliases: FramebufferRenderbufferEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
            <param name="target">Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.</param>
            <param name="attachment">Specifies the attachment point of the framebuffer.</param>
            <param name="renderbuffertarget">Specifies the renderbuffer target and must be GL_RENDERBUFFER.</param>
            <param name="renderbuffer">Specifies the name of an existing renderbuffer object of type renderbuffertarget to attach.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetFramebufferAttachmentParameteriv">
            <summary>
            <para>Fullname: GetFramebufferAttachmentParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFramebufferAttachmentParameteriv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>ARB_framebuffer_object is an extension intended to address the following goals:  - Reflect FBO-related functionality found in the OpenGL 3.0 specification.  - Integrate multiple disjoint extensions into a single ARB extension. These extensions are: EXT_framebuffer_object EXT_framebuffer_blit EXT_framebuffer_multisample EXT_packed_depth_stencil  - Where appropriate, relax some of the constraints expressed by previous FBO-related extensions. In particular the requirement of matching attachment dimensions and component sizes has been relaxed, to allow implementations the freedom to support more flexible usages where possible. ARB_framebuffer_object defines an interface for drawing to rendering destinations other than the buffers provided to the GL by the window-system. In this extension, these newly defined rendering destinations are known collectively as "framebuffer-attachable images".  This extension provides a mechanism for attaching framebuffer-attachable images to the GL framebuffer...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFramebufferAttachmentParameteriv.</para>
            <para>Fullname: GetFramebufferAttachmentParameteriv</para>
            <para>Aliases: GetFramebufferAttachmentParameterivEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenerateMipmap">
            <summary>
            <para>Fullname: GenerateMipmap</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenerateMipmap(System.Int32)">
            <summary>
            <para>ARB_framebuffer_object is an extension intended to address the following goals:  - Reflect FBO-related functionality found in the OpenGL 3.0 specification.  - Integrate multiple disjoint extensions into a single ARB extension. These extensions are: EXT_framebuffer_object EXT_framebuffer_blit EXT_framebuffer_multisample EXT_packed_depth_stencil  - Where appropriate, relax some of the constraints expressed by previous FBO-related extensions. In particular the requirement of matching attachment dimensions and component sizes has been relaxed, to allow implementations the freedom to support more flexible usages where possible. ARB_framebuffer_object defines an interface for drawing to rendering destinations other than the buffers provided to the GL by the window-system. In this extension, these newly defined rendering destinations are known collectively as "framebuffer-attachable images".  This extension provides a mechanism for attaching framebuffer-attachable images to the GL framebuffer...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenerateMipmap.</para>
            <para>Fullname: GenerateMipmap</para>
            <para>Aliases: GenerateMipmapEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BlitFramebuffer">
            <summary>
            <para>Fullname: BlitFramebuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlitFramebuffer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy a block of pixels from the read framebuffer to the draw framebuffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlitFramebuffer.</para>
            <para>Fullname: BlitFramebuffer</para>
            <para>Aliases: BlitFramebufferEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_blit</para>
            </summary>
            <param name="srcX0">Specify the bounds of the source rectangle within the read buffer of the read framebuffer.</param>
            <param name="srcY0">Specify the bounds of the source rectangle within the read buffer of the read framebuffer.</param>
            <param name="srcX1">Specify the bounds of the source rectangle within the read buffer of the read framebuffer.</param>
            <param name="srcY1">Specify the bounds of the source rectangle within the read buffer of the read framebuffer.</param>
            <param name="dstX0">Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.</param>
            <param name="dstY0">Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.</param>
            <param name="dstX1">Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.</param>
            <param name="dstY1">Specify the bounds of the destination rectangle within the write buffer of the write framebuffer.</param>
            <param name="mask">The bitwise OR of the flags indicating which buffers are to be copied. The allowed flags are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT.</param>
            <param name="filter">Specifies the interpolation to be applied if the image is stretched. Must be GL_NEAREST or GL_LINEAR.</param>
        </member>
        <member name="F:OpenGL4NET.gl._RenderbufferStorageMultisample">
            <summary>
            <para>Fullname: RenderbufferStorageMultisample</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RenderbufferStorageMultisample(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>establish data storage, format, dimensions and sample count of a renderbuffer object's image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RenderbufferStorageMultisample.</para>
            <para>Fullname: RenderbufferStorageMultisample</para>
            <para>Aliases: RenderbufferStorageMultisampleEXT, </para>
            <para>Extensions: ARB_framebuffer_object EXT_framebuffer_multisample</para>
            </summary>
            <param name="target">Specifies a binding to which the target of the allocation and must be GL_RENDERBUFFER.</param>
            <param name="samples">Specifies the number of samples to be used for the renderbuffer object's storage.</param>
            <param name="internalformat">Specifies the internal format to use for the renderbuffer object's image.</param>
            <param name="width">Specifies the width of the renderbuffer, in pixels.</param>
            <param name="height">Specifies the height of the renderbuffer, in pixels.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferTextureLayer">
            <summary>
            <para>Fullname: FramebufferTextureLayer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferTextureLayer(System.Int32,System.Int32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>attach a single layer of a texture to a framebuffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferTextureLayer.</para>
            <para>Fullname: FramebufferTextureLayer</para>
            <para>Aliases: FramebufferTextureLayerARB, FramebufferTextureLayerEXT, </para>
            <para>Extensions: ARB_framebuffer_object ARB_geometry_shader4 NV_geometry_program4</para>
            </summary>
            <param name="target">Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.</param>
            <param name="attachment">Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMMENT.</param>
            <param name="texture">Specifies the texture object to attach to the framebuffer attachment point named by attachment.</param>
            <param name="level">Specifies the mipmap level of texture to attach.</param>
            <param name="layer">Specifies the layer of texture to attach.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferTextureFace">
            <summary>
            <para>Fullname: FramebufferTextureFaceARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferTextureFace(System.Int32,System.Int32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>ARB_geometry_shader4 defines a new shader type available to be run on the GPU, called a geometry shader. Geometry shaders are run after vertices are transformed, but prior to color clamping, flat shading and clipping. A geometry shader begins with a single primitive (point, line, triangle). It can read the attributes of any of the vertices in the primitive and use them to generate new primitives. A geometry shader has a fixed output primitive type (point, line strip, or triangle strip) and emits vertices to define a new primitive. A geometry shader can emit multiple disconnected primitives. The primitives emitted by the geometry shader are clipped and then processed like an equivalent OpenGL primitive specified by the application. Furthermore, ARB_geometry_shader4 provides four additional primitive types: lines with adjacency, line strips with adjacency, separate triangles with adjacency, and triangle strips with adjacency.  Some of the vertices specified in these new primitive types a...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferTextureFace.</para>
            <para>Fullname: FramebufferTextureFaceARB</para>
            <para>Aliases: FramebufferTextureFaceEXT, </para>
            <para>Extensions: ARB_geometry_shader4 NV_geometry_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapBufferRange">
            <summary>
            <para>Fullname: MapBufferRange</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapBufferRange(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>map a section of a buffer object's data store</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapBufferRange.</para>
            <para>Fullname: MapBufferRange</para>
            <para>Extensions: ARB_map_buffer_range</para>
            </summary>
            <param name="target">Specifies a binding to which the target buffer is bound.</param>
            <param name="offset">Specifies a the starting offset within the buffer of the range to be mapped.</param>
            <param name="length">Specifies a length of the range to be mapped.</param>
            <param name="access">Specifies a combination of access flags indicating the desired access to the range.</param>
        </member>
        <member name="F:OpenGL4NET.gl._FlushMappedBufferRange">
            <summary>
            <para>Fullname: FlushMappedBufferRange</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FlushMappedBufferRange(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>indicate modifications to a range of a mapped buffer</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FlushMappedBufferRange.</para>
            <para>Fullname: FlushMappedBufferRange</para>
            <para>Aliases: FlushMappedBufferRangeAPPLE, </para>
            <para>Extensions: ARB_map_buffer_range APPLE_flush_buffer_range</para>
            </summary>
            <param name="target">Specifies the target of the flush operation. target must be GL_ARRAY_BUFFER, GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_PIXEL_PACK_BUFFER, GL_PIXEL_UNPACK_BUFFER, GL_TEXTURE_BUFFER, GL_TRANSFORM_FEEDBACK_BUFFER, or GL_UNIFORM_BUFFER.</param>
            <param name="offset">Specifies the start of the buffer subrange, in basic machine units.</param>
            <param name="length">Specifies the length of the buffer subrange, in basic machine units.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindVertexArray">
            <summary>
            <para>Fullname: BindVertexArray</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindVertexArray(System.UInt32)">
            <summary>
            <para>This extension introduces named vertex array objects which encapsulate vertex array state on the client side.  These objects allow applications to rapidly switch between large sets of array state.  In addition, layered libraries can return to the default array state by simply creating and binding a new vertex array object. This extension differs from GL_APPLE_vertex_array_object in that client memory cannot be accessed through a non-zero vertex array object.  It also differs in that vertex array objects are explicitly not sharable between contexts. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindVertexArray.</para>
            <para>Fullname: BindVertexArray</para>
            <para>Aliases: BindVertexArrayAPPLE, </para>
            <para>Extensions: ARB_vertex_array_object APPLE_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteVertexArrays">
            <summary>
            <para>Fullname: DeleteVertexArrays</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteVertexArrays(System.Int32,System.UInt32[])">
            <summary>
            <para>delete vertex array objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteVertexArrays.</para>
            <para>Fullname: DeleteVertexArrays</para>
            <para>Aliases: DeleteVertexArraysAPPLE, </para>
            <para>Extensions: ARB_vertex_array_object APPLE_vertex_array_object</para>
            </summary>
            <param name="n">Specifies the number of vertex array objects to be deleted.</param>
            <param name="arrays">Specifies the address of an array containing the n names of the objects to be deleted.</param>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteVertexArray(System.UInt32)">
            <summary>
            <para>This extension introduces named vertex array objects which encapsulate vertex array state on the client side.  These objects allow applications to rapidly switch between large sets of array state.  In addition, layered libraries can return to the default array state by simply creating and binding a new vertex array object. This extension differs from GL_APPLE_vertex_array_object in that client memory cannot be accessed through a non-zero vertex array object.  It also differs in that vertex array objects are explicitly not sharable between contexts. </para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenVertexArrays">
            <summary>
            <para>Fullname: GenVertexArrays</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenVertexArrays(System.Int32,System.UInt32[])">
            <summary>
            <para>generate vertex array object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenVertexArrays.</para>
            <para>Fullname: GenVertexArrays</para>
            <para>Aliases: GenVertexArraysAPPLE, </para>
            <para>Extensions: ARB_vertex_array_object APPLE_vertex_array_object</para>
            </summary>
            <param name="n">Specifies the number of vertex array object names to generate.</param>
            <param name="arrays">Specifies an array in which the generated vertex array object names are stored.</param>
        </member>
        <member name="M:OpenGL4NET.gl.GenVertexArray">
            <summary>
            <para>generate buffer object name</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsVertexArray">
            <summary>
            <para>Fullname: IsVertexArray</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsVertexArray(System.UInt32)">
            <summary>
            <para>This extension introduces named vertex array objects which encapsulate vertex array state on the client side.  These objects allow applications to rapidly switch between large sets of array state.  In addition, layered libraries can return to the default array state by simply creating and binding a new vertex array object. This extension differs from GL_APPLE_vertex_array_object in that client memory cannot be accessed through a non-zero vertex array object.  It also differs in that vertex array objects are explicitly not sharable between contexts. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsVertexArray.</para>
            <para>Fullname: IsVertexArray</para>
            <para>Aliases: IsVertexArrayAPPLE, </para>
            <para>Extensions: ARB_vertex_array_object APPLE_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformIndices">
            <summary>
            <para>Fullname: GetUniformIndices</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformIndices(System.UInt32,System.Int32,System.String[],System.UInt32[])">
            <summary>
            <para>retrieve the index of a named uniform block</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformIndices.</para>
            <para>Fullname: GetUniformIndices</para>
            <para>Extensions: ARB_uniform_buffer_object</para>
            </summary>
            <param name="program">Specifies the name of a program containing uniforms whose indices to query.</param>
            <param name="uniformCount">Specifies the number of uniforms whose indices to query.</param>
            <param name="uniformNames">Specifies the address of an array of pointers to buffers containing the names of the queried uniforms.</param>
            <param name="uniformIndices">Specifies the address of an array that will receive the indices of the uniforms.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveUniformsiv">
            <summary>
            <para>Fullname: GetActiveUniformsiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveUniformsiv(System.UInt32,System.Int32,System.UInt32[],System.Int32,System.Int32[])">
            <summary>
            <para>Returns information about several active uniform variables for the specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveUniformsiv.</para>
            <para>Fullname: GetActiveUniformsiv</para>
            <para>Extensions: ARB_uniform_buffer_object</para>
            </summary>
            <param name="program">Specifies the program object to be queried.</param>
            <param name="uniformCount">Specifies both the number of elements in the array of indices uniformIndices and the number of parameters written to params upon successful return.</param>
            <param name="uniformIndices">Specifies the address of an array of uniformCount integers containing the indices of uniforms within program whose parameter pname pname.</param>
            <param name="pname">Specifies the property of the each uniform in uniformIndices that should be written into the corresponding element of params.</param>
            <param name="params">Specifies the address of an array of uniformCount integers which are to receive the value of pname for each uniform in uniformIndices.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveUniformName">
            <summary>
            <para>Fullname: GetActiveUniformName</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveUniformName(System.UInt32,System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>query the name of an active uniform</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveUniformName.</para>
            <para>Fullname: GetActiveUniformName</para>
            <para>Extensions: ARB_uniform_buffer_object</para>
            </summary>
            <param name="program">Specifies the program containing the active uniform index uniformIndex.</param>
            <param name="uniformIndex">Specifies the index of the active uniform whose name to query.</param>
            <param name="bufSize">Specifies the size of the buffer, in units of GLchar, of the buffer whose address is specified in uniformName.</param>
            <param name="length">Specifies the address of a variable that will receive the number of characters that were or would have been written to the buffer addressed by uniformName.</param>
            <param name="uniformName">Specifies the address of a buffer into which the GL will place the name of the active uniform at uniformIndex within program.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformBlockIndex">
            <summary>
            <para>Fullname: GetUniformBlockIndex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformBlockIndex(System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>retrieve the index of a named uniform block</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformBlockIndex.</para>
            <para>Fullname: GetUniformBlockIndex</para>
            <para>Extensions: ARB_uniform_buffer_object</para>
            </summary>
            <param name="program">Specifies the name of a program containing the uniform block.</param>
            <param name="uniformBlockName">Specifies the address an array of characters to containing the name of the uniform block whose index to retrieve.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveUniformBlockiv">
            <summary>
            <para>Fullname: GetActiveUniformBlockiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveUniformBlockiv(System.UInt32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>query information about an active uniform block</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveUniformBlockiv.</para>
            <para>Fullname: GetActiveUniformBlockiv</para>
            <para>Extensions: ARB_uniform_buffer_object</para>
            </summary>
            <param name="program">Specifies the name of a program containing the uniform block.</param>
            <param name="uniformBlockIndex">Specifies the index of the uniform block within program.</param>
            <param name="pname">Specifies the name of the parameter to query.</param>
            <param name="params">Specifies the address of a variable to receive the result of the query.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveUniformBlockName">
            <summary>
            <para>Fullname: GetActiveUniformBlockName</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveUniformBlockName(System.UInt32,System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>retrieve the name of an active uniform block</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveUniformBlockName.</para>
            <para>Fullname: GetActiveUniformBlockName</para>
            <para>Extensions: ARB_uniform_buffer_object</para>
            </summary>
            <param name="program">Specifies the name of a program containing the uniform block.</param>
            <param name="uniformBlockIndex">Specifies the index of the uniform block within program.</param>
            <param name="bufSize">Specifies the size of the buffer addressed by uniformBlockName.</param>
            <param name="length">Specifies the address of a variable to receive the number of characters that were written to uniformBlockName.</param>
            <param name="uniformBlockName">Specifies the address an array of characters to receive the name of the uniform block at uniformBlockIndex.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformBlockBinding">
            <summary>
            <para>Fullname: UniformBlockBinding</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformBlockBinding(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>assign a binding point to an active uniform block</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformBlockBinding.</para>
            <para>Fullname: UniformBlockBinding</para>
            <para>Extensions: ARB_uniform_buffer_object</para>
            </summary>
            <param name="program">The name of a program object containing the active uniform block whose binding to assign.</param>
            <param name="uniformBlockIndex">The index of the active uniform block within program whose binding to assign.</param>
            <param name="uniformBlockBinding">Specifies the binding point to which to bind the uniform block with index uniformBlockIndex within program.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CopyBufferSubData">
            <summary>
            <para>Fullname: CopyBufferSubData</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyBufferSubData(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>copy part of the data store of a buffer object to the data store of another buffer object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyBufferSubData.</para>
            <para>Fullname: CopyBufferSubData</para>
            <para>Extensions: ARB_copy_buffer</para>
            </summary>
            <param name="readtarget">Specifies the target from whose data store data should be read.</param>
            <param name="writetarget">Specifies the target to whose data store data should be written.</param>
            <param name="readoffset">Specifies the offset, in basic machine units, within the data store of readtarget from which data should be read.</param>
            <param name="writeoffset">Specifies the offset, in basic machine units, within the data store of writetarget to which data should be written.</param>
            <param name="size">Specifies the size, in basic machine units, of the data to be copied from readtarget to writetarget.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementsBaseVertex">
            <summary>
            <para>Fullname: DrawElementsBaseVertex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementsBaseVertex(System.Int32,System.Int32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>render primitives from array data with a per-element offset</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawElementsBaseVertex.</para>
            <para>Fullname: DrawElementsBaseVertex</para>
            <para>Extensions: ARB_draw_elements_base_vertex</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.</param>
            <param name="count">Specifies the number of elements to be rendered.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
            <param name="basevertex">Specifies a constant that should be added to each element of indices when chosing elements from the enabled vertex arrays.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawRangeElementsBaseVertex">
            <summary>
            <para>Fullname: DrawRangeElementsBaseVertex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawRangeElementsBaseVertex(System.Int32,System.UInt32,System.UInt32,System.Int32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>render primitives from array data with a per-element offset</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawRangeElementsBaseVertex.</para>
            <para>Fullname: DrawRangeElementsBaseVertex</para>
            <para>Extensions: ARB_draw_elements_base_vertex</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.</param>
            <param name="start">Specifies the minimum array index contained in indices.</param>
            <param name="end">Specifies the maximum array index contained in indices.</param>
            <param name="count">Specifies the number of elements to be rendered.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
            <param name="basevertex">Specifies a constant that should be added to each element of indices when chosing elements from the enabled vertex arrays.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementsInstancedBaseVertex">
            <summary>
            <para>Fullname: DrawElementsInstancedBaseVertex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementsInstancedBaseVertex(System.Int32,System.Int32,System.Int32,System.IntPtr,System.Int32,System.Int32)">
            <summary>
            <para>render multiple instances of a set of primitives from array data with a per-element offset</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawElementsInstancedBaseVertex.</para>
            <para>Fullname: DrawElementsInstancedBaseVertex</para>
            <para>Extensions: ARB_draw_elements_base_vertex</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, GL_TRIANGLE_STRIP_ADJACENCY and GL_PATCHES are accepted.</param>
            <param name="count">Specifies the number of elements to be rendered.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
            <param name="primcount">Specifies the number of instances of the indexed geometry that should be drawn.</param>
            <param name="basevertex">Specifies a constant that should be added to each element of indices when chosing elements from the enabled vertex arrays.</param>
        </member>
        <member name="F:OpenGL4NET.gl._MultiDrawElementsBaseVertex">
            <summary>
            <para>Fullname: MultiDrawElementsBaseVertex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiDrawElementsBaseVertex(System.Int32,System.Int32[],System.Int32,System.IntPtr[],System.Int32,System.Int32[])">
            <summary>
            <para>render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiDrawElementsBaseVertex.</para>
            <para>Fullname: MultiDrawElementsBaseVertex</para>
            <para>Extensions: ARB_draw_elements_base_vertex</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHES are accepted.</param>
            <param name="count">Points to an array of the elements counts.</param>
            <param name="type">Specifies the type of the values in indices. Must be one of GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT.</param>
            <param name="indices">Specifies a pointer to the location where the indices are stored.</param>
            <param name="primcount">Specifies the size of the count array.</param>
            <param name="basevertex">Specifies a pointer to the location where the base vertices are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProvokingVertex">
            <summary>
            <para>Fullname: ProvokingVertex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProvokingVertex(System.Int32)">
            <summary>
            <para>This extension provides an alternative provoking vertex convention for rendering lines, triangles, and (optionally depending on the implementation) quads. The provoking vertex of a primitive is the vertex that determines the constant primary and secondary colors when flat shading is enabled. In OpenGL, the provoking vertex for triangle, quad, line, and (trivially) point primitives is the last vertex used to assemble the primitive.  The polygon primitive is an exception in OpenGL where the first vertex of a polygon primitive determines the color of the polygon, even if actually broken into triangles and/or quads. See section 2.14.7 (Flatshading) of the OpenGL 2.1 specification, particularly Table 2.12 for more details. Alternatively the provoking vertex could be the first vertex of the primitive.  Other APIs with flat-shading functionality such as Reality Lab and Direct3D have adopted the "first vertex of the primitive" convention to determine the provoking vertex.  However, these APIs ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProvokingVertex.</para>
            <para>Fullname: ProvokingVertex</para>
            <para>Aliases: ProvokingVertexEXT, </para>
            <para>Extensions: ARB_provoking_vertex EXT_provoking_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FenceSync">
            <summary>
            <para>Fullname: FenceSync</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FenceSync(System.Int32,System.Int32)">
            <summary>
            <para>create a new sync object and insert it into the GL command stream</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FenceSync.</para>
            <para>Fullname: FenceSync</para>
            <para>Extensions: ARB_sync</para>
            </summary>
            <param name="condition">Specifies the condition that must be met to set the sync object's state to signaled. condition must be GL_SYNC_GPU_COMMANDS_COMPLETE.</param>
            <param name="flags">Specifies a bitwise combination of flags controlling the behavior of the sync object. No flags are presently defined for this operation and flags must be zero.[1]</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsSync">
            <summary>
            <para>Fullname: IsSync</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsSync(System.IntPtr)">
            <summary>
            <para>This extension introduces the concept of "sync objects". Sync objects are a synchronization primitive - a representation of events whose completion status can be tested or waited upon. One specific type of sync object, the "fence sync object", is supported in this extension, and additional types can easily be added in the future. Fence sync objects have corresponding fences, which are inserted into the OpenGL command stream at the time the sync object is created. A sync object can be queried for a given condition. The only condition supported for fence sync objects is completion of the corresponding fence command. Fence completion allows applications to request a partial Finish, wherein all commands prior to the fence will be forced to complete before control is returned to the calling process. These new mechanisms allow for synchronization between the host CPU and the GPU, which may be accessing the same resources (typically memory), as well as between multiple GL contexts bound to mu...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsSync.</para>
            <para>Fullname: IsSync</para>
            <para>Extensions: ARB_sync</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteSync">
            <summary>
            <para>Fullname: DeleteSync</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteSync(System.IntPtr)">
            <summary>
            <para>This extension introduces the concept of "sync objects". Sync objects are a synchronization primitive - a representation of events whose completion status can be tested or waited upon. One specific type of sync object, the "fence sync object", is supported in this extension, and additional types can easily be added in the future. Fence sync objects have corresponding fences, which are inserted into the OpenGL command stream at the time the sync object is created. A sync object can be queried for a given condition. The only condition supported for fence sync objects is completion of the corresponding fence command. Fence completion allows applications to request a partial Finish, wherein all commands prior to the fence will be forced to complete before control is returned to the calling process. These new mechanisms allow for synchronization between the host CPU and the GPU, which may be accessing the same resources (typically memory), as well as between multiple GL contexts bound to mu...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteSync.</para>
            <para>Fullname: DeleteSync</para>
            <para>Extensions: ARB_sync</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ClientWaitSync">
            <summary>
            <para>Fullname: ClientWaitSync</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClientWaitSync(System.IntPtr,System.Int32,System.UInt64)">
            <summary>
            <para>block and wait for a sync object to become signaled</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClientWaitSync.</para>
            <para>Fullname: ClientWaitSync</para>
            <para>Extensions: ARB_sync</para>
            </summary>
            <param name="sync">The sync object whose status to wait on.</param>
            <param name="flags">A bitfield controlling the command flushing behavior. flags may be GL_SYNC_FLUSH_COMMANDS_BIT.</param>
        </member>
        <member name="F:OpenGL4NET.gl._WaitSync">
            <summary>
            <para>Fullname: WaitSync</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WaitSync(System.IntPtr,System.Int32,System.UInt64)">
            <summary>
            <para>instruct the GL server to block until the specified sync object becomes signaled</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WaitSync.</para>
            <para>Fullname: WaitSync</para>
            <para>Extensions: ARB_sync</para>
            </summary>
            <param name="sync">Specifies the sync object whose status to wait on.</param>
            <param name="flags">A bitfield controlling the command flushing behavior. flags may be zero.</param>
            <param name="timeout">Specifies the timeout that the server should wait before continuing. timeout must be GL_TIMEOUT_IGNORED.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetInteger64v">
            <summary>
            <para>Fullname: GetInteger64v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInteger64v(System.Int32,System.Int64[])">
            <summary>
            <para>return the value or values of a selected parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetInteger64v.</para>
            <para>Fullname: GetInteger64v</para>
            <para>Extensions: ARB_sync</para>
            </summary>
            <param name="pname">Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.</param>
            <param name="params">Returns the value or values of the specified parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetSynciv">
            <summary>
            <para>Fullname: GetSynciv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSynciv(System.IntPtr,System.Int32,System.Int32,System.Int32[],System.Int32[])">
            <summary>
            <para>query the properties of a sync object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSynciv.</para>
            <para>Fullname: GetSynciv</para>
            <para>Extensions: ARB_sync</para>
            </summary>
            <param name="sync">Specifies the sync object whose properties to query.</param>
            <param name="pname">Specifies the parameter whose value to retrieve from the sync object specified in sync.</param>
            <param name="bufSize">Specifies the size of the buffer whose address is given in values.</param>
            <param name="length">Specifies the address of an variable to receive the number of integers placed in values.</param>
            <param name="values">Specifies the address of an array to receive the values of the queried parameter.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage2DMultisample">
            <summary>
            <para>Fullname: TexImage2DMultisample</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage2DMultisample(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>establish the data storage, format, dimensions, and number of samples of a multisample texture's image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexImage2DMultisample.</para>
            <para>Fullname: TexImage2DMultisample</para>
            <para>Extensions: ARB_texture_multisample</para>
            </summary>
            <param name="target">Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE or GL_PROXY_TEXTURE_2D_MULTISAMPLE.</param>
            <param name="samples">The number of samples in the multisample texture's image.</param>
            <param name="internalformat">The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.</param>
            <param name="width">The width of the multisample texture's image, in texels.</param>
            <param name="height">The height of the multisample texture's image, in texels.</param>
            <param name="fixedsamplelocations">Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.</param>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage3DMultisample">
            <summary>
            <para>Fullname: TexImage3DMultisample</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage3DMultisample(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>establish the data storage, format, dimensions, and number of samples of a multisample texture's image</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexImage3DMultisample.</para>
            <para>Fullname: TexImage3DMultisample</para>
            <para>Extensions: ARB_texture_multisample</para>
            </summary>
            <param name="target">Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.</param>
            <param name="samples">The number of samples in the multisample texture's image.</param>
            <param name="internalformat">The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable, depth-renderable, or stencil-renderable format.</param>
            <param name="width">The width of the multisample texture's image, in texels.</param>
            <param name="height">The height of the multisample texture's image, in texels.</param>
            <param name="fixedsamplelocations">Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultisamplefv">
            <summary>
            <para>Fullname: GetMultisamplefv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultisamplefv(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>retrieve the location of a sample</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultisamplefv.</para>
            <para>Fullname: GetMultisamplefv</para>
            <para>Aliases: GetMultisamplefvNV, </para>
            <para>Extensions: ARB_texture_multisample NV_explicit_multisample</para>
            </summary>
            <param name="pname">Specifies the sample parameter name. pname must be GL_SAMPLE_POSITION.</param>
            <param name="index">Specifies the index of the sample whose position to query.</param>
            <param name="val">Specifies the address of an array to receive the position of the sample.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SampleMaski">
            <summary>
            <para>Fullname: SampleMaski</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SampleMaski(System.UInt32,System.Int32)">
            <summary>
            <para>set the value of a sub-word of the sample mask</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SampleMaski.</para>
            <para>Fullname: SampleMaski</para>
            <para>Extensions: ARB_texture_multisample</para>
            </summary>
            <param name="maskNumber">Specifies which 32-bit sub-word of the sample mask to update.</param>
            <param name="mask">Specifies the new value of the mask sub-word.</param>
        </member>
        <member name="F:OpenGL4NET.gl._NamedString">
            <summary>
            <para>Fullname: NamedStringARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedString(System.Int32,System.Int32,System.Text.StringBuilder,System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>This extension introduces a #include GLSL directive to allow reusing the same shader text in multiple shaders and defines the semantics and syntax of the names allowed in #include directives. It also defines API mechanisms to define the named string backing a #include. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedString.</para>
            <para>Fullname: NamedStringARB</para>
            <para>Extensions: ARB_shading_language_include</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteNamedString">
            <summary>
            <para>Fullname: DeleteNamedStringARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteNamedString(System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>This extension introduces a #include GLSL directive to allow reusing the same shader text in multiple shaders and defines the semantics and syntax of the names allowed in #include directives. It also defines API mechanisms to define the named string backing a #include. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteNamedString.</para>
            <para>Fullname: DeleteNamedStringARB</para>
            <para>Extensions: ARB_shading_language_include</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompileShaderInclude">
            <summary>
            <para>Fullname: CompileShaderIncludeARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompileShaderInclude(System.UInt32,System.Int32,System.String[],System.Int32[])">
            <summary>
            <para>This extension introduces a #include GLSL directive to allow reusing the same shader text in multiple shaders and defines the semantics and syntax of the names allowed in #include directives. It also defines API mechanisms to define the named string backing a #include. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompileShaderInclude.</para>
            <para>Fullname: CompileShaderIncludeARB</para>
            <para>Extensions: ARB_shading_language_include</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsNamedString">
            <summary>
            <para>Fullname: IsNamedStringARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsNamedString(System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>This extension introduces a #include GLSL directive to allow reusing the same shader text in multiple shaders and defines the semantics and syntax of the names allowed in #include directives. It also defines API mechanisms to define the named string backing a #include. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsNamedString.</para>
            <para>Fullname: IsNamedStringARB</para>
            <para>Extensions: ARB_shading_language_include</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedString">
            <summary>
            <para>Fullname: GetNamedStringARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedString(System.Int32,System.Text.StringBuilder,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>This extension introduces a #include GLSL directive to allow reusing the same shader text in multiple shaders and defines the semantics and syntax of the names allowed in #include directives. It also defines API mechanisms to define the named string backing a #include. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedString.</para>
            <para>Fullname: GetNamedStringARB</para>
            <para>Extensions: ARB_shading_language_include</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedStringiv">
            <summary>
            <para>Fullname: GetNamedStringivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedStringiv(System.Int32,System.Text.StringBuilder,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a #include GLSL directive to allow reusing the same shader text in multiple shaders and defines the semantics and syntax of the names allowed in #include directives. It also defines API mechanisms to define the named string backing a #include. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedStringiv.</para>
            <para>Fullname: GetNamedStringivARB</para>
            <para>Extensions: ARB_shading_language_include</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindFragDataLocationIndexed">
            <summary>
            <para>Fullname: BindFragDataLocationIndexed</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindFragDataLocationIndexed(System.UInt32,System.UInt32,System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>bind a user-defined varying out variable to a fragment shader color number and index</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindFragDataLocationIndexed.</para>
            <para>Fullname: BindFragDataLocationIndexed</para>
            <para>Extensions: ARB_blend_func_extended</para>
            </summary>
            <param name="program">The name of the program containing varying out variable whose binding to modify</param>
            <param name="colorNumber">The color number to bind the user-defined varying out variable to</param>
            <param name="index">The index of the color input to bind the user-defined varying out variable to</param>
            <param name="name">The name of the user-defined varying out variable whose binding to modify</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetFragDataIndex">
            <summary>
            <para>Fullname: GetFragDataIndex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFragDataIndex(System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>query the bindings of color indices to user-defined varying out variables</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFragDataIndex.</para>
            <para>Fullname: GetFragDataIndex</para>
            <para>Extensions: ARB_blend_func_extended</para>
            </summary>
            <param name="program">The name of the program containing varying out variable whose binding to query</param>
            <param name="name">The name of the user-defined varying out variable whose index to query</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenSamplers">
            <summary>
            <para>Fullname: GenSamplers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenSamplers(System.Int32,System.UInt32[])">
            <summary>
            <para>generate sampler object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenSamplers.</para>
            <para>Fullname: GenSamplers</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="n">Specifies the number of sampler object names to generate.</param>
            <param name="samplers">Specifies an array in which the generated sampler object names are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteSamplers">
            <summary>
            <para>Fullname: DeleteSamplers</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteSamplers(System.Int32,System.UInt32[])">
            <summary>
            <para>delete named sampler objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteSamplers.</para>
            <para>Fullname: DeleteSamplers</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="n">Specifies the number of sampler objects to be deleted.</param>
            <param name="ids">Specifies an array of sampler objects to be deleted.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsSampler">
            <summary>
            <para>Fullname: IsSampler</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsSampler(System.UInt32)">
            <summary>
            <para>In unextended OpenGL textures are considered to be sets of image data (mip-chains, arrays, cube-map face sets, etc.) and sampling state (sampling mode, mip-mapping state, coordinate wrapping and clamping rules, etc.) combined into a single object. It is typical for an application to use many textures with a limited set of sampling states that are the same between them. In order to use textures in this way, an application must generate and configure many texture names, adding overhead both to applications and to implementations. Furthermore, should an application wish to sample from a texture in more than one way (with and without mip-mapping, for example) it must either modify the state of the texture or create two textures, each with a copy of the same image data. This can introduce runtime and memory costs to the application. This extension separates sampler state from texture image data. A new object type is introduced, the sampler (representing generic sampling parameters). The new...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsSampler.</para>
            <para>Fullname: IsSampler</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindSampler">
            <summary>
            <para>Fullname: BindSampler</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindSampler(System.UInt32,System.UInt32)">
            <summary>
            <para>bind a named sampler to a texturing target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindSampler.</para>
            <para>Fullname: BindSampler</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="unit">Specifies the index of the texture unit to which the sampler is bound.</param>
            <param name="sampler">Specifies the name of a sampler.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SamplerParameteri">
            <summary>
            <para>Fullname: SamplerParameteri</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SamplerParameteri(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>set sampler parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SamplerParameteri.</para>
            <para>Fullname: SamplerParameteri</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="sampler">Specifies the sampler object whose parameter to modify.</param>
            <param name="pname">Specifies the symbolic name of a single-valued sampler parameter. pname can be one of the following: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIASGL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.</param>
            <param name="param">Specifies the value of pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SamplerParameteriv">
            <summary>
            <para>Fullname: SamplerParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SamplerParameteriv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>set sampler parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SamplerParameteriv.</para>
            <para>Fullname: SamplerParameteriv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="sampler">Specifies the sampler object whose parameter to modify.</param>
            <param name="pname">Specifies the symbolic name of a sampler parameter. pname can be one of the following: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIASGL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.</param>
            <param name="params">Specifies a pointer to an array where the value or values of pname are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SamplerParameterf">
            <summary>
            <para>Fullname: SamplerParameterf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SamplerParameterf(System.UInt32,System.Int32,System.Single)">
            <summary>
            <para>set sampler parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SamplerParameterf.</para>
            <para>Fullname: SamplerParameterf</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="sampler">Specifies the sampler object whose parameter to modify.</param>
            <param name="pname">Specifies the symbolic name of a single-valued sampler parameter. pname can be one of the following: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIASGL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.</param>
            <param name="param">Specifies the value of pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SamplerParameterfv">
            <summary>
            <para>Fullname: SamplerParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SamplerParameterfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>set sampler parameters</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SamplerParameterfv.</para>
            <para>Fullname: SamplerParameterfv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="sampler">Specifies the sampler object whose parameter to modify.</param>
            <param name="pname">Specifies the symbolic name of a sampler parameter. pname can be one of the following: GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIASGL_TEXTURE_COMPARE_MODE, or GL_TEXTURE_COMPARE_FUNC.</param>
            <param name="params">Specifies a pointer to an array where the value or values of pname are stored.</param>
        </member>
        <member name="F:OpenGL4NET.gl._SamplerParameterIiv">
            <summary>
            <para>Fullname: SamplerParameterIiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SamplerParameterIiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>In unextended OpenGL textures are considered to be sets of image data (mip-chains, arrays, cube-map face sets, etc.) and sampling state (sampling mode, mip-mapping state, coordinate wrapping and clamping rules, etc.) combined into a single object. It is typical for an application to use many textures with a limited set of sampling states that are the same between them. In order to use textures in this way, an application must generate and configure many texture names, adding overhead both to applications and to implementations. Furthermore, should an application wish to sample from a texture in more than one way (with and without mip-mapping, for example) it must either modify the state of the texture or create two textures, each with a copy of the same image data. This can introduce runtime and memory costs to the application. This extension separates sampler state from texture image data. A new object type is introduced, the sampler (representing generic sampling parameters). The new...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SamplerParameterIiv.</para>
            <para>Fullname: SamplerParameterIiv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SamplerParameterIuiv">
            <summary>
            <para>Fullname: SamplerParameterIuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SamplerParameterIuiv(System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>In unextended OpenGL textures are considered to be sets of image data (mip-chains, arrays, cube-map face sets, etc.) and sampling state (sampling mode, mip-mapping state, coordinate wrapping and clamping rules, etc.) combined into a single object. It is typical for an application to use many textures with a limited set of sampling states that are the same between them. In order to use textures in this way, an application must generate and configure many texture names, adding overhead both to applications and to implementations. Furthermore, should an application wish to sample from a texture in more than one way (with and without mip-mapping, for example) it must either modify the state of the texture or create two textures, each with a copy of the same image data. This can introduce runtime and memory costs to the application. This extension separates sampler state from texture image data. A new object type is introduced, the sampler (representing generic sampling parameters). The new...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SamplerParameterIuiv.</para>
            <para>Fullname: SamplerParameterIuiv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetSamplerParameteriv">
            <summary>
            <para>Fullname: GetSamplerParameteriv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSamplerParameteriv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>return sampler parameter values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSamplerParameteriv.</para>
            <para>Fullname: GetSamplerParameteriv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="sampler">Specifies name of the sampler object from which to retrieve parameters.</param>
            <param name="pname">Specifies the symbolic name of a sampler parameter. GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE, and GL_TEXTURE_COMPARE_FUNC are accepted.</param>
            <param name="params">Returns the sampler parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetSamplerParameterIiv">
            <summary>
            <para>Fullname: GetSamplerParameterIiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSamplerParameterIiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>In unextended OpenGL textures are considered to be sets of image data (mip-chains, arrays, cube-map face sets, etc.) and sampling state (sampling mode, mip-mapping state, coordinate wrapping and clamping rules, etc.) combined into a single object. It is typical for an application to use many textures with a limited set of sampling states that are the same between them. In order to use textures in this way, an application must generate and configure many texture names, adding overhead both to applications and to implementations. Furthermore, should an application wish to sample from a texture in more than one way (with and without mip-mapping, for example) it must either modify the state of the texture or create two textures, each with a copy of the same image data. This can introduce runtime and memory costs to the application. This extension separates sampler state from texture image data. A new object type is introduced, the sampler (representing generic sampling parameters). The new...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSamplerParameterIiv.</para>
            <para>Fullname: GetSamplerParameterIiv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetSamplerParameterfv">
            <summary>
            <para>Fullname: GetSamplerParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSamplerParameterfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>return sampler parameter values</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSamplerParameterfv.</para>
            <para>Fullname: GetSamplerParameterfv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
            <param name="sampler">Specifies name of the sampler object from which to retrieve parameters.</param>
            <param name="pname">Specifies the symbolic name of a sampler parameter. GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_LOD_BIAS, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, GL_TEXTURE_COMPARE_MODE, and GL_TEXTURE_COMPARE_FUNC are accepted.</param>
            <param name="params">Returns the sampler parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetSamplerParameterIuiv">
            <summary>
            <para>Fullname: GetSamplerParameterIuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSamplerParameterIuiv(System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>In unextended OpenGL textures are considered to be sets of image data (mip-chains, arrays, cube-map face sets, etc.) and sampling state (sampling mode, mip-mapping state, coordinate wrapping and clamping rules, etc.) combined into a single object. It is typical for an application to use many textures with a limited set of sampling states that are the same between them. In order to use textures in this way, an application must generate and configure many texture names, adding overhead both to applications and to implementations. Furthermore, should an application wish to sample from a texture in more than one way (with and without mip-mapping, for example) it must either modify the state of the texture or create two textures, each with a copy of the same image data. This can introduce runtime and memory costs to the application. This extension separates sampler state from texture image data. A new object type is introduced, the sampler (representing generic sampling parameters). The new...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSamplerParameterIuiv.</para>
            <para>Fullname: GetSamplerParameterIuiv</para>
            <para>Extensions: ARB_sampler_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._QueryCounter">
            <summary>
            <para>Fullname: QueryCounter</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.QueryCounter(System.UInt32,System.Int32)">
            <summary>
            <para>record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed.</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _QueryCounter.</para>
            <para>Fullname: QueryCounter</para>
            <para>Extensions: ARB_timer_query</para>
            </summary>
            <param name="id">Specify the name of a query object into which to record the GL time.</param>
            <param name="target">Specify the counter to query. target must be GL_TIMESTAMP.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetQueryObjecti64v">
            <summary>
            <para>Fullname: GetQueryObjecti64v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetQueryObjecti64v(System.UInt32,System.Int32,System.Int64[])">
            <summary>
            <para>return parameters of a query object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetQueryObjecti64v.</para>
            <para>Fullname: GetQueryObjecti64v</para>
            <para>Aliases: GetQueryObjecti64vEXT, </para>
            <para>Extensions: ARB_timer_query EXT_timer_query</para>
            </summary>
            <param name="id">Specifies the name of a query object.</param>
            <param name="pname">Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetQueryObjectui64v">
            <summary>
            <para>Fullname: GetQueryObjectui64v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetQueryObjectui64v(System.UInt32,System.Int32,System.UInt64[])">
            <summary>
            <para>return parameters of a query object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetQueryObjectui64v.</para>
            <para>Fullname: GetQueryObjectui64v</para>
            <para>Aliases: GetQueryObjectui64vEXT, </para>
            <para>Extensions: ARB_timer_query EXT_timer_query</para>
            </summary>
            <param name="id">Specifies the name of a query object.</param>
            <param name="pname">Specifies the symbolic name of a query object parameter. Accepted values are GL_QUERY_RESULT or GL_QUERY_RESULT_AVAILABLE.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexP2ui">
            <summary>
            <para>Fullname: VertexP2ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexP2ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexP2ui.</para>
            <para>Fullname: VertexP2ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexP2uiv">
            <summary>
            <para>Fullname: VertexP2uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexP2uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexP2uiv.</para>
            <para>Fullname: VertexP2uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexP3ui">
            <summary>
            <para>Fullname: VertexP3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexP3ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexP3ui.</para>
            <para>Fullname: VertexP3ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexP3uiv">
            <summary>
            <para>Fullname: VertexP3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexP3uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexP3uiv.</para>
            <para>Fullname: VertexP3uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexP4ui">
            <summary>
            <para>Fullname: VertexP4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexP4ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexP4ui.</para>
            <para>Fullname: VertexP4ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexP4uiv">
            <summary>
            <para>Fullname: VertexP4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexP4uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexP4uiv.</para>
            <para>Fullname: VertexP4uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP1ui">
            <summary>
            <para>Fullname: TexCoordP1ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP1ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP1ui.</para>
            <para>Fullname: TexCoordP1ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP1uiv">
            <summary>
            <para>Fullname: TexCoordP1uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP1uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP1uiv.</para>
            <para>Fullname: TexCoordP1uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP2ui">
            <summary>
            <para>Fullname: TexCoordP2ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP2ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP2ui.</para>
            <para>Fullname: TexCoordP2ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP2uiv">
            <summary>
            <para>Fullname: TexCoordP2uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP2uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP2uiv.</para>
            <para>Fullname: TexCoordP2uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP3ui">
            <summary>
            <para>Fullname: TexCoordP3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP3ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP3ui.</para>
            <para>Fullname: TexCoordP3ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP3uiv">
            <summary>
            <para>Fullname: TexCoordP3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP3uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP3uiv.</para>
            <para>Fullname: TexCoordP3uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP4ui">
            <summary>
            <para>Fullname: TexCoordP4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP4ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP4ui.</para>
            <para>Fullname: TexCoordP4ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordP4uiv">
            <summary>
            <para>Fullname: TexCoordP4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordP4uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordP4uiv.</para>
            <para>Fullname: TexCoordP4uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP1ui">
            <summary>
            <para>Fullname: MultiTexCoordP1ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP1ui(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP1ui.</para>
            <para>Fullname: MultiTexCoordP1ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP1uiv">
            <summary>
            <para>Fullname: MultiTexCoordP1uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP1uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP1uiv.</para>
            <para>Fullname: MultiTexCoordP1uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP2ui">
            <summary>
            <para>Fullname: MultiTexCoordP2ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP2ui(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP2ui.</para>
            <para>Fullname: MultiTexCoordP2ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP2uiv">
            <summary>
            <para>Fullname: MultiTexCoordP2uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP2uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP2uiv.</para>
            <para>Fullname: MultiTexCoordP2uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP3ui">
            <summary>
            <para>Fullname: MultiTexCoordP3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP3ui(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP3ui.</para>
            <para>Fullname: MultiTexCoordP3ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP3uiv">
            <summary>
            <para>Fullname: MultiTexCoordP3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP3uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP3uiv.</para>
            <para>Fullname: MultiTexCoordP3uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP4ui">
            <summary>
            <para>Fullname: MultiTexCoordP4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP4ui(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP4ui.</para>
            <para>Fullname: MultiTexCoordP4ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordP4uiv">
            <summary>
            <para>Fullname: MultiTexCoordP4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordP4uiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordP4uiv.</para>
            <para>Fullname: MultiTexCoordP4uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalP3ui">
            <summary>
            <para>Fullname: NormalP3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalP3ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalP3ui.</para>
            <para>Fullname: NormalP3ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalP3uiv">
            <summary>
            <para>Fullname: NormalP3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalP3uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalP3uiv.</para>
            <para>Fullname: NormalP3uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorP3ui">
            <summary>
            <para>Fullname: ColorP3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorP3ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorP3ui.</para>
            <para>Fullname: ColorP3ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorP3uiv">
            <summary>
            <para>Fullname: ColorP3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorP3uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorP3uiv.</para>
            <para>Fullname: ColorP3uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorP4ui">
            <summary>
            <para>Fullname: ColorP4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorP4ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorP4ui.</para>
            <para>Fullname: ColorP4ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorP4uiv">
            <summary>
            <para>Fullname: ColorP4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorP4uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorP4uiv.</para>
            <para>Fullname: ColorP4uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColorP3ui">
            <summary>
            <para>Fullname: SecondaryColorP3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColorP3ui(System.Int32,System.UInt32)">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColorP3ui.</para>
            <para>Fullname: SecondaryColorP3ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColorP3uiv">
            <summary>
            <para>Fullname: SecondaryColorP3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColorP3uiv(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColorP3uiv.</para>
            <para>Fullname: SecondaryColorP3uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP1ui">
            <summary>
            <para>Fullname: VertexAttribP1ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP1ui(System.UInt32,System.Int32,System.Boolean,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP1ui.</para>
            <para>Fullname: VertexAttribP1ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="type">Type of packing used on the data. This parameter must be GL_INT_10_10_10_2 or GL_UNSIGNED_INT_10_10_10_2 to specify signed or unsigned data, respectively.</param>
            <param name="normalized">If GL_TRUE, then the values are to be converted to floating point values by normalizing. Otherwise, they are converted directly to floating point values.</param>
            <param name="value">Specifies the new packed value to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP1uiv">
            <summary>
            <para>Fullname: VertexAttribP1uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP1uiv(System.UInt32,System.Int32,System.Boolean,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP1uiv.</para>
            <para>Fullname: VertexAttribP1uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP2ui">
            <summary>
            <para>Fullname: VertexAttribP2ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP2ui(System.UInt32,System.Int32,System.Boolean,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP2ui.</para>
            <para>Fullname: VertexAttribP2ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="type">Type of packing used on the data. This parameter must be GL_INT_10_10_10_2 or GL_UNSIGNED_INT_10_10_10_2 to specify signed or unsigned data, respectively.</param>
            <param name="normalized">If GL_TRUE, then the values are to be converted to floating point values by normalizing. Otherwise, they are converted directly to floating point values.</param>
            <param name="value">Specifies the new packed value to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP2uiv">
            <summary>
            <para>Fullname: VertexAttribP2uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP2uiv(System.UInt32,System.Int32,System.Boolean,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP2uiv.</para>
            <para>Fullname: VertexAttribP2uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP3ui">
            <summary>
            <para>Fullname: VertexAttribP3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP3ui(System.UInt32,System.Int32,System.Boolean,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP3ui.</para>
            <para>Fullname: VertexAttribP3ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="type">Type of packing used on the data. This parameter must be GL_INT_10_10_10_2 or GL_UNSIGNED_INT_10_10_10_2 to specify signed or unsigned data, respectively.</param>
            <param name="normalized">If GL_TRUE, then the values are to be converted to floating point values by normalizing. Otherwise, they are converted directly to floating point values.</param>
            <param name="value">Specifies the new packed value to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP3uiv">
            <summary>
            <para>Fullname: VertexAttribP3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP3uiv(System.UInt32,System.Int32,System.Boolean,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP3uiv.</para>
            <para>Fullname: VertexAttribP3uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP4ui">
            <summary>
            <para>Fullname: VertexAttribP4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP4ui(System.UInt32,System.Int32,System.Boolean,System.UInt32)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP4ui.</para>
            <para>Fullname: VertexAttribP4ui</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="type">Type of packing used on the data. This parameter must be GL_INT_10_10_10_2 or GL_UNSIGNED_INT_10_10_10_2 to specify signed or unsigned data, respectively.</param>
            <param name="normalized">If GL_TRUE, then the values are to be converted to floating point values by normalizing. Otherwise, they are converted directly to floating point values.</param>
            <param name="value">Specifies the new packed value to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribP4uiv">
            <summary>
            <para>Fullname: VertexAttribP4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribP4uiv(System.UInt32,System.Int32,System.Boolean,System.UInt32[])">
            <summary>
            <para>This extension adds the following data formats: Two new vertex attribute data formats: a signed 2.10.10.10 and an unsigned 2.10.10.10 vertex data format. These vertex data formats describe a 4 component stream which can be used to store normals or other attributes in a quantized form. Normals, tangents, binormals and other vertex attributes can often be specified at reduced precision without introducing noticeable artifacts, reducing the amount of memory and memory bandwidth they consume. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribP4uiv.</para>
            <para>Fullname: VertexAttribP4uiv</para>
            <para>Extensions: ARB_vertex_type_2_10_10_10_rev</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawArraysIndirect">
            <summary>
            <para>Fullname: DrawArraysIndirect</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawArraysIndirect(System.Int32,System.IntPtr)">
            <summary>
            <para>render primitives from array data, taking parameters from memory</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawArraysIndirect.</para>
            <para>Fullname: DrawArraysIndirect</para>
            <para>Extensions: ARB_draw_indirect</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHES are accepted.</param>
            <param name="indirect">Specifies the address of a structure containing the draw parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementsIndirect">
            <summary>
            <para>Fullname: DrawElementsIndirect</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementsIndirect(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>render indexed primitives from array data, taking parameters from memory</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawElementsIndirect.</para>
            <para>Fullname: DrawElementsIndirect</para>
            <para>Extensions: ARB_draw_indirect</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHES are accepted.</param>
            <param name="type">Specifies the type of data in the buffer bound to the GL_ELEMENT_ARRAY_BUFFER binding.</param>
            <param name="indirect">Specifies the address of a structure containing the draw parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1d">
            <summary>
            <para>Fullname: Uniform1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1d(System.Int32,System.Double)">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1d.</para>
            <para>Fullname: Uniform1d</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2d">
            <summary>
            <para>Fullname: Uniform2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2d(System.Int32,System.Double,System.Double)">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2d.</para>
            <para>Fullname: Uniform2d</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3d">
            <summary>
            <para>Fullname: Uniform3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3d(System.Int32,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3d.</para>
            <para>Fullname: Uniform3d</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4d">
            <summary>
            <para>Fullname: Uniform4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4d(System.Int32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4d.</para>
            <para>Fullname: Uniform4d</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1dv">
            <summary>
            <para>Fullname: Uniform1dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1dv(System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1dv.</para>
            <para>Fullname: Uniform1dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2dv">
            <summary>
            <para>Fullname: Uniform2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2dv(System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2dv.</para>
            <para>Fullname: Uniform2dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3dv">
            <summary>
            <para>Fullname: Uniform3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3dv(System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3dv.</para>
            <para>Fullname: Uniform3dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4dv">
            <summary>
            <para>Fullname: Uniform4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4dv(System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4dv.</para>
            <para>Fullname: Uniform4dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix2dv">
            <summary>
            <para>Fullname: UniformMatrix2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix2dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix2dv.</para>
            <para>Fullname: UniformMatrix2dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix3dv">
            <summary>
            <para>Fullname: UniformMatrix3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix3dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix3dv.</para>
            <para>Fullname: UniformMatrix3dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix4dv">
            <summary>
            <para>Fullname: UniformMatrix4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix4dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix4dv.</para>
            <para>Fullname: UniformMatrix4dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix2x3dv">
            <summary>
            <para>Fullname: UniformMatrix2x3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix2x3dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix2x3dv.</para>
            <para>Fullname: UniformMatrix2x3dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix2x4dv">
            <summary>
            <para>Fullname: UniformMatrix2x4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix2x4dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix2x4dv.</para>
            <para>Fullname: UniformMatrix2x4dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix3x2dv">
            <summary>
            <para>Fullname: UniformMatrix3x2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix3x2dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix3x2dv.</para>
            <para>Fullname: UniformMatrix3x2dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix3x4dv">
            <summary>
            <para>Fullname: UniformMatrix3x4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix3x4dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix3x4dv.</para>
            <para>Fullname: UniformMatrix3x4dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix4x2dv">
            <summary>
            <para>Fullname: UniformMatrix4x2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix4x2dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix4x2dv.</para>
            <para>Fullname: UniformMatrix4x2dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformMatrix4x3dv">
            <summary>
            <para>Fullname: UniformMatrix4x3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformMatrix4x3dv(System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformMatrix4x3dv.</para>
            <para>Fullname: UniformMatrix4x3dv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformdv">
            <summary>
            <para>Fullname: GetUniformdv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformdv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles.  Doubles may be used as inputs, outputs, and uniforms. The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of built-in functions including: * square roots and inverse square roots; * fused floating-point multiply-add operations; * splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent (ldexp); * absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step functions, and testing for infinity and NaN values; * packing and unpacking doubles into a pair of 32-bit unsigned integers; * matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and * vector...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformdv.</para>
            <para>Fullname: GetUniformdv</para>
            <para>Extensions: ARB_gpu_shader_fp64</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetSubroutineUniformLocation">
            <summary>
            <para>Fullname: GetSubroutineUniformLocation</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSubroutineUniformLocation(System.UInt32,System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>retrieve the location of a subroutine uniform of a given shader stage within a program</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSubroutineUniformLocation.</para>
            <para>Fullname: GetSubroutineUniformLocation</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="program">Specifies the name of the program containing shader stage.</param>
            <param name="shadertype">Specifies the shader stage from which to query for subroutine uniform index. shadertype must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="name">Specifies the name of the subroutine uniform whose index to query.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetSubroutineIndex">
            <summary>
            <para>Fullname: GetSubroutineIndex</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSubroutineIndex(System.UInt32,System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>retrieve the index of a subroutine uniform of a given shader stage within a program</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSubroutineIndex.</para>
            <para>Fullname: GetSubroutineIndex</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="program">Specifies the name of the program containing shader stage.</param>
            <param name="shadertype">Specifies the shader stage from which to query for subroutine uniform index. shadertype must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="name">Specifies the name of the subroutine uniform whose index to query.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveSubroutineUniformiv">
            <summary>
            <para>Fullname: GetActiveSubroutineUniformiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveSubroutineUniformiv(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>query a property of an active shader subroutine uniform</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveSubroutineUniformiv.</para>
            <para>Fullname: GetActiveSubroutineUniformiv</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="program">Specifies the name of the program containing the subroutine.</param>
            <param name="shadertype">Specifies the shader stage from which to query for the subroutine parameter. shadertype must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="index">Specifies the index of the shader subroutine uniform.</param>
            <param name="pname">Specifies the parameter of the shader subroutine uniform to query. pname must be GL_NUM_COMPATIBLE_SUBROUTINES, GL_COMPATIBLE_SUBROUTINES, GL_UNIFORM_SIZE or GL_UNIFORM_NAME_LENGTH.</param>
            <param name="values">Specifies the address of a into which the queried value or values will be placed.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveSubroutineUniformName">
            <summary>
            <para>Fullname: GetActiveSubroutineUniformName</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveSubroutineUniformName(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>query the name of an active shader subroutine uniform</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveSubroutineUniformName.</para>
            <para>Fullname: GetActiveSubroutineUniformName</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="program">Specifies the name of the program containing the subroutine.</param>
            <param name="shadertype">Specifies the shader stage from which to query for the subroutine parameter. shadertype must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="index">Specifies the index of the shader subroutine uniform.</param>
            <param name="bufsize">Specifies the size of the buffer whose address is given in name.</param>
            <param name="length">Specifies the address of a variable into which is written the number of characters copied into name.</param>
            <param name="name">Specifies the address of a buffer that will receive the name of the specified shader subroutine uniform.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveSubroutineName">
            <summary>
            <para>Fullname: GetActiveSubroutineName</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveSubroutineName(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>query the name of an active shader subroutine</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveSubroutineName.</para>
            <para>Fullname: GetActiveSubroutineName</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="program">Specifies the name of the program containing the subroutine.</param>
            <param name="shadertype">Specifies the shader stage from which to query the subroutine name.</param>
            <param name="index">Specifies the index of the shader subroutine uniform.</param>
            <param name="bufsize">Specifies the size of the buffer whose address is given in name.</param>
            <param name="length">Specifies the address of a variable which is to receive the length of the shader subroutine uniform name.</param>
            <param name="name">Specifies the address of an array into which the name of the shader subroutine uniform will be written.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UniformSubroutinesuiv">
            <summary>
            <para>Fullname: UniformSubroutinesuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformSubroutinesuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>load active subroutine uniforms</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformSubroutinesuiv.</para>
            <para>Fullname: UniformSubroutinesuiv</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="shadertype">Specifies the shader stage from which to query for subroutine uniform index. shadertype must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="count">Specifies the number of uniform indices stored in indices.</param>
            <param name="indices">Specifies the address of an array holding the indices to load into the shader subroutine variables.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformSubroutineuiv">
            <summary>
            <para>Fullname: GetUniformSubroutineuiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformSubroutineuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>retrieve the value of a subroutine uniform of a given shader stage of the current program</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformSubroutineuiv.</para>
            <para>Fullname: GetUniformSubroutineuiv</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="shadertype">Specifies the shader stage from which to query for subroutine uniform index. shadertype must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="location">Specifies the location of the subroutine uniform.</param>
            <param name="values">Specifies the address of a variable to receive the value or values of the subroutine uniform.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramStageiv">
            <summary>
            <para>Fullname: GetProgramStageiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramStageiv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>retrieve properties of a program object corresponding to a specified shader stage</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramStageiv.</para>
            <para>Fullname: GetProgramStageiv</para>
            <para>Extensions: ARB_shader_subroutine</para>
            </summary>
            <param name="program">Specifies the name of the program containing shader stage.</param>
            <param name="shadertype">Specifies the shader stage from which to query for the subroutine parameter. shadertype must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="pname">Specifies the parameter of the shader to query. pname must be GL_ACTIVE_SUBROUTINE_UNIFORMS, GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, GL_ACTIVE_SUBROUTINES, GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH, or GL_ACTIVE_SUBROUTINE_MAX_LENGTH.</param>
            <param name="values">Specifies the address of a variable into which the queried value or values will be placed.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PatchParameteri">
            <summary>
            <para>Fullname: PatchParameteri</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PatchParameteri(System.Int32,System.Int32)">
            <summary>
            <para>specifies the parameters for patch primitives</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PatchParameteri.</para>
            <para>Fullname: PatchParameteri</para>
            <para>Extensions: ARB_tessellation_shader</para>
            </summary>
            <param name="pname">Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.</param>
            <param name="value">Specifies the new value for the parameter given by pname.</param>
            <param name="values">Specifies the address of an array containing the new values for the parameter given by pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._PatchParameterfv">
            <summary>
            <para>Fullname: PatchParameterfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PatchParameterfv(System.Int32,System.Single[])">
            <summary>
            <para>specifies the parameters for patch primitives</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PatchParameterfv.</para>
            <para>Fullname: PatchParameterfv</para>
            <para>Extensions: ARB_tessellation_shader</para>
            </summary>
            <param name="pname">Specifies the name of the parameter to set. The symbolc constants GL_PATCH_VERTICES, GL_PATCH_DEFAULT_OUTER_LEVEL, and GL_PATCH_DEFAULT_INNER_LEVEL are accepted.</param>
            <param name="value">Specifies the new value for the parameter given by pname.</param>
            <param name="values">Specifies the address of an array containing the new values for the parameter given by pname.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindTransformFeedback">
            <summary>
            <para>Fullname: BindTransformFeedback</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindTransformFeedback(System.Int32,System.UInt32)">
            <summary>
            <para>bind a transform feedback object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindTransformFeedback.</para>
            <para>Fullname: BindTransformFeedback</para>
            <para>Aliases: BindTransformFeedbackNV, </para>
            <para>Extensions: ARB_transform_feedback2 NV_transform_feedback2</para>
            </summary>
            <param name="target">Specifies the target to which to bind the transform feedback object id. target must be GL_TRANSFORM_FEEDBACK.</param>
            <param name="id">Specifies the name of a transform feedback object reserved by glGenTransformFeedbacks.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteTransformFeedbacks">
            <summary>
            <para>Fullname: DeleteTransformFeedbacks</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteTransformFeedbacks(System.Int32,System.UInt32[])">
            <summary>
            <para>delete transform feedback objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteTransformFeedbacks.</para>
            <para>Fullname: DeleteTransformFeedbacks</para>
            <para>Aliases: DeleteTransformFeedbacksNV, </para>
            <para>Extensions: ARB_transform_feedback2 NV_transform_feedback2</para>
            </summary>
            <param name="n">Specifies the number of transform feedback objects to delete.</param>
            <param name="ids">Specifies an array of names of transform feedback objects to delete.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenTransformFeedbacks">
            <summary>
            <para>Fullname: GenTransformFeedbacks</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenTransformFeedbacks(System.Int32,System.UInt32[])">
            <summary>
            <para>reserve transform feedback object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenTransformFeedbacks.</para>
            <para>Fullname: GenTransformFeedbacks</para>
            <para>Aliases: GenTransformFeedbacksNV, </para>
            <para>Extensions: ARB_transform_feedback2 NV_transform_feedback2</para>
            </summary>
            <param name="n">Specifies the number of transform feedback object names to reserve.</param>
            <param name="ids">Specifies an array of into which the reserved names will be written.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsTransformFeedback">
            <summary>
            <para>Fullname: IsTransformFeedback</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsTransformFeedback(System.UInt32)">
            <summary>
            <para>The EXT_transform_feedback extension allows applications to capture primitives to one or more buffer objects when transformed by the GL. This extension provides a few additional capabilities to these extensions, making transform feedback mode more useful. First, it provides transform feedback objects which encapsulate transform feedback-related state, allowing applications to replace the entire transform feedback configuration in a single bind call.  Second, it provides the ability to pause and resume transform feedback operations. When transform feedback is paused, applications may render without transform feedback or may use transform feedback with different state and a different transform feedback object.  When transform feedback is resumed, additional primitives are captured and appended to previously captured primitives for the object. Additionally, this extension provides the ability to draw primitives captured in transform feedback mode without querying the captured primitive co...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsTransformFeedback.</para>
            <para>Fullname: IsTransformFeedback</para>
            <para>Aliases: IsTransformFeedbackNV, </para>
            <para>Extensions: ARB_transform_feedback2 NV_transform_feedback2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PauseTransformFeedback">
            <summary>
            <para>Fullname: PauseTransformFeedback</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PauseTransformFeedback">
            <summary>
            <para>The EXT_transform_feedback extension allows applications to capture primitives to one or more buffer objects when transformed by the GL. This extension provides a few additional capabilities to these extensions, making transform feedback mode more useful. First, it provides transform feedback objects which encapsulate transform feedback-related state, allowing applications to replace the entire transform feedback configuration in a single bind call.  Second, it provides the ability to pause and resume transform feedback operations. When transform feedback is paused, applications may render without transform feedback or may use transform feedback with different state and a different transform feedback object.  When transform feedback is resumed, additional primitives are captured and appended to previously captured primitives for the object. Additionally, this extension provides the ability to draw primitives captured in transform feedback mode without querying the captured primitive co...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PauseTransformFeedback.</para>
            <para>Fullname: PauseTransformFeedback</para>
            <para>Aliases: PauseTransformFeedbackNV, </para>
            <para>Extensions: ARB_transform_feedback2 NV_transform_feedback2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ResumeTransformFeedback">
            <summary>
            <para>Fullname: ResumeTransformFeedback</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ResumeTransformFeedback">
            <summary>
            <para>The EXT_transform_feedback extension allows applications to capture primitives to one or more buffer objects when transformed by the GL. This extension provides a few additional capabilities to these extensions, making transform feedback mode more useful. First, it provides transform feedback objects which encapsulate transform feedback-related state, allowing applications to replace the entire transform feedback configuration in a single bind call.  Second, it provides the ability to pause and resume transform feedback operations. When transform feedback is paused, applications may render without transform feedback or may use transform feedback with different state and a different transform feedback object.  When transform feedback is resumed, additional primitives are captured and appended to previously captured primitives for the object. Additionally, this extension provides the ability to draw primitives captured in transform feedback mode without querying the captured primitive co...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ResumeTransformFeedback.</para>
            <para>Fullname: ResumeTransformFeedback</para>
            <para>Aliases: ResumeTransformFeedbackNV, </para>
            <para>Extensions: ARB_transform_feedback2 NV_transform_feedback2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawTransformFeedback">
            <summary>
            <para>Fullname: DrawTransformFeedback</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawTransformFeedback(System.Int32,System.UInt32)">
            <summary>
            <para>render primitives using a count derived from a transform feedback object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawTransformFeedback.</para>
            <para>Fullname: DrawTransformFeedback</para>
            <para>Aliases: DrawTransformFeedbackNV, </para>
            <para>Extensions: ARB_transform_feedback2 NV_transform_feedback2</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHES are accepted.</param>
            <param name="id">Specifies the name of a transform feedback object from which to retrieve a primitive count.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DrawTransformFeedbackStream">
            <summary>
            <para>Fullname: DrawTransformFeedbackStream</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawTransformFeedbackStream(System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>render primitives using a count derived from a specifed stream of a transform feedback object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawTransformFeedbackStream.</para>
            <para>Fullname: DrawTransformFeedbackStream</para>
            <para>Extensions: ARB_transform_feedback3</para>
            </summary>
            <param name="mode">Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_PATCHES are accepted.</param>
            <param name="id">Specifies the name of a transform feedback object from which to retrieve a primitive count.</param>
            <param name="stream">Specifies the index of the transform feedback stream from which to retrieve a primitive count.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BeginQueryIndexed">
            <summary>
            <para>Fullname: BeginQueryIndexed</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginQueryIndexed(System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>delimit the boundaries of a query object on an indexed target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginQueryIndexed.</para>
            <para>Fullname: BeginQueryIndexed</para>
            <para>Extensions: ARB_transform_feedback3</para>
            </summary>
            <param name="target">Specifies the target type of query object established between glBeginQueryIndexed and the subsequent glEndQueryIndexed. The symbolic constant must be one of GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or GL_TIME_ELAPSED.</param>
            <param name="index">Specifies the index of the query target upon which to begin the query.</param>
            <param name="id">Specifies the name of a query object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._EndQueryIndexed">
            <summary>
            <para>Fullname: EndQueryIndexed</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndQueryIndexed(System.Int32,System.UInt32)">
            <summary>
            <para>This extension further extends the transform feedback capabilities provided by the EXT_transform_feedback, NV_transform_feedback, and NV_transform_feedback2 extensions.  Those extensions provided a new transform feedback mode, where selected vertex attributes can be recorded to a buffer object for each primitive processed by the GL. This extension provides increased flexibility in how vertex attributes can be written to buffer objects.  Previous extensions allowed applications to record a set of attributes interleaved into a single buffer object (interleaved mode) or to record into multiple objects, but with only a single attribute per buffer (separate mode).  This extension extends interleaved mode to write into multiple buffers, with multiple attributes per buffer.  This capability is supported for all three styles of transform feedback: - "EXT"-style GLSL transform feedback (EXT_transform_feedback), where a list of varyings is provided prior to linking a program object and is used w...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndQueryIndexed.</para>
            <para>Fullname: EndQueryIndexed</para>
            <para>Extensions: ARB_transform_feedback3</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetQueryIndexediv">
            <summary>
            <para>Fullname: GetQueryIndexediv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetQueryIndexediv(System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>return parameters of an indexed query object target</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetQueryIndexediv.</para>
            <para>Fullname: GetQueryIndexediv</para>
            <para>Extensions: ARB_transform_feedback3</para>
            </summary>
            <param name="target">Specifies a query object target. Must be GL_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED, GL_PRIMITIVES_GENERATED, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_TIME_ELAPSED, or GL_TIMESTAMP.</param>
            <param name="index">Specifies the index of the query object target.</param>
            <param name="pname">Specifies the symbolic name of a query object target parameter. Accepted values are GL_CURRENT_QUERY or GL_QUERY_COUNTER_BITS.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ReleaseShaderCompiler">
            <summary>
            <para>Fullname: ReleaseShaderCompiler</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReleaseShaderCompiler">
            <summary>
            <para>This extension adds support for features of OpenGL ES 2.0 that are missing from OpenGL 3.x. Enabling these features will ease the process of porting applications from OpenGL ES 2.0 to OpenGL. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReleaseShaderCompiler.</para>
            <para>Fullname: ReleaseShaderCompiler</para>
            <para>Extensions: ARB_ES2_compatibility</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ShaderBinary">
            <summary>
            <para>Fullname: ShaderBinary</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ShaderBinary(System.Int32,System.UInt32[],System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>load pre-compiled shader binaries</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ShaderBinary.</para>
            <para>Fullname: ShaderBinary</para>
            <para>Extensions: ARB_ES2_compatibility</para>
            </summary>
            <param name="count">Specifies the number of shader object handles contained in shaders.</param>
            <param name="shaders">Specifies the address of an array of shader handles into which to load pre-compiled shader binaries.</param>
            <param name="binaryFormat">Specifies the format of the shader binaries contained in binary.</param>
            <param name="binary">Specifies the address of an array of bytes containing pre-compiled binary shader code.</param>
            <param name="length">Specifies the length of the array whose address is given in binary.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetShaderPrecisionFormat">
            <summary>
            <para>Fullname: GetShaderPrecisionFormat</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetShaderPrecisionFormat(System.Int32,System.Int32,System.Int32[],System.Int32[])">
            <summary>
            <para>retrieve the range and precision for numeric formats supported by the shader compiler</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetShaderPrecisionFormat.</para>
            <para>Fullname: GetShaderPrecisionFormat</para>
            <para>Extensions: ARB_ES2_compatibility</para>
            </summary>
            <param name="shaderType">Specifies the type of shader whose precision to query. shaderType must be GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.</param>
            <param name="precisionType">Specifies the numeric format whose precision and range to query.</param>
            <param name="range">Specifies the address of array of two integers into which encodings of the implementation's numeric range are returned.</param>
            <param name="precision">Specifies the address of an integer into which the numeric precision of the implementation is written.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DepthRangef">
            <summary>
            <para>Fullname: DepthRangef</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthRangef(System.Single,System.Single)">
            <summary>
            <para>specify mapping of depth values from normalized device coordinates to window coordinates</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthRangef.</para>
            <para>Fullname: DepthRangef</para>
            <para>Extensions: ARB_ES2_compatibility</para>
            </summary>
            <param name="nearVal">Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.</param>
            <param name="farVal">Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ClearDepthf">
            <summary>
            <para>Fullname: ClearDepthf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearDepthf(System.Single)">
            <summary>
            <para>This extension adds support for features of OpenGL ES 2.0 that are missing from OpenGL 3.x. Enabling these features will ease the process of porting applications from OpenGL ES 2.0 to OpenGL. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearDepthf.</para>
            <para>Fullname: ClearDepthf</para>
            <para>Extensions: ARB_ES2_compatibility</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramBinary">
            <summary>
            <para>Fullname: GetProgramBinary</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramBinary(System.UInt32,System.Int32,System.Int32[],System.Int32[],System.IntPtr)">
            <summary>
            <para>return a binary representation of a program object's compiled and linked executable source</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramBinary.</para>
            <para>Fullname: GetProgramBinary</para>
            <para>Extensions: ARB_get_program_binary</para>
            </summary>
            <param name="program">Specifies the name of a program object whose binary representation to retrieve.</param>
            <param name="bufSize">Specifies the size of the buffer whose address is given by binary.</param>
            <param name="length">Specifies the address of a variable to receive the number of bytes written into binary.</param>
            <param name="binaryFormat">Specifies the address of a variable to receive a token indicating the format of the binary data returned by the GL.</param>
            <param name="binary">Specifies the address an array into which the GL will return program's binary representation.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramBinary">
            <summary>
            <para>Fullname: ProgramBinary</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramBinary(System.UInt32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>load a program object with a program binary</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramBinary.</para>
            <para>Fullname: ProgramBinary</para>
            <para>Extensions: ARB_get_program_binary</para>
            </summary>
            <param name="program">Specifies the name of a program object into which to load a program binary.</param>
            <param name="binaryFormat">Specifies the format of the binary data in binary.</param>
            <param name="binary">Specifies the address an array containing the binary to be loaded into program.</param>
            <param name="length">Specifies the number of bytes contained in binary.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramParameteri">
            <summary>
            <para>Fullname: ProgramParameteri</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramParameteri(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>specify a parameter for a program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramParameteri.</para>
            <para>Fullname: ProgramParameteri</para>
            <para>Aliases: ProgramParameteriARB, ProgramParameteriEXT, </para>
            <para>Extensions: ARB_get_program_binary EXT_geometry_shader4</para>
            </summary>
            <param name="program">Specifies the name of a program object whose parameter to modify.</param>
            <param name="pname">Specifies the name of the parameter to modify.</param>
            <param name="value">Specifies the new value of the parameter specified by pname for program.</param>
        </member>
        <member name="F:OpenGL4NET.gl._UseProgramStages">
            <summary>
            <para>Fullname: UseProgramStages</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UseProgramStages(System.UInt32,System.Int32,System.UInt32)">
            <summary>
            <para>bind stages of a program object to a program pipeline</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UseProgramStages.</para>
            <para>Fullname: UseProgramStages</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="pipeline">Specifies the program pipeline object to which to bind stages from program.</param>
            <param name="stages">Specifies a set of program stages to bind to the program pipeline object.</param>
            <param name="program">Specifies the program object containing the shader executables to use in pipeline.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ActiveShaderProgram">
            <summary>
            <para>Fullname: ActiveShaderProgram</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ActiveShaderProgram(System.UInt32,System.UInt32)">
            <summary>
            <para>set the active program object for a program pipeline object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ActiveShaderProgram.</para>
            <para>Fullname: ActiveShaderProgram</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="pipeline">Specifies the program pipeline object to set the active program object for.</param>
            <param name="program">Specifies the program object to set as the active program pipeline object pipeline.</param>
        </member>
        <member name="F:OpenGL4NET.gl._CreateShaderProgramv">
            <summary>
            <para>Fullname: CreateShaderProgramv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CreateShaderProgramv(System.Int32,System.Int32,System.String[])">
            <summary>
            <para>create a stand-alone program from an array of null-terminated source code strings</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CreateShaderProgramv.</para>
            <para>Fullname: CreateShaderProgramv</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="type">Specifies the type of shader to create.</param>
            <param name="count">Specifies the number of source code strings in the array strings.</param>
            <param name="strings">Specifies the address of an array of pointers to source code strings from which to create the program object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._BindProgramPipeline">
            <summary>
            <para>Fullname: BindProgramPipeline</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindProgramPipeline(System.UInt32)">
            <summary>
            <para>bind a program pipeline to the current context</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindProgramPipeline.</para>
            <para>Fullname: BindProgramPipeline</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="pipeline">Specifies the name of the pipeline object to bind to the context.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteProgramPipelines">
            <summary>
            <para>Fullname: DeleteProgramPipelines</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteProgramPipelines(System.Int32,System.UInt32[])">
            <summary>
            <para>delete program pipeline objects</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteProgramPipelines.</para>
            <para>Fullname: DeleteProgramPipelines</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="n">Specifies the number of program pipeline objects to delete.</param>
            <param name="pipelines">Specifies an array of names of program pipeline objects to delete.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GenProgramPipelines">
            <summary>
            <para>Fullname: GenProgramPipelines</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenProgramPipelines(System.Int32,System.UInt32[])">
            <summary>
            <para>reserve program pipeline object names</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenProgramPipelines.</para>
            <para>Fullname: GenProgramPipelines</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="n">Specifies the number of program pipeline object names to reserve.</param>
            <param name="pipelines">Specifies an array of into which the reserved names will be written.</param>
        </member>
        <member name="F:OpenGL4NET.gl._IsProgramPipeline">
            <summary>
            <para>Fullname: IsProgramPipeline</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsProgramPipeline(System.UInt32)">
            <summary>
            <para>determine if a name corresponds to a program pipeline object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsProgramPipeline.</para>
            <para>Fullname: IsProgramPipeline</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="pipeline">Specifies a value that may be the name of a program pipeline object.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramPipelineiv">
            <summary>
            <para>Fullname: GetProgramPipelineiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramPipelineiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>retrieve properties of a program pipeline object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramPipelineiv.</para>
            <para>Fullname: GetProgramPipelineiv</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="pipeline">Specifies the name of a program pipeline object whose parameter retrieve.</param>
            <param name="pname">Specifies the name of the parameter to retrieve.</param>
            <param name="params">Specifies the address of a variable into which will be written the value or values of pname for pipeline.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1i">
            <summary>
            <para>Fullname: ProgramUniform1i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1i(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1i.</para>
            <para>Fullname: ProgramUniform1i</para>
            <para>Aliases: ProgramUniform1iEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1iv">
            <summary>
            <para>Fullname: ProgramUniform1iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1iv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1iv.</para>
            <para>Fullname: ProgramUniform1iv</para>
            <para>Aliases: ProgramUniform1ivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1f">
            <summary>
            <para>Fullname: ProgramUniform1f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1f(System.UInt32,System.Int32,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1f.</para>
            <para>Fullname: ProgramUniform1f</para>
            <para>Aliases: ProgramUniform1fEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1fv">
            <summary>
            <para>Fullname: ProgramUniform1fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1fv(System.UInt32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1fv.</para>
            <para>Fullname: ProgramUniform1fv</para>
            <para>Aliases: ProgramUniform1fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1d">
            <summary>
            <para>Fullname: ProgramUniform1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1d(System.UInt32,System.Int32,System.Double)">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1d.</para>
            <para>Fullname: ProgramUniform1d</para>
            <para>Aliases: ProgramUniform1dEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1dv">
            <summary>
            <para>Fullname: ProgramUniform1dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1dv(System.UInt32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1dv.</para>
            <para>Fullname: ProgramUniform1dv</para>
            <para>Aliases: ProgramUniform1dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1ui">
            <summary>
            <para>Fullname: ProgramUniform1ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1ui(System.UInt32,System.Int32,System.UInt32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1ui.</para>
            <para>Fullname: ProgramUniform1ui</para>
            <para>Aliases: ProgramUniform1uiEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1uiv">
            <summary>
            <para>Fullname: ProgramUniform1uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1uiv(System.UInt32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1uiv.</para>
            <para>Fullname: ProgramUniform1uiv</para>
            <para>Aliases: ProgramUniform1uivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2i">
            <summary>
            <para>Fullname: ProgramUniform2i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2i(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2i.</para>
            <para>Fullname: ProgramUniform2i</para>
            <para>Aliases: ProgramUniform2iEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2iv">
            <summary>
            <para>Fullname: ProgramUniform2iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2iv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2iv.</para>
            <para>Fullname: ProgramUniform2iv</para>
            <para>Aliases: ProgramUniform2ivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2f">
            <summary>
            <para>Fullname: ProgramUniform2f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2f(System.UInt32,System.Int32,System.Single,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2f.</para>
            <para>Fullname: ProgramUniform2f</para>
            <para>Aliases: ProgramUniform2fEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2fv">
            <summary>
            <para>Fullname: ProgramUniform2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2fv(System.UInt32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2fv.</para>
            <para>Fullname: ProgramUniform2fv</para>
            <para>Aliases: ProgramUniform2fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2d">
            <summary>
            <para>Fullname: ProgramUniform2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2d(System.UInt32,System.Int32,System.Double,System.Double)">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2d.</para>
            <para>Fullname: ProgramUniform2d</para>
            <para>Aliases: ProgramUniform2dEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2dv">
            <summary>
            <para>Fullname: ProgramUniform2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2dv(System.UInt32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2dv.</para>
            <para>Fullname: ProgramUniform2dv</para>
            <para>Aliases: ProgramUniform2dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2ui">
            <summary>
            <para>Fullname: ProgramUniform2ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2ui(System.UInt32,System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2ui.</para>
            <para>Fullname: ProgramUniform2ui</para>
            <para>Aliases: ProgramUniform2uiEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2uiv">
            <summary>
            <para>Fullname: ProgramUniform2uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2uiv(System.UInt32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2uiv.</para>
            <para>Fullname: ProgramUniform2uiv</para>
            <para>Aliases: ProgramUniform2uivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3i">
            <summary>
            <para>Fullname: ProgramUniform3i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3i(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3i.</para>
            <para>Fullname: ProgramUniform3i</para>
            <para>Aliases: ProgramUniform3iEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3iv">
            <summary>
            <para>Fullname: ProgramUniform3iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3iv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3iv.</para>
            <para>Fullname: ProgramUniform3iv</para>
            <para>Aliases: ProgramUniform3ivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3f">
            <summary>
            <para>Fullname: ProgramUniform3f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3f(System.UInt32,System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3f.</para>
            <para>Fullname: ProgramUniform3f</para>
            <para>Aliases: ProgramUniform3fEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3fv">
            <summary>
            <para>Fullname: ProgramUniform3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3fv(System.UInt32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3fv.</para>
            <para>Fullname: ProgramUniform3fv</para>
            <para>Aliases: ProgramUniform3fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3d">
            <summary>
            <para>Fullname: ProgramUniform3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3d(System.UInt32,System.Int32,System.Double,System.Double,System.Double)">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3d.</para>
            <para>Fullname: ProgramUniform3d</para>
            <para>Aliases: ProgramUniform3dEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3dv">
            <summary>
            <para>Fullname: ProgramUniform3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3dv(System.UInt32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3dv.</para>
            <para>Fullname: ProgramUniform3dv</para>
            <para>Aliases: ProgramUniform3dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3ui">
            <summary>
            <para>Fullname: ProgramUniform3ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3ui(System.UInt32,System.Int32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3ui.</para>
            <para>Fullname: ProgramUniform3ui</para>
            <para>Aliases: ProgramUniform3uiEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3uiv">
            <summary>
            <para>Fullname: ProgramUniform3uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3uiv(System.UInt32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3uiv.</para>
            <para>Fullname: ProgramUniform3uiv</para>
            <para>Aliases: ProgramUniform3uivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4i">
            <summary>
            <para>Fullname: ProgramUniform4i</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4i(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4i.</para>
            <para>Fullname: ProgramUniform4i</para>
            <para>Aliases: ProgramUniform4iEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4iv">
            <summary>
            <para>Fullname: ProgramUniform4iv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4iv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4iv.</para>
            <para>Fullname: ProgramUniform4iv</para>
            <para>Aliases: ProgramUniform4ivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4f">
            <summary>
            <para>Fullname: ProgramUniform4f</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4f(System.UInt32,System.Int32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4f.</para>
            <para>Fullname: ProgramUniform4f</para>
            <para>Aliases: ProgramUniform4fEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4fv">
            <summary>
            <para>Fullname: ProgramUniform4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4fv(System.UInt32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4fv.</para>
            <para>Fullname: ProgramUniform4fv</para>
            <para>Aliases: ProgramUniform4fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4d">
            <summary>
            <para>Fullname: ProgramUniform4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4d(System.UInt32,System.Int32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4d.</para>
            <para>Fullname: ProgramUniform4d</para>
            <para>Aliases: ProgramUniform4dEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4dv">
            <summary>
            <para>Fullname: ProgramUniform4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4dv(System.UInt32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4dv.</para>
            <para>Fullname: ProgramUniform4dv</para>
            <para>Aliases: ProgramUniform4dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4ui">
            <summary>
            <para>Fullname: ProgramUniform4ui</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4ui(System.UInt32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4ui.</para>
            <para>Fullname: ProgramUniform4ui</para>
            <para>Aliases: ProgramUniform4uiEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform variable to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v1">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v2">Specifies the new values to be used for the specified uniform variable.</param>
            <param name="v3">Specifies the new values to be used for the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4uiv">
            <summary>
            <para>Fullname: ProgramUniform4uiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4uiv(System.UInt32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4uiv.</para>
            <para>Fullname: ProgramUniform4uiv</para>
            <para>Aliases: ProgramUniform4uivEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix2fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix2fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix2fv.</para>
            <para>Fullname: ProgramUniformMatrix2fv</para>
            <para>Aliases: ProgramUniformMatrix2fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix3fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix3fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix3fv.</para>
            <para>Fullname: ProgramUniformMatrix3fv</para>
            <para>Aliases: ProgramUniformMatrix3fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix4fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix4fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix4fv.</para>
            <para>Fullname: ProgramUniformMatrix4fv</para>
            <para>Aliases: ProgramUniformMatrix4fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix2dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix2dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix2dv.</para>
            <para>Fullname: ProgramUniformMatrix2dv</para>
            <para>Aliases: ProgramUniformMatrix2dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix3dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix3dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix3dv.</para>
            <para>Fullname: ProgramUniformMatrix3dv</para>
            <para>Aliases: ProgramUniformMatrix3dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix4dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix4dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix4dv.</para>
            <para>Fullname: ProgramUniformMatrix4dv</para>
            <para>Aliases: ProgramUniformMatrix4dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix2x3fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix2x3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix2x3fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix2x3fv.</para>
            <para>Fullname: ProgramUniformMatrix2x3fv</para>
            <para>Aliases: ProgramUniformMatrix2x3fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix3x2fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix3x2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix3x2fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix3x2fv.</para>
            <para>Fullname: ProgramUniformMatrix3x2fv</para>
            <para>Aliases: ProgramUniformMatrix3x2fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix2x4fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix2x4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix2x4fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix2x4fv.</para>
            <para>Fullname: ProgramUniformMatrix2x4fv</para>
            <para>Aliases: ProgramUniformMatrix2x4fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix4x2fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix4x2fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix4x2fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix4x2fv.</para>
            <para>Fullname: ProgramUniformMatrix4x2fv</para>
            <para>Aliases: ProgramUniformMatrix4x2fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix3x4fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix3x4fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix3x4fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix3x4fv.</para>
            <para>Fullname: ProgramUniformMatrix3x4fv</para>
            <para>Aliases: ProgramUniformMatrix3x4fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix4x3fv">
            <summary>
            <para>Fullname: ProgramUniformMatrix4x3fv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix4x3fv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Single[])">
            <summary>
            <para>Specify the value of a uniform variable for a specified program object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix4x3fv.</para>
            <para>Fullname: ProgramUniformMatrix4x3fv</para>
            <para>Aliases: ProgramUniformMatrix4x3fvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
            <param name="program">Specifies the handle of the program containing the uniform variable to be modified.</param>
            <param name="location">Specifies the location of the uniform value to be modified.</param>
            <param name="count">Specifies the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.</param>
            <param name="transpose">Specifies whether to transpose the matrix as the values are loaded into the uniform variable.</param>
            <param name="value">Specifies a pointer to an array of count values that will be used to update the specified uniform variable.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix2x3dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix2x3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix2x3dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix2x3dv.</para>
            <para>Fullname: ProgramUniformMatrix2x3dv</para>
            <para>Aliases: ProgramUniformMatrix2x3dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix3x2dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix3x2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix3x2dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix3x2dv.</para>
            <para>Fullname: ProgramUniformMatrix3x2dv</para>
            <para>Aliases: ProgramUniformMatrix3x2dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix2x4dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix2x4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix2x4dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix2x4dv.</para>
            <para>Fullname: ProgramUniformMatrix2x4dv</para>
            <para>Aliases: ProgramUniformMatrix2x4dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix4x2dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix4x2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix4x2dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix4x2dv.</para>
            <para>Fullname: ProgramUniformMatrix4x2dv</para>
            <para>Aliases: ProgramUniformMatrix4x2dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix3x4dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix3x4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix3x4dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix3x4dv.</para>
            <para>Fullname: ProgramUniformMatrix3x4dv</para>
            <para>Aliases: ProgramUniformMatrix3x4dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformMatrix4x3dv">
            <summary>
            <para>Fullname: ProgramUniformMatrix4x3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformMatrix4x3dv(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Double[])">
            <summary>
            <para>Conventional GLSL requires multiple shader stages (vertex, fragment, geometry, tessellation control, and tessellation evaluation) to be linked into a single monolithic program object to specify a GLSL shader for each stage. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple stages, all existing GPU hardware supports the more flexible mix-and-match approach. Shaders written for HLSL9, Cg, the prior OpenGL assembly program extensions, and game console favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader stages.  Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This extension adopts a "mix-and-match" shader stage model for GLSL allowing multiple different GLSL program objects to be bound at once each to an individual rendering pipeline stage independently of other...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformMatrix4x3dv.</para>
            <para>Fullname: ProgramUniformMatrix4x3dv</para>
            <para>Aliases: ProgramUniformMatrix4x3dvEXT, </para>
            <para>Extensions: ARB_separate_shader_objects EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ValidateProgramPipeline">
            <summary>
            <para>Fullname: ValidateProgramPipeline</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ValidateProgramPipeline(System.UInt32)">
            <summary>
            <para>validate a program pipeline object against current GL state</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ValidateProgramPipeline.</para>
            <para>Fullname: ValidateProgramPipeline</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="pipeline">Specifies the name of a program pipeline object to validate.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramPipelineInfoLog">
            <summary>
            <para>Fullname: GetProgramPipelineInfoLog</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramPipelineInfoLog(System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>retrieve the info log string from a program pipeline object</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramPipelineInfoLog.</para>
            <para>Fullname: GetProgramPipelineInfoLog</para>
            <para>Extensions: ARB_separate_shader_objects</para>
            </summary>
            <param name="pipeline">Specifies the name of a program pipeline object from which to retrieve the info log.</param>
            <param name="bufSize">Specifies the maximum number of characters, including the null terminator, that may be written into infoLog.</param>
            <param name="length">Specifies the address of a variable into which will be written the number of characters written into infoLog.</param>
            <param name="infoLog">Specifies the address of an array of characters into which will be written the info log for pipeline.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL1d">
            <summary>
            <para>Fullname: VertexAttribL1d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL1d(System.UInt32,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL1d.</para>
            <para>Fullname: VertexAttribL1d</para>
            <para>Aliases: VertexAttribL1dEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL2d">
            <summary>
            <para>Fullname: VertexAttribL2d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL2d(System.UInt32,System.Double,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL2d.</para>
            <para>Fullname: VertexAttribL2d</para>
            <para>Aliases: VertexAttribL2dEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL3d">
            <summary>
            <para>Fullname: VertexAttribL3d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL3d(System.UInt32,System.Double,System.Double,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL3d.</para>
            <para>Fullname: VertexAttribL3d</para>
            <para>Aliases: VertexAttribL3dEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL4d">
            <summary>
            <para>Fullname: VertexAttribL4d</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL4d(System.UInt32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL4d.</para>
            <para>Fullname: VertexAttribL4d</para>
            <para>Aliases: VertexAttribL4dEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v0">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v1">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v2">Specifies the new values to be used for the specified vertex attribute.</param>
            <param name="v3">Specifies the new values to be used for the specified vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL1dv">
            <summary>
            <para>Fullname: VertexAttribL1dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL1dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL1dv.</para>
            <para>Fullname: VertexAttribL1dv</para>
            <para>Aliases: VertexAttribL1dvEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL2dv">
            <summary>
            <para>Fullname: VertexAttribL2dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL2dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL2dv.</para>
            <para>Fullname: VertexAttribL2dv</para>
            <para>Aliases: VertexAttribL2dvEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL3dv">
            <summary>
            <para>Fullname: VertexAttribL3dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL3dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL3dv.</para>
            <para>Fullname: VertexAttribL3dv</para>
            <para>Aliases: VertexAttribL3dvEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL4dv">
            <summary>
            <para>Fullname: VertexAttribL4dv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL4dv(System.UInt32,System.Double[])">
            <summary>
            <para>Specifies the value of a generic vertex attribute</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL4dv.</para>
            <para>Fullname: VertexAttribL4dv</para>
            <para>Aliases: VertexAttribL4dvEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the index of the generic vertex attribute to be modified.</param>
            <param name="v">Specifies a pointer to an array of values to be used for the generic vertex attribute.</param>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribLPointer">
            <summary>
            <para>Fullname: VertexAttribLPointer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribLPointer(System.UInt32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs using vertex array or immediate mode entry points.  This builds on the support for general-purpose support for 64-bit floating-point values in the ARB_gpu_shader_fp64 extension. This extension provides a new class of vertex attribute functions, beginning with "VertexAttribL" ("L" for "long"), that can be used to specify attributes with 64-bit floating-point components.  This extension provides no automatic type conversion between attribute and shader variables; single-precision attributes are not automatically converted to double-precision or vice versa.  For shader variables with 64-bit component types, the "VertexAttribL" functions must be used to specify attribute values.  For other shader variables, the "VertexAttribL" functions must not be used.  If a vertex attribute is specified using the wrong attr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribLPointer.</para>
            <para>Fullname: VertexAttribLPointer</para>
            <para>Aliases: VertexAttribLPointerEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribLdv">
            <summary>
            <para>Fullname: GetVertexAttribLdv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribLdv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Return a generic vertex attribute parameter</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribLdv.</para>
            <para>Fullname: GetVertexAttribLdv</para>
            <para>Aliases: GetVertexAttribLdvEXT, </para>
            <para>Extensions: ARB_vertex_attrib_64bit EXT_vertex_attrib_64bit</para>
            </summary>
            <param name="index">Specifies the generic vertex attribute parameter to be queried.</param>
            <param name="pname">Specifies the symbolic name of the vertex attribute parameter to be queried. Accepted values are GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_INTEGER, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, or GL_CURRENT_VERTEX_ATTRIB.</param>
            <param name="params">Returns the requested data.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ViewportArrayv">
            <summary>
            <para>Fullname: ViewportArrayv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ViewportArrayv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>set multiple viewports</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ViewportArrayv.</para>
            <para>Fullname: ViewportArrayv</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="first">Specify the first viewport to set.</param>
            <param name="count">Specify the number of viewports to set.</param>
            <param name="v">Specify the address of an array containing the viewport parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ViewportIndexedf">
            <summary>
            <para>Fullname: ViewportIndexedf</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ViewportIndexedf(System.UInt32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>set a specified viewport</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ViewportIndexedf.</para>
            <para>Fullname: ViewportIndexedf</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="index">Specify the first viewport to set.</param>
            <param name="x">For glViewportIndexedf, specifies the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).</param>
            <param name="y">For glViewportIndexedf, specifies the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).</param>
            <param name="width">For glViewportIndexedf, specifies the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
            <param name="height">For glViewportIndexedf, specifies the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
            <param name="v">For glViewportIndexedfv, specifies the address of an array containing the viewport parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ViewportIndexedfv">
            <summary>
            <para>Fullname: ViewportIndexedfv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ViewportIndexedfv(System.UInt32,System.Single[])">
            <summary>
            <para>set a specified viewport</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ViewportIndexedfv.</para>
            <para>Fullname: ViewportIndexedfv</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="index">Specify the first viewport to set.</param>
            <param name="x">For glViewportIndexedf, specifies the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).</param>
            <param name="y">For glViewportIndexedf, specifies the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).</param>
            <param name="width">For glViewportIndexedf, specifies the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
            <param name="height">For glViewportIndexedf, specifies the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.</param>
            <param name="v">For glViewportIndexedfv, specifies the address of an array containing the viewport parameters.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ScissorArrayv">
            <summary>
            <para>Fullname: ScissorArrayv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ScissorArrayv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>define the scissor box for multiple viewports</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ScissorArrayv.</para>
            <para>Fullname: ScissorArrayv</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="first">Specifies the index of the first viewport whose scissor box to modify.</param>
            <param name="count">Specifies the number of scissor boxes to modify.</param>
            <param name="v">Specifies the address of an array containing the left, bottom, width and height of each scissor box, in that order.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ScissorIndexed">
            <summary>
            <para>Fullname: ScissorIndexed</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ScissorIndexed(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>define the scissor box for a specific viewport</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ScissorIndexed.</para>
            <para>Fullname: ScissorIndexed</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="index">Specifies the index of the viewport whose scissor box to modify.</param>
            <param name="left">Specify the coordinate of the bottom left corner of the scissor box, in pixels.</param>
            <param name="bottom">Specify the coordinate of the bottom left corner of the scissor box, in pixels.</param>
            <param name="width">Specify ths dimensions of the scissor box, in pixels.</param>
            <param name="height">Specify ths dimensions of the scissor box, in pixels.</param>
            <param name="v">For glScissorIndexedv, specifies the address of an array containing the left, bottom, width and height of each scissor box, in that order.</param>
        </member>
        <member name="F:OpenGL4NET.gl._ScissorIndexedv">
            <summary>
            <para>Fullname: ScissorIndexedv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ScissorIndexedv(System.UInt32,System.Int32[])">
            <summary>
            <para>define the scissor box for a specific viewport</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ScissorIndexedv.</para>
            <para>Fullname: ScissorIndexedv</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="index">Specifies the index of the viewport whose scissor box to modify.</param>
            <param name="left">Specify the coordinate of the bottom left corner of the scissor box, in pixels.</param>
            <param name="bottom">Specify the coordinate of the bottom left corner of the scissor box, in pixels.</param>
            <param name="width">Specify ths dimensions of the scissor box, in pixels.</param>
            <param name="height">Specify ths dimensions of the scissor box, in pixels.</param>
            <param name="v">For glScissorIndexedv, specifies the address of an array containing the left, bottom, width and height of each scissor box, in that order.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DepthRangeArrayv">
            <summary>
            <para>Fullname: DepthRangeArrayv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthRangeArrayv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthRangeArrayv.</para>
            <para>Fullname: DepthRangeArrayv</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="first">Specifies the index of the first viewport whose depth range to update.</param>
            <param name="count">Specifies the number of viewports whose depth range to update.</param>
            <param name="v">Specifies the address of an array containing the near and far values for the depth range of each modified viewport.</param>
        </member>
        <member name="F:OpenGL4NET.gl._DepthRangeIndexed">
            <summary>
            <para>Fullname: DepthRangeIndexed</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthRangeIndexed(System.UInt32,System.Double,System.Double)">
            <summary>
            <para>specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthRangeIndexed.</para>
            <para>Fullname: DepthRangeIndexed</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
            <param name="index">Specifies the index of the viewport whose depth range to update.</param>
            <param name="nearVal">Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.</param>
            <param name="farVal">Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.</param>
        </member>
        <member name="F:OpenGL4NET.gl._GetFloati_v">
            <summary>
            <para>Fullname: GetFloati_v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFloati_v(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>OpenGL is modeled on a pipeline of operations. The final stage in this pipeline before rasterization is the viewport transformation. This stage transforms vertices from view space into window coordinates and allows the application to specify a rectangular region of screen space into which OpenGL should draw primitives. Unextended OpenGL implementations provide a single viewport per context. In order to draw primitives into multiple viewports, the OpenGL viewport may be changed between several draw calls. With the advent of Geometry Shaders, it has become possible for an application to amplify geometry and produce multiple output primitives for each primitive input to the Geometry Shader. It is possible to direct these primitives to render into a selected render target. However, all render targets share the same, global OpenGL viewport. This extension enhances OpenGL by providing a mechanism to expose multiple viewports. Each viewport is specified as a rectangle. The destination viewpor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFloati_v.</para>
            <para>Fullname: GetFloati_v</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetDoublei_v">
            <summary>
            <para>Fullname: GetDoublei_v</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetDoublei_v(System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>OpenGL is modeled on a pipeline of operations. The final stage in this pipeline before rasterization is the viewport transformation. This stage transforms vertices from view space into window coordinates and allows the application to specify a rectangular region of screen space into which OpenGL should draw primitives. Unextended OpenGL implementations provide a single viewport per context. In order to draw primitives into multiple viewports, the OpenGL viewport may be changed between several draw calls. With the advent of Geometry Shaders, it has become possible for an application to amplify geometry and produce multiple output primitives for each primitive input to the Geometry Shader. It is possible to direct these primitives to render into a selected render target. However, all render targets share the same, global OpenGL viewport. This extension enhances OpenGL by providing a mechanism to expose multiple viewports. Each viewport is specified as a rectangle. The destination viewpor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetDoublei_v.</para>
            <para>Fullname: GetDoublei_v</para>
            <para>Extensions: ARB_viewport_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CreateSyncFromCLevent">
            <summary>
            <para>Fullname: CreateSyncFromCLeventARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CreateSyncFromCLevent(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <para>This extension allows creating OpenGL sync objects linked to OpenCL event objects, potentially improving efficiency of sharing images and buffers between the two APIs. The companion cl_khr_gl_event OpenCL extension provides the complementary functionality of creating an OpenCL event object from an OpenGL fence sync object. That extension is located in the OpenCL API Registry. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CreateSyncFromCLevent.</para>
            <para>Fullname: CreateSyncFromCLeventARB</para>
            <para>Extensions: ARB_cl_event</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DebugMessageControl">
            <summary>
            <para>Fullname: DebugMessageControlARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DebugMessageControl(System.Int32,System.Int32,System.Int32,System.Int32,System.UInt32[],System.Boolean)">
            <summary>
            <para>This extension allows the GL to notify applications when various events occur that may be useful during application development and debugging.  These events are represented in the form of enumerable messages with a human-readable string representation.  Examples of debug events include incorrect use of the GL, warnings of undefined behavior, and performance warnings.  A message is uniquely identified by a source, a type and an implementation-dependent ID within the source and type pair.  A message's source identifies the origin of the message and can either describe components of the GL, the window system, third-party external sources such as external debuggers, or even the application itself.  The type of the message roughly identifies the nature of the event that caused the message.  Examples include errors, performance warnings, or warnings about undefined behavior.  A message's ID for a given source and type further distinguishes messages within those groups.  For example, an error...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DebugMessageControl.</para>
            <para>Fullname: DebugMessageControlARB</para>
            <para>Extensions: ARB_debug_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DebugMessageInsert">
            <summary>
            <para>Fullname: DebugMessageInsertARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DebugMessageInsert(System.Int32,System.Int32,System.UInt32,System.Int32,System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>This extension allows the GL to notify applications when various events occur that may be useful during application development and debugging.  These events are represented in the form of enumerable messages with a human-readable string representation.  Examples of debug events include incorrect use of the GL, warnings of undefined behavior, and performance warnings.  A message is uniquely identified by a source, a type and an implementation-dependent ID within the source and type pair.  A message's source identifies the origin of the message and can either describe components of the GL, the window system, third-party external sources such as external debuggers, or even the application itself.  The type of the message roughly identifies the nature of the event that caused the message.  Examples include errors, performance warnings, or warnings about undefined behavior.  A message's ID for a given source and type further distinguishes messages within those groups.  For example, an error...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DebugMessageInsert.</para>
            <para>Fullname: DebugMessageInsertARB</para>
            <para>Extensions: ARB_debug_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DebugMessageCallback">
            <summary>
            <para>Fullname: DebugMessageCallbackARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DebugMessageCallback(System.IntPtr,System.IntPtr)">
            <summary>
            <para>This extension allows the GL to notify applications when various events occur that may be useful during application development and debugging.  These events are represented in the form of enumerable messages with a human-readable string representation.  Examples of debug events include incorrect use of the GL, warnings of undefined behavior, and performance warnings.  A message is uniquely identified by a source, a type and an implementation-dependent ID within the source and type pair.  A message's source identifies the origin of the message and can either describe components of the GL, the window system, third-party external sources such as external debuggers, or even the application itself.  The type of the message roughly identifies the nature of the event that caused the message.  Examples include errors, performance warnings, or warnings about undefined behavior.  A message's ID for a given source and type further distinguishes messages within those groups.  For example, an error...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DebugMessageCallback.</para>
            <para>Fullname: DebugMessageCallbackARB</para>
            <para>Aliases: DebugMessageCallbackAMD, </para>
            <para>Extensions: ARB_debug_output AMD_debug_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetDebugMessageLog">
            <summary>
            <para>Fullname: GetDebugMessageLogARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetDebugMessageLog(System.UInt32,System.Int32,System.Int32[],System.Int32[],System.UInt32[],System.Int32[],System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>This extension allows the GL to notify applications when various events occur that may be useful during application development and debugging.  These events are represented in the form of enumerable messages with a human-readable string representation.  Examples of debug events include incorrect use of the GL, warnings of undefined behavior, and performance warnings.  A message is uniquely identified by a source, a type and an implementation-dependent ID within the source and type pair.  A message's source identifies the origin of the message and can either describe components of the GL, the window system, third-party external sources such as external debuggers, or even the application itself.  The type of the message roughly identifies the nature of the event that caused the message.  Examples include errors, performance warnings, or warnings about undefined behavior.  A message's ID for a given source and type further distinguishes messages within those groups.  For example, an error...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetDebugMessageLog.</para>
            <para>Fullname: GetDebugMessageLogARB</para>
            <para>Extensions: ARB_debug_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetGraphicsResetStatus">
            <summary>
            <para>Fullname: GetGraphicsResetStatusARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetGraphicsResetStatus">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetGraphicsResetStatus.</para>
            <para>Fullname: GetGraphicsResetStatusARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnMapdv">
            <summary>
            <para>Fullname: GetnMapdvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnMapdv(System.Int32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnMapdv.</para>
            <para>Fullname: GetnMapdvARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnMapfv">
            <summary>
            <para>Fullname: GetnMapfvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnMapfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnMapfv.</para>
            <para>Fullname: GetnMapfvARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnMapiv">
            <summary>
            <para>Fullname: GetnMapivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnMapiv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnMapiv.</para>
            <para>Fullname: GetnMapivARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnPixelMapfv">
            <summary>
            <para>Fullname: GetnPixelMapfvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnPixelMapfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnPixelMapfv.</para>
            <para>Fullname: GetnPixelMapfvARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnPixelMapuiv">
            <summary>
            <para>Fullname: GetnPixelMapuivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnPixelMapuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnPixelMapuiv.</para>
            <para>Fullname: GetnPixelMapuivARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnPixelMapusv">
            <summary>
            <para>Fullname: GetnPixelMapusvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnPixelMapusv(System.Int32,System.Int32,System.UInt16[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnPixelMapusv.</para>
            <para>Fullname: GetnPixelMapusvARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnPolygonStipple">
            <summary>
            <para>Fullname: GetnPolygonStippleARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnPolygonStipple(System.Int32,System.Byte[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnPolygonStipple.</para>
            <para>Fullname: GetnPolygonStippleARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnColorTable">
            <summary>
            <para>Fullname: GetnColorTableARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnColorTable(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnColorTable.</para>
            <para>Fullname: GetnColorTableARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnConvolutionFilter">
            <summary>
            <para>Fullname: GetnConvolutionFilterARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnConvolutionFilter(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnConvolutionFilter.</para>
            <para>Fullname: GetnConvolutionFilterARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnSeparableFilter">
            <summary>
            <para>Fullname: GetnSeparableFilterARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnSeparableFilter(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr,System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnSeparableFilter.</para>
            <para>Fullname: GetnSeparableFilterARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnHistogram">
            <summary>
            <para>Fullname: GetnHistogramARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnHistogram(System.Int32,System.Boolean,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnHistogram.</para>
            <para>Fullname: GetnHistogramARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnMinmax">
            <summary>
            <para>Fullname: GetnMinmaxARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnMinmax(System.Int32,System.Boolean,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnMinmax.</para>
            <para>Fullname: GetnMinmaxARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnTexImage">
            <summary>
            <para>Fullname: GetnTexImageARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnTexImage(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnTexImage.</para>
            <para>Fullname: GetnTexImageARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReadnPixels">
            <summary>
            <para>Fullname: ReadnPixelsARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReadnPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReadnPixels.</para>
            <para>Fullname: ReadnPixelsARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnCompressedTexImage">
            <summary>
            <para>Fullname: GetnCompressedTexImageARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnCompressedTexImage(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnCompressedTexImage.</para>
            <para>Fullname: GetnCompressedTexImageARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnUniformfv">
            <summary>
            <para>Fullname: GetnUniformfvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnUniformfv(System.UInt32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnUniformfv.</para>
            <para>Fullname: GetnUniformfvARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnUniformiv">
            <summary>
            <para>Fullname: GetnUniformivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnUniformiv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnUniformiv.</para>
            <para>Fullname: GetnUniformivARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnUniformuiv">
            <summary>
            <para>Fullname: GetnUniformuivARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnUniformuiv(System.UInt32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnUniformuiv.</para>
            <para>Fullname: GetnUniformuivARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetnUniformdv">
            <summary>
            <para>Fullname: GetnUniformdvARB</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetnUniformdv(System.UInt32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>Several recent trends in how OpenGL integrates into modern computer systems have created new requirements for robustness and security for OpenGL rendering contexts.  Additionally GPU architectures now support hardware fault detection; for example, video memory supporting ECC (error correcting codes) and error detection.  OpenGL contexts should be capable of recovering from hardware faults such as uncorrectable memory errors.  Along with recovery from such hardware faults, the recovery mechanism can also allow recovery from video memory access exceptions and system software failures.  System software failures can be due to device changes or driver failures. Demands for increased software robustness and concerns about malware exploiting buffer overflows have lead API designers to provide additional "safe" APIs that bound the amount of data returned by an API query.  For example, the safer "snprintf" or "_snprintf" routines are prefered over "sprintf".  The OpenGL API has many such robust...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetnUniformdv.</para>
            <para>Fullname: GetnUniformdvARB</para>
            <para>Extensions: ARB_robustness</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawArraysInstancedBaseInstance">
            <summary>
            <para>Fullname: DrawArraysInstancedBaseInstance</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawArraysInstancedBaseInstance(System.Int32,System.Int32,System.Int32,System.Int32,System.UInt32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementsInstancedBaseInstance">
            <summary>
            <para>Fullname: DrawElementsInstancedBaseInstance</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementsInstancedBaseInstance(System.Int32,System.Int32,System.Int32,System.IntPtr,System.Int32,System.UInt32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementsInstancedBaseVertexBaseInstance">
            <summary>
            <para>Fullname: DrawElementsInstancedBaseVertexBaseInstance</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementsInstancedBaseVertexBaseInstance(System.Int32,System.Int32,System.Int32,System.IntPtr,System.Int32,System.Int32,System.UInt32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawTransformFeedbackInstanced">
            <summary>
            <para>Fullname: DrawTransformFeedbackInstanced</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawTransformFeedbackInstanced(System.Int32,System.UInt32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawTransformFeedbackStreamInstanced">
            <summary>
            <para>Fullname: DrawTransformFeedbackStreamInstanced</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawTransformFeedbackStreamInstanced(System.Int32,System.UInt32,System.UInt32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetInternalformativ">
            <summary>
            <para>Fullname: GetInternalformativ</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInternalformativ(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveAtomicCounterBufferiv">
            <summary>
            <para>Fullname: GetActiveAtomicCounterBufferiv</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveAtomicCounterBufferiv(System.UInt32,System.UInt32,System.Int32,System.Int32[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindImageTexture">
            <summary>
            <para>Fullname: BindImageTexture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindImageTexture(System.UInt32,System.UInt32,System.Int32,System.Boolean,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides GLSL built-in functions allowing shaders to load from, store to, and perform atomic read-modify-write operations to a single level of a texture object from any shader stage.  These built-in functions are named imageLoad(), imageStore(), and imageAtomic*(), respectively, and accept integer texel coordinates to identify the texel accessed.  The extension adds the notion of "image units" to the OpenGL API, to which texture levels are bound for access by the GLSL built-in functions.  To allow shaders to specify the image unit to access, GLSL provides a new set of data types ("image*") similar to samplers.  Each image variable is assigned an integer value to identify an image unit to access, which is specified using Uniform*() APIs in a manner similar to samplers.  For implementations supporting the NV_gpu_program5 extensions, assembly language instructions to perform image loads, stores, and atomics are also provided. This extension also provides the capability to e...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindImageTexture.</para>
            <para>Fullname: BindImageTexture</para>
            <para>Aliases: BindImageTextureEXT, </para>
            <para>Extensions: ARB_shader_image_load_store EXT_shader_image_load_store</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MemoryBarrier">
            <summary>
            <para>Fullname: MemoryBarrier</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MemoryBarrier(System.Int32)">
            <summary>
            <para>This extension provides GLSL built-in functions allowing shaders to load from, store to, and perform atomic read-modify-write operations to a single level of a texture object from any shader stage.  These built-in functions are named imageLoad(), imageStore(), and imageAtomic*(), respectively, and accept integer texel coordinates to identify the texel accessed.  The extension adds the notion of "image units" to the OpenGL API, to which texture levels are bound for access by the GLSL built-in functions.  To allow shaders to specify the image unit to access, GLSL provides a new set of data types ("image*") similar to samplers.  Each image variable is assigned an integer value to identify an image unit to access, which is specified using Uniform*() APIs in a manner similar to samplers.  For implementations supporting the NV_gpu_program5 extensions, assembly language instructions to perform image loads, stores, and atomics are also provided. This extension also provides the capability to e...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MemoryBarrier.</para>
            <para>Fullname: MemoryBarrier</para>
            <para>Aliases: MemoryBarrierEXT, </para>
            <para>Extensions: ARB_shader_image_load_store EXT_shader_image_load_store</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexStorage1D">
            <summary>
            <para>Fullname: TexStorage1D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexStorage1D(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexStorage2D">
            <summary>
            <para>Fullname: TexStorage2D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexStorage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexStorage3D">
            <summary>
            <para>Fullname: TexStorage3D</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexStorage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureStorage1D">
            <summary>
            <para>Fullname: TextureStorage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureStorage1D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureStorage2D">
            <summary>
            <para>Fullname: TextureStorage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureStorage2D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureStorage3D">
            <summary>
            <para>Fullname: TextureStorage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureStorage3D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorPointerEXT">
            <summary>
            <para>Fullname: ColorPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorPointerEXT(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension adds the ability to specify multiple geometric primitives with very few subroutine calls.  Instead of calling an OpenGL procedure to pass each individual vertex, normal, or color, separate arrays of vertexes, normals, and colors are prespecified, and are used to define a sequence of primitives (all of the same type) when a single call is made to DrawArraysEXT.  A stride mechanism is provided so that an application can choose to keep all vertex data staggered in a single array, or sparsely in separate arrays.  Single-array storage may optimize performance on some implementations. This extension also supports the rendering of individual array elements, each specified as an index into the enabled arrays. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorPointerEXT.</para>
            <para>Fullname: ColorPointerEXT</para>
            <para>Extensions: EXT_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EdgeFlagPointerEXT">
            <summary>
            <para>Fullname: EdgeFlagPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EdgeFlagPointerEXT(System.Int32,System.Int32,System.Boolean[])">
            <summary>
            <para>This extension adds the ability to specify multiple geometric primitives with very few subroutine calls.  Instead of calling an OpenGL procedure to pass each individual vertex, normal, or color, separate arrays of vertexes, normals, and colors are prespecified, and are used to define a sequence of primitives (all of the same type) when a single call is made to DrawArraysEXT.  A stride mechanism is provided so that an application can choose to keep all vertex data staggered in a single array, or sparsely in separate arrays.  Single-array storage may optimize performance on some implementations. This extension also supports the rendering of individual array elements, each specified as an index into the enabled arrays. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EdgeFlagPointerEXT.</para>
            <para>Fullname: EdgeFlagPointerEXT</para>
            <para>Extensions: EXT_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IndexPointerEXT">
            <summary>
            <para>Fullname: IndexPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IndexPointerEXT(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension adds the ability to specify multiple geometric primitives with very few subroutine calls.  Instead of calling an OpenGL procedure to pass each individual vertex, normal, or color, separate arrays of vertexes, normals, and colors are prespecified, and are used to define a sequence of primitives (all of the same type) when a single call is made to DrawArraysEXT.  A stride mechanism is provided so that an application can choose to keep all vertex data staggered in a single array, or sparsely in separate arrays.  Single-array storage may optimize performance on some implementations. This extension also supports the rendering of individual array elements, each specified as an index into the enabled arrays. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IndexPointerEXT.</para>
            <para>Fullname: IndexPointerEXT</para>
            <para>Extensions: EXT_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalPointerEXT">
            <summary>
            <para>Fullname: NormalPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalPointerEXT(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension adds the ability to specify multiple geometric primitives with very few subroutine calls.  Instead of calling an OpenGL procedure to pass each individual vertex, normal, or color, separate arrays of vertexes, normals, and colors are prespecified, and are used to define a sequence of primitives (all of the same type) when a single call is made to DrawArraysEXT.  A stride mechanism is provided so that an application can choose to keep all vertex data staggered in a single array, or sparsely in separate arrays.  Single-array storage may optimize performance on some implementations. This extension also supports the rendering of individual array elements, each specified as an index into the enabled arrays. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalPointerEXT.</para>
            <para>Fullname: NormalPointerEXT</para>
            <para>Extensions: EXT_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordPointerEXT">
            <summary>
            <para>Fullname: TexCoordPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordPointerEXT(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension adds the ability to specify multiple geometric primitives with very few subroutine calls.  Instead of calling an OpenGL procedure to pass each individual vertex, normal, or color, separate arrays of vertexes, normals, and colors are prespecified, and are used to define a sequence of primitives (all of the same type) when a single call is made to DrawArraysEXT.  A stride mechanism is provided so that an application can choose to keep all vertex data staggered in a single array, or sparsely in separate arrays.  Single-array storage may optimize performance on some implementations. This extension also supports the rendering of individual array elements, each specified as an index into the enabled arrays. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordPointerEXT.</para>
            <para>Fullname: TexCoordPointerEXT</para>
            <para>Extensions: EXT_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexPointerEXT">
            <summary>
            <para>Fullname: VertexPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexPointerEXT(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension adds the ability to specify multiple geometric primitives with very few subroutine calls.  Instead of calling an OpenGL procedure to pass each individual vertex, normal, or color, separate arrays of vertexes, normals, and colors are prespecified, and are used to define a sequence of primitives (all of the same type) when a single call is made to DrawArraysEXT.  A stride mechanism is provided so that an application can choose to keep all vertex data staggered in a single array, or sparsely in separate arrays.  Single-array storage may optimize performance on some implementations. This extension also supports the rendering of individual array elements, each specified as an index into the enabled arrays. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexPointerEXT.</para>
            <para>Fullname: VertexPointerEXT</para>
            <para>Extensions: EXT_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IndexMaterial">
            <summary>
            <para>Fullname: IndexMaterialEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IndexMaterial(System.Int32,System.Int32)">
            <summary>
            <para>This extends color index lighting to include a way for the current index to contribute to the color index produced by lighting.  This works much like ColorMaterial does for RGBA lighting by allowing one or more color index material properties to be attached to the current index. The color index lighting formula is also modified so that the lit color index may be bitwise shifted in order to allow greater control when using lighting and fog together in color index mode. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IndexMaterial.</para>
            <para>Fullname: IndexMaterialEXT</para>
            <para>Extensions: EXT_index_material</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IndexFunc">
            <summary>
            <para>Fullname: IndexFuncEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IndexFunc(System.Int32,System.Single)">
            <summary>
            <para>This extension provides a way to discard fragments when a comparison between the fragment's index value and a reference index fails.  This may be used similarly to the alpha test which is available in RGBA mode. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IndexFunc.</para>
            <para>Fullname: IndexFuncEXT</para>
            <para>Extensions: EXT_index_func</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._LockArrays">
            <summary>
            <para>Fullname: LockArraysEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LockArrays(System.Int32,System.Int32)">
            <summary>
            <para>This extension defines an interface which allows static vertex array data to be cached or pre-compiled for more efficient rendering.  This is useful for implementations which can cache the transformed results of array data for reuse by several DrawArrays, ArrayElement, or DrawElements commands.  It is also useful for implementations which can transfer array data to fast memory for more efficient processing. For example, rendering an M by N mesh of quadrilaterals can be accomplished by setting up vertex arrays containing all of the vertexes in the mesh and issuing M DrawElements commands each of which operate on 2 * N vertexes.  Each DrawElements command after the first will share N vertexes with the preceding DrawElements command.  If the vertex array data is locked while the DrawElements commands are executed, then OpenGL may be able to transform each of these shared vertexes just once. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LockArrays.</para>
            <para>Fullname: LockArraysEXT</para>
            <para>Extensions: EXT_compiled_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UnlockArrays">
            <summary>
            <para>Fullname: UnlockArraysEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UnlockArrays">
            <summary>
            <para>This extension defines an interface which allows static vertex array data to be cached or pre-compiled for more efficient rendering.  This is useful for implementations which can cache the transformed results of array data for reuse by several DrawArrays, ArrayElement, or DrawElements commands.  It is also useful for implementations which can transfer array data to fast memory for more efficient processing. For example, rendering an M by N mesh of quadrilaterals can be accomplished by setting up vertex arrays containing all of the vertexes in the mesh and issuing M DrawElements commands each of which operate on 2 * N vertexes.  Each DrawElements command after the first will share N vertexes with the preceding DrawElements command.  If the vertex array data is locked while the DrawElements commands are executed, then OpenGL may be able to transform each of these shared vertexes just once. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UnlockArrays.</para>
            <para>Fullname: UnlockArraysEXT</para>
            <para>Extensions: EXT_compiled_vertex_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CullParameterdv">
            <summary>
            <para>Fullname: CullParameterdvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CullParameterdv(System.Int32,System.Double[])">
            <summary>
            <para>This extension introduces a method for culling vertexes in object space based on the value of the dot product between the normal at the vertex and a culling eye direction. Culling a polygon by examining its vertexes in object space can be more efficient than screen space polygon culling since the transformation to screen space (which may include a division by w) can be avoided for culled vertexes.  Also, vertex culling can be computed before vertexes are assembled into primitives.  This is a useful property when drawing meshes with shared vertexes, since a vertex can be culled once, and the resulting state can be used for all primitives which share the vertex. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CullParameterdv.</para>
            <para>Fullname: CullParameterdvEXT</para>
            <para>Extensions: EXT_cull_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CullParameterfv">
            <summary>
            <para>Fullname: CullParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CullParameterfv(System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a method for culling vertexes in object space based on the value of the dot product between the normal at the vertex and a culling eye direction. Culling a polygon by examining its vertexes in object space can be more efficient than screen space polygon culling since the transformation to screen space (which may include a division by w) can be avoided for culled vertexes.  Also, vertex culling can be computed before vertexes are assembled into primitives.  This is a useful property when drawing meshes with shared vertexes, since a vertex can be culled once, and the resulting state can be used for all primitives which share the vertex. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CullParameterfv.</para>
            <para>Fullname: CullParameterfvEXT</para>
            <para>Extensions: EXT_cull_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ApplyTexture">
            <summary>
            <para>Fullname: ApplyTextureEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ApplyTexture(System.Int32)">
            <summary>
            <para>This extension defines a general mechanism for substituting the fragment color computed during texture environment processing in place of other fragment attributes such as the fragment normal, or as sources for some of the computations in the fragment processing pipeline, for example as material or light parameters in the fragment lighting computations. Cf ----------------------+ |                 +-> to lighting parameters v                 | +------------+        +--------+     +-------------+ |            |        |        |     |             | | texel      |------->| texenv |-----| texture     |---> Cf' (to Light Environment | generation |        |        |     | application |          or Fog) |            |        |        |     |             | +------------+        +--------+     +-------------+ </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ApplyTexture.</para>
            <para>Fullname: ApplyTextureEXT</para>
            <para>Extensions: EXT_light_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureLight">
            <summary>
            <para>Fullname: TextureLightEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureLight(System.Int32)">
            <summary>
            <para>This extension defines a general mechanism for substituting the fragment color computed during texture environment processing in place of other fragment attributes such as the fragment normal, or as sources for some of the computations in the fragment processing pipeline, for example as material or light parameters in the fragment lighting computations. Cf ----------------------+ |                 +-> to lighting parameters v                 | +------------+        +--------+     +-------------+ |            |        |        |     |             | | texel      |------->| texenv |-----| texture     |---> Cf' (to Light Environment | generation |        |        |     | application |          or Fog) |            |        |        |     |             | +------------+        +--------+     +-------------+ </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureLight.</para>
            <para>Fullname: TextureLightEXT</para>
            <para>Extensions: EXT_light_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureMaterial">
            <summary>
            <para>Fullname: TextureMaterialEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureMaterial(System.Int32,System.Int32)">
            <summary>
            <para>This extension defines a general mechanism for substituting the fragment color computed during texture environment processing in place of other fragment attributes such as the fragment normal, or as sources for some of the computations in the fragment processing pipeline, for example as material or light parameters in the fragment lighting computations. Cf ----------------------+ |                 +-> to lighting parameters v                 | +------------+        +--------+     +-------------+ |            |        |        |     |             | | texel      |------->| texenv |-----| texture     |---> Cf' (to Light Environment | generation |        |        |     | application |          or Fog) |            |        |        |     |             | +------------+        +--------+     +-------------+ </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureMaterial.</para>
            <para>Fullname: TextureMaterialEXT</para>
            <para>Extensions: EXT_light_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTransformParameteri">
            <summary>
            <para>Fullname: PixelTransformParameteriEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTransformParameteri(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides support for scaling, rotation, translation and shearing of two-dimensional pixel rectangles in the pixel rasterizer. The transformation is defined via a 4x4 matrix, where only those entries which apply as a 2D affine transformation will be accepted and used. These matrices can be manipulated using the same functions as the other OpenGL matrix stacks.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTransformParameteri.</para>
            <para>Fullname: PixelTransformParameteriEXT</para>
            <para>Extensions: EXT_pixel_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTransformParameterf">
            <summary>
            <para>Fullname: PixelTransformParameterfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTransformParameterf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>This extension provides support for scaling, rotation, translation and shearing of two-dimensional pixel rectangles in the pixel rasterizer. The transformation is defined via a 4x4 matrix, where only those entries which apply as a 2D affine transformation will be accepted and used. These matrices can be manipulated using the same functions as the other OpenGL matrix stacks.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTransformParameterf.</para>
            <para>Fullname: PixelTransformParameterfEXT</para>
            <para>Extensions: EXT_pixel_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTransformParameteriv">
            <summary>
            <para>Fullname: PixelTransformParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTransformParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides support for scaling, rotation, translation and shearing of two-dimensional pixel rectangles in the pixel rasterizer. The transformation is defined via a 4x4 matrix, where only those entries which apply as a 2D affine transformation will be accepted and used. These matrices can be manipulated using the same functions as the other OpenGL matrix stacks.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTransformParameteriv.</para>
            <para>Fullname: PixelTransformParameterivEXT</para>
            <para>Extensions: EXT_pixel_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTransformParameterfv">
            <summary>
            <para>Fullname: PixelTransformParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTransformParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides support for scaling, rotation, translation and shearing of two-dimensional pixel rectangles in the pixel rasterizer. The transformation is defined via a 4x4 matrix, where only those entries which apply as a 2D affine transformation will be accepted and used. These matrices can be manipulated using the same functions as the other OpenGL matrix stacks.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTransformParameterfv.</para>
            <para>Fullname: PixelTransformParameterfvEXT</para>
            <para>Extensions: EXT_pixel_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureNormal">
            <summary>
            <para>Fullname: TextureNormalEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureNormal(System.Int32)">
            <summary>
            <para>This extension defines a mechanism for using texture values to perturb the fragment normal vector prior to fragment lighting.  It enables a direct implementation of the original formulation of bump mapping by Blinn. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureNormal.</para>
            <para>Fullname: TextureNormalEXT</para>
            <para>Extensions: EXT_texture_perturb_normal</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3b">
            <summary>
            <para>Fullname: Tangent3bEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3b(System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3b.</para>
            <para>Fullname: Tangent3bEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3bv">
            <summary>
            <para>Fullname: Tangent3bvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3bv(System.Byte[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3bv.</para>
            <para>Fullname: Tangent3bvEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3d">
            <summary>
            <para>Fullname: Tangent3dEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3d.</para>
            <para>Fullname: Tangent3dEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3dv">
            <summary>
            <para>Fullname: Tangent3dvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3dv(System.Double[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3dv.</para>
            <para>Fullname: Tangent3dvEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3f">
            <summary>
            <para>Fullname: Tangent3fEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3f.</para>
            <para>Fullname: Tangent3fEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3fv">
            <summary>
            <para>Fullname: Tangent3fvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3fv(System.Single[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3fv.</para>
            <para>Fullname: Tangent3fvEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3i">
            <summary>
            <para>Fullname: Tangent3iEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3i.</para>
            <para>Fullname: Tangent3iEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3iv">
            <summary>
            <para>Fullname: Tangent3ivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3iv(System.Int32[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3iv.</para>
            <para>Fullname: Tangent3ivEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3s">
            <summary>
            <para>Fullname: Tangent3sEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3s.</para>
            <para>Fullname: Tangent3sEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Tangent3sv">
            <summary>
            <para>Fullname: Tangent3svEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Tangent3sv(System.Int16[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Tangent3sv.</para>
            <para>Fullname: Tangent3svEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3b">
            <summary>
            <para>Fullname: Binormal3bEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3b(System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3b.</para>
            <para>Fullname: Binormal3bEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3bv">
            <summary>
            <para>Fullname: Binormal3bvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3bv(System.Byte[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3bv.</para>
            <para>Fullname: Binormal3bvEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3d">
            <summary>
            <para>Fullname: Binormal3dEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3d(System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3d.</para>
            <para>Fullname: Binormal3dEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3dv">
            <summary>
            <para>Fullname: Binormal3dvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3dv(System.Double[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3dv.</para>
            <para>Fullname: Binormal3dvEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3f">
            <summary>
            <para>Fullname: Binormal3fEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3f(System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3f.</para>
            <para>Fullname: Binormal3fEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3fv">
            <summary>
            <para>Fullname: Binormal3fvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3fv(System.Single[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3fv.</para>
            <para>Fullname: Binormal3fvEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3i">
            <summary>
            <para>Fullname: Binormal3iEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3i.</para>
            <para>Fullname: Binormal3iEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3iv">
            <summary>
            <para>Fullname: Binormal3ivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3iv(System.Int32[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3iv.</para>
            <para>Fullname: Binormal3ivEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3s">
            <summary>
            <para>Fullname: Binormal3sEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3s(System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3s.</para>
            <para>Fullname: Binormal3sEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Binormal3sv">
            <summary>
            <para>Fullname: Binormal3svEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Binormal3sv(System.Int16[])">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Binormal3sv.</para>
            <para>Fullname: Binormal3svEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TangentPointer">
            <summary>
            <para>Fullname: TangentPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TangentPointer(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TangentPointer.</para>
            <para>Fullname: TangentPointerEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BinormalPointer">
            <summary>
            <para>Fullname: BinormalPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BinormalPointer(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension allows specifying a per-vertex tangent and binormal vector in addition to the normal vector, defining a coordinate frame. The coordinate frame is used in additional extensions which also build on fragment lighting to achieve bump mapping. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BinormalPointer.</para>
            <para>Fullname: BinormalPointerEXT</para>
            <para>Extensions: EXT_coordinate_frame</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexWeightf">
            <summary>
            <para>Fullname: VertexWeightfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexWeightf(System.Single)">
            <summary>
            <para>The intent of this extension is to provide a means for blending geometry based on two slightly differing modelview matrices. The blending is based on a vertex weighting that can change on a per-vertex basis.  This provides a primitive form of skinning. A second modelview matrix transform is introduced.  When vertex weighting is enabled, the incoming vertex object coordinates are transformed by both the primary and secondary modelview matrices; likewise, the incoming normal coordinates are transformed by the inverses of both the primary and secondary modelview matrices. The resulting two position coordinates and two normal coordinates are blended based on the per-vertex vertex weight and then combined by addition.  The transformed, weighted, and combined vertex position and normal are then used by OpenGL as the eye-space position and normal for lighting, texture coordinate, generation, clipping, and further vertex transformation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexWeightf.</para>
            <para>Fullname: VertexWeightfEXT</para>
            <para>Extensions: EXT_vertex_weighting</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexWeightfv">
            <summary>
            <para>Fullname: VertexWeightfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexWeightfv(System.Single[])">
            <summary>
            <para>The intent of this extension is to provide a means for blending geometry based on two slightly differing modelview matrices. The blending is based on a vertex weighting that can change on a per-vertex basis.  This provides a primitive form of skinning. A second modelview matrix transform is introduced.  When vertex weighting is enabled, the incoming vertex object coordinates are transformed by both the primary and secondary modelview matrices; likewise, the incoming normal coordinates are transformed by the inverses of both the primary and secondary modelview matrices. The resulting two position coordinates and two normal coordinates are blended based on the per-vertex vertex weight and then combined by addition.  The transformed, weighted, and combined vertex position and normal are then used by OpenGL as the eye-space position and normal for lighting, texture coordinate, generation, clipping, and further vertex transformation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexWeightfv.</para>
            <para>Fullname: VertexWeightfvEXT</para>
            <para>Extensions: EXT_vertex_weighting</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexWeightPointer">
            <summary>
            <para>Fullname: VertexWeightPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexWeightPointer(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>The intent of this extension is to provide a means for blending geometry based on two slightly differing modelview matrices. The blending is based on a vertex weighting that can change on a per-vertex basis.  This provides a primitive form of skinning. A second modelview matrix transform is introduced.  When vertex weighting is enabled, the incoming vertex object coordinates are transformed by both the primary and secondary modelview matrices; likewise, the incoming normal coordinates are transformed by the inverses of both the primary and secondary modelview matrices. The resulting two position coordinates and two normal coordinates are blended based on the per-vertex vertex weight and then combined by addition.  The transformed, weighted, and combined vertex position and normal are then used by OpenGL as the eye-space position and normal for lighting, texture coordinate, generation, clipping, and further vertex transformation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexWeightPointer.</para>
            <para>Fullname: VertexWeightPointerEXT</para>
            <para>Extensions: EXT_vertex_weighting</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SampleMask">
            <summary>
            <para>Fullname: SampleMaskEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SampleMask(System.Single,System.Boolean)">
            <summary>
            <para>This extension provides a mechanism to antialias all GL primitives: points, lines, polygons, bitmaps, and images.  The technique is to sample all primitives multiple times at each pixel.  The color sample values are resolved to a single, displayable color each time a pixel is updated, so the antialiasing appears to be automatic at the application level.  Because each sample includes depth and stencil information, the depth and stencil functions perform equivalently to the single-sample mode. An additional buffer, called the multisample buffer, is added to the framebuffer.  Pixel sample values, including color, depth, and stencil values, are stored in this buffer.  When the framebuffer includes a multisample buffer, it does not also include separate depth or stencil buffers, even if the multisample buffer does not store depth or stencil values.  Color buffers (left/right, front/ back, and aux) do coexist with the multisample buffer, however. Multisample antialiasing is most valuable for...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SampleMask.</para>
            <para>Fullname: SampleMaskEXT</para>
            <para>Aliases: SampleMaskSGIS, </para>
            <para>Extensions: EXT_multisample SGIS_multisample</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SamplePattern">
            <summary>
            <para>Fullname: SamplePatternEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SamplePattern(System.Int32)">
            <summary>
            <para>This extension provides a mechanism to antialias all GL primitives: points, lines, polygons, bitmaps, and images.  The technique is to sample all primitives multiple times at each pixel.  The color sample values are resolved to a single, displayable color each time a pixel is updated, so the antialiasing appears to be automatic at the application level.  Because each sample includes depth and stencil information, the depth and stencil functions perform equivalently to the single-sample mode. An additional buffer, called the multisample buffer, is added to the framebuffer.  Pixel sample values, including color, depth, and stencil values, are stored in this buffer.  When the framebuffer includes a multisample buffer, it does not also include separate depth or stencil buffers, even if the multisample buffer does not store depth or stencil values.  Color buffers (left/right, front/ back, and aux) do coexist with the multisample buffer, however. Multisample antialiasing is most valuable for...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SamplePattern.</para>
            <para>Fullname: SamplePatternEXT</para>
            <para>Aliases: SamplePatternSGIS, </para>
            <para>Extensions: EXT_multisample SGIS_multisample</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BeginVertexShader">
            <summary>
            <para>Fullname: BeginVertexShaderEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginVertexShader">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginVertexShader.</para>
            <para>Fullname: BeginVertexShaderEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EndVertexShader">
            <summary>
            <para>Fullname: EndVertexShaderEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndVertexShader">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndVertexShader.</para>
            <para>Fullname: EndVertexShaderEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindVertexShader">
            <summary>
            <para>Fullname: BindVertexShaderEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindVertexShader(System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindVertexShader.</para>
            <para>Fullname: BindVertexShaderEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenVertexShaders">
            <summary>
            <para>Fullname: GenVertexShadersEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenVertexShaders(System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenVertexShaders.</para>
            <para>Fullname: GenVertexShadersEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteVertexShader">
            <summary>
            <para>Fullname: DeleteVertexShaderEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteVertexShader(System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteVertexShader.</para>
            <para>Fullname: DeleteVertexShaderEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ShaderOp1">
            <summary>
            <para>Fullname: ShaderOp1EXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ShaderOp1(System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ShaderOp1.</para>
            <para>Fullname: ShaderOp1EXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ShaderOp2">
            <summary>
            <para>Fullname: ShaderOp2EXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ShaderOp2(System.Int32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ShaderOp2.</para>
            <para>Fullname: ShaderOp2EXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ShaderOp3">
            <summary>
            <para>Fullname: ShaderOp3EXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ShaderOp3(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ShaderOp3.</para>
            <para>Fullname: ShaderOp3EXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Swizzle">
            <summary>
            <para>Fullname: SwizzleEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Swizzle(System.UInt32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Swizzle.</para>
            <para>Fullname: SwizzleEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WriteMask">
            <summary>
            <para>Fullname: WriteMaskEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WriteMask(System.UInt32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WriteMask.</para>
            <para>Fullname: WriteMaskEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._InsertComponent">
            <summary>
            <para>Fullname: InsertComponentEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.InsertComponent(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _InsertComponent.</para>
            <para>Fullname: InsertComponentEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ExtractComponent">
            <summary>
            <para>Fullname: ExtractComponentEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ExtractComponent(System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ExtractComponent.</para>
            <para>Fullname: ExtractComponentEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenSymbols">
            <summary>
            <para>Fullname: GenSymbolsEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenSymbols(System.Int32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenSymbols.</para>
            <para>Fullname: GenSymbolsEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SetInvariant">
            <summary>
            <para>Fullname: SetInvariantEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SetInvariant(System.UInt32,System.Int32,System.IntPtr)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SetInvariant.</para>
            <para>Fullname: SetInvariantEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SetLocalConstant">
            <summary>
            <para>Fullname: SetLocalConstantEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SetLocalConstant(System.UInt32,System.Int32,System.IntPtr)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SetLocalConstant.</para>
            <para>Fullname: SetLocalConstantEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantbv">
            <summary>
            <para>Fullname: VariantbvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantbv(System.UInt32,System.Byte[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantbv.</para>
            <para>Fullname: VariantbvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantsv">
            <summary>
            <para>Fullname: VariantsvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantsv(System.UInt32,System.Int16[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantsv.</para>
            <para>Fullname: VariantsvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantiv">
            <summary>
            <para>Fullname: VariantivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantiv(System.UInt32,System.Int32[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantiv.</para>
            <para>Fullname: VariantivEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantfv">
            <summary>
            <para>Fullname: VariantfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantfv(System.UInt32,System.Single[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantfv.</para>
            <para>Fullname: VariantfvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantdv">
            <summary>
            <para>Fullname: VariantdvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantdv(System.UInt32,System.Double[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantdv.</para>
            <para>Fullname: VariantdvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantubv">
            <summary>
            <para>Fullname: VariantubvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantubv(System.UInt32,System.Byte[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantubv.</para>
            <para>Fullname: VariantubvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantusv">
            <summary>
            <para>Fullname: VariantusvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantusv(System.UInt32,System.UInt16[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantusv.</para>
            <para>Fullname: VariantusvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Variantuiv">
            <summary>
            <para>Fullname: VariantuivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Variantuiv(System.UInt32,System.UInt32[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Variantuiv.</para>
            <para>Fullname: VariantuivEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VariantPointer">
            <summary>
            <para>Fullname: VariantPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VariantPointer(System.UInt32,System.Int32,System.UInt32,System.IntPtr)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VariantPointer.</para>
            <para>Fullname: VariantPointerEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EnableVariantClientState">
            <summary>
            <para>Fullname: EnableVariantClientStateEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EnableVariantClientState(System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EnableVariantClientState.</para>
            <para>Fullname: EnableVariantClientStateEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DisableVariantClientState">
            <summary>
            <para>Fullname: DisableVariantClientStateEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DisableVariantClientState(System.UInt32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DisableVariantClientState.</para>
            <para>Fullname: DisableVariantClientStateEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindLightParameter">
            <summary>
            <para>Fullname: BindLightParameterEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindLightParameter(System.Int32,System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindLightParameter.</para>
            <para>Fullname: BindLightParameterEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindMaterialParameter">
            <summary>
            <para>Fullname: BindMaterialParameterEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindMaterialParameter(System.Int32,System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindMaterialParameter.</para>
            <para>Fullname: BindMaterialParameterEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindTexGenParameter">
            <summary>
            <para>Fullname: BindTexGenParameterEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindTexGenParameter(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindTexGenParameter.</para>
            <para>Fullname: BindTexGenParameterEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindTextureUnitParameter">
            <summary>
            <para>Fullname: BindTextureUnitParameterEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindTextureUnitParameter(System.Int32,System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindTextureUnitParameter.</para>
            <para>Fullname: BindTextureUnitParameterEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindParameter">
            <summary>
            <para>Fullname: BindParameterEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindParameter(System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindParameter.</para>
            <para>Fullname: BindParameterEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsVariantEnabled">
            <summary>
            <para>Fullname: IsVariantEnabledEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsVariantEnabled(System.UInt32,System.Int32)">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsVariantEnabled.</para>
            <para>Fullname: IsVariantEnabledEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVariantBooleanv">
            <summary>
            <para>Fullname: GetVariantBooleanvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVariantBooleanv(System.UInt32,System.Int32,System.Boolean[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVariantBooleanv.</para>
            <para>Fullname: GetVariantBooleanvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVariantIntegerv">
            <summary>
            <para>Fullname: GetVariantIntegervEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVariantIntegerv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVariantIntegerv.</para>
            <para>Fullname: GetVariantIntegervEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVariantFloatv">
            <summary>
            <para>Fullname: GetVariantFloatvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVariantFloatv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVariantFloatv.</para>
            <para>Fullname: GetVariantFloatvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVariantPointerv">
            <summary>
            <para>Fullname: GetVariantPointervEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVariantPointerv(System.UInt32,System.Int32,System.IntPtr[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVariantPointerv.</para>
            <para>Fullname: GetVariantPointervEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetInvariantBooleanv">
            <summary>
            <para>Fullname: GetInvariantBooleanvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInvariantBooleanv(System.UInt32,System.Int32,System.Boolean[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetInvariantBooleanv.</para>
            <para>Fullname: GetInvariantBooleanvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetInvariantIntegerv">
            <summary>
            <para>Fullname: GetInvariantIntegervEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInvariantIntegerv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetInvariantIntegerv.</para>
            <para>Fullname: GetInvariantIntegervEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetInvariantFloatv">
            <summary>
            <para>Fullname: GetInvariantFloatvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInvariantFloatv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetInvariantFloatv.</para>
            <para>Fullname: GetInvariantFloatvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetLocalConstantBooleanv">
            <summary>
            <para>Fullname: GetLocalConstantBooleanvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetLocalConstantBooleanv(System.UInt32,System.Int32,System.Boolean[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetLocalConstantBooleanv.</para>
            <para>Fullname: GetLocalConstantBooleanvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetLocalConstantIntegerv">
            <summary>
            <para>Fullname: GetLocalConstantIntegervEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetLocalConstantIntegerv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetLocalConstantIntegerv.</para>
            <para>Fullname: GetLocalConstantIntegervEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetLocalConstantFloatv">
            <summary>
            <para>Fullname: GetLocalConstantFloatvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetLocalConstantFloatv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>EXT_vertex_shader adds a flexible way to change the per-vertex processing in the GL pipeline. It provides a method to replace the fixed vertex/normal transform and lighting with a user specified means of generating processed vertices, texture coordinates, color, and secondary color, along with a primitive's associated state. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetLocalConstantFloatv.</para>
            <para>Fullname: GetLocalConstantFloatvEXT</para>
            <para>Extensions: EXT_vertex_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ActiveStencilFace">
            <summary>
            <para>Fullname: ActiveStencilFaceEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ActiveStencilFace(System.Int32)">
            <summary>
            <para>This extension provides two-sided stencil testing where the stencil-related state (stencil operations, reference value, compare mask, and write mask) may be different for front- and back-facing polygons.  Two-sided stencil testing may improve the performance of stenciled shadow volume and Constructive Solid Geometry (CSG) rendering algorithms. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ActiveStencilFace.</para>
            <para>Fullname: ActiveStencilFaceEXT</para>
            <para>Extensions: EXT_stencil_two_side</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DepthBounds">
            <summary>
            <para>Fullname: DepthBoundsEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthBounds(System.Double,System.Double)">
            <summary>
            <para>This extension adds a new per-fragment test that is, logically, after the scissor test and before the alpha test.  The depth bounds test compares the depth value stored at the location given by the incoming fragment's (xw,yw) coordinates to a user-defined minimum and maximum depth value.  If the stored depth value is outside the user-defined range (exclusive), the incoming fragment is discarded. Unlike the depth test, the depth bounds test has NO dependency on the fragment's window-space depth value. This functionality is useful in the context of attenuated stenciled shadow volume rendering.  To motivate the functionality's utility in this context, we first describe how conventional scissor testing can be used to optimize shadow volume rendering. If an attenuated light source's illumination can be bounded to a rectangle in XY window-space, the conventional scissor test can be used to discard shadow volume fragments that are guaranteed to be outside the light source's window-space XY re...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthBounds.</para>
            <para>Fullname: DepthBoundsEXT</para>
            <para>Extensions: EXT_depth_bounds_test</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._StencilClearTag">
            <summary>
            <para>Fullname: StencilClearTagEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StencilClearTag(System.Int32,System.UInt32)">
            <summary>
            <para>Stencil-only framebuffer clears are increasingly common as 3D applications are now using rendering algorithms such as stenciled shadow volume rendering for multiple light sources in a single frame, recent "soft" stenciled shadow volume techniques, and stencil-based constructive solid geometry techniques.  In such algorithms there are multiple stencil buffer clears for each depth buffer clear. Additionally in most cases, these algorithms do not require all of the 8 typical stencil bitplanes for their stencil requirements. In such cases, there is the potential for unused stencil bitplanes to encode a "stencil clear tag" in such a way to reduce the number of actual stencil clears.  The idea is that switching to an unused stencil clear tag logically corresponds to when an application would otherwise perform a framebuffer-wide stencil clear. This extension exposes an inexpensive hardware mechanism for amortizing the cost of multiple stencil-only clears by using a client-specified number of ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StencilClearTag.</para>
            <para>Fullname: StencilClearTagEXT</para>
            <para>Extensions: EXT_stencil_clear_tag</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameters4fv">
            <summary>
            <para>Fullname: ProgramEnvParameters4fvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameters4fv(System.Int32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides a new set of procedures to load multiple consecutive program environment parameters more efficiently, via a single GL call instead of multiple calls.  This will reduce the amount of CPU overhead involved in loading parameters. With the existing ARB_vertex_program and ARB_fragment_program APIs, program parameters must be loaded one at a time, via separate calls. While the NV_vertex_program extension provides a set of similar functions that can be used to load program environment parameters (which are equivalent to "program parameters" in NV_vertex_program), no such function exists for program local parameters. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameters4fv.</para>
            <para>Fullname: ProgramEnvParameters4fvEXT</para>
            <para>Extensions: EXT_gpu_program_parameters</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameters4fv">
            <summary>
            <para>Fullname: ProgramLocalParameters4fvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameters4fv(System.Int32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides a new set of procedures to load multiple consecutive program environment parameters more efficiently, via a single GL call instead of multiple calls.  This will reduce the amount of CPU overhead involved in loading parameters. With the existing ARB_vertex_program and ARB_fragment_program APIs, program parameters must be loaded one at a time, via separate calls. While the NV_vertex_program extension provides a set of similar functions that can be used to load program environment parameters (which are equivalent to "program parameters" in NV_vertex_program), no such function exists for program local parameters. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameters4fv.</para>
            <para>Fullname: ProgramLocalParameters4fvEXT</para>
            <para>Extensions: EXT_gpu_program_parameters</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorMaskIndexed">
            <summary>
            <para>Fullname: ColorMaskIndexedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorMaskIndexed(System.UInt32,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers extension and provides separate blend enables and color write masks for each color output.  In ARB_draw_buffers (part of OpenGL 2.0), separate values can be written to each color buffer, but the blend enable and color write mask are global and apply to all color outputs. While this extension does provide separate blend enables, it does not provide separate blend functions or blend equations per color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorMaskIndexed.</para>
            <para>Fullname: ColorMaskIndexedEXT</para>
            <para>Extensions: EXT_draw_buffers2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetBooleanIndexedv">
            <summary>
            <para>Fullname: GetBooleanIndexedvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBooleanIndexedv(System.Int32,System.UInt32,System.Boolean[])">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers extension and provides separate blend enables and color write masks for each color output.  In ARB_draw_buffers (part of OpenGL 2.0), separate values can be written to each color buffer, but the blend enable and color write mask are global and apply to all color outputs. While this extension does provide separate blend enables, it does not provide separate blend functions or blend equations per color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetBooleanIndexedv.</para>
            <para>Fullname: GetBooleanIndexedvEXT</para>
            <para>Extensions: EXT_draw_buffers2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetIntegerIndexedv">
            <summary>
            <para>Fullname: GetIntegerIndexedvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetIntegerIndexedv(System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers extension and provides separate blend enables and color write masks for each color output.  In ARB_draw_buffers (part of OpenGL 2.0), separate values can be written to each color buffer, but the blend enable and color write mask are global and apply to all color outputs. While this extension does provide separate blend enables, it does not provide separate blend functions or blend equations per color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetIntegerIndexedv.</para>
            <para>Fullname: GetIntegerIndexedvEXT</para>
            <para>Extensions: EXT_draw_buffers2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EnableIndexed">
            <summary>
            <para>Fullname: EnableIndexedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EnableIndexed(System.Int32,System.UInt32)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers extension and provides separate blend enables and color write masks for each color output.  In ARB_draw_buffers (part of OpenGL 2.0), separate values can be written to each color buffer, but the blend enable and color write mask are global and apply to all color outputs. While this extension does provide separate blend enables, it does not provide separate blend functions or blend equations per color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EnableIndexed.</para>
            <para>Fullname: EnableIndexedEXT</para>
            <para>Extensions: EXT_draw_buffers2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DisableIndexed">
            <summary>
            <para>Fullname: DisableIndexedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DisableIndexed(System.Int32,System.UInt32)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers extension and provides separate blend enables and color write masks for each color output.  In ARB_draw_buffers (part of OpenGL 2.0), separate values can be written to each color buffer, but the blend enable and color write mask are global and apply to all color outputs. While this extension does provide separate blend enables, it does not provide separate blend functions or blend equations per color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DisableIndexed.</para>
            <para>Fullname: DisableIndexedEXT</para>
            <para>Extensions: EXT_draw_buffers2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsEnabledIndexed">
            <summary>
            <para>Fullname: IsEnabledIndexedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsEnabledIndexed(System.Int32,System.UInt32)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers extension and provides separate blend enables and color write masks for each color output.  In ARB_draw_buffers (part of OpenGL 2.0), separate values can be written to each color buffer, but the blend enable and color write mask are global and apply to all color outputs. While this extension does provide separate blend enables, it does not provide separate blend functions or blend equations per color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsEnabledIndexed.</para>
            <para>Fullname: IsEnabledIndexedEXT</para>
            <para>Extensions: EXT_draw_buffers2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UniformBuffer">
            <summary>
            <para>Fullname: UniformBufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UniformBuffer(System.UInt32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces the concept of bindable uniforms to the OpenGL Shading Language.  A uniform variable can be declared bindable, which means that the storage for the uniform is not allocated by the compiler/linker anymore, but is backed by a buffer object.  This buffer object is bound to the bindable uniform through the new command UniformBufferEXT().  Binding needs to happen after linking a program object. Binding different buffer objects to a bindable uniform allows an application to easily use different "uniform data sets", without having to re-specify the data every time. A buffer object can be bound to bindable uniforms in different program objects. If those bindable uniforms are all of the same type, accessing a bindable uniform in program object A will result in the same data if the same access is made in program object B.  This provides a mechanism for 'environment uniforms', uniform values that can be shared among multiple program objects. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UniformBuffer.</para>
            <para>Fullname: UniformBufferEXT</para>
            <para>Extensions: EXT_bindable_uniform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformBufferSize">
            <summary>
            <para>Fullname: GetUniformBufferSizeEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformBufferSize(System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces the concept of bindable uniforms to the OpenGL Shading Language.  A uniform variable can be declared bindable, which means that the storage for the uniform is not allocated by the compiler/linker anymore, but is backed by a buffer object.  This buffer object is bound to the bindable uniform through the new command UniformBufferEXT().  Binding needs to happen after linking a program object. Binding different buffer objects to a bindable uniform allows an application to easily use different "uniform data sets", without having to re-specify the data every time. A buffer object can be bound to bindable uniforms in different program objects. If those bindable uniforms are all of the same type, accessing a bindable uniform in program object A will result in the same data if the same access is made in program object B.  This provides a mechanism for 'environment uniforms', uniform values that can be shared among multiple program objects. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformBufferSize.</para>
            <para>Fullname: GetUniformBufferSizeEXT</para>
            <para>Extensions: EXT_bindable_uniform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformOffset">
            <summary>
            <para>Fullname: GetUniformOffsetEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformOffset(System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces the concept of bindable uniforms to the OpenGL Shading Language.  A uniform variable can be declared bindable, which means that the storage for the uniform is not allocated by the compiler/linker anymore, but is backed by a buffer object.  This buffer object is bound to the bindable uniform through the new command UniformBufferEXT().  Binding needs to happen after linking a program object. Binding different buffer objects to a bindable uniform allows an application to easily use different "uniform data sets", without having to re-specify the data every time. A buffer object can be bound to bindable uniforms in different program objects. If those bindable uniforms are all of the same type, accessing a bindable uniform in program object A will result in the same data if the same access is made in program object B.  This provides a mechanism for 'environment uniforms', uniform values that can be shared among multiple program objects. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformOffset.</para>
            <para>Fullname: GetUniformOffsetEXT</para>
            <para>Extensions: EXT_bindable_uniform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ClearColorIi">
            <summary>
            <para>Fullname: ClearColorIiEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearColorIi(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Fixed-point textures in unextended OpenGL have integer components, but those values are taken to represent floating-point values in the range [0,1].  These integer components are considered "normalized" integers.  When such a texture is accessed by a shader or by fixed-function fragment processing, floating-point values are returned. This extension provides a set of new "unnormalized" integer texture formats.  Formats with both signed and unsigned integers are provided.  In these formats, the components are treated as true integers.  When such textures are accessed by a shader, actual integer values are returned. Pixel operations that read from or write to a texture or color buffer with unnormalized integer components follow a path similar to that used for color index pixel operations, except that more than one component may be provided at once.  Integer values flow through the pixel processing pipe, and no pixel transfer operations are performed.  Integer format enumerants used for su...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearColorIi.</para>
            <para>Fullname: ClearColorIiEXT</para>
            <para>Extensions: EXT_texture_integer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ClearColorIui">
            <summary>
            <para>Fullname: ClearColorIuiEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearColorIui(System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>Fixed-point textures in unextended OpenGL have integer components, but those values are taken to represent floating-point values in the range [0,1].  These integer components are considered "normalized" integers.  When such a texture is accessed by a shader or by fixed-function fragment processing, floating-point values are returned. This extension provides a set of new "unnormalized" integer texture formats.  Formats with both signed and unsigned integers are provided.  In these formats, the components are treated as true integers.  When such textures are accessed by a shader, actual integer values are returned. Pixel operations that read from or write to a texture or color buffer with unnormalized integer components follow a path similar to that used for color index pixel operations, except that more than one component may be provided at once.  Integer values flow through the pixel processing pipe, and no pixel transfer operations are performed.  Integer format enumerants used for su...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearColorIui.</para>
            <para>Fullname: ClearColorIuiEXT</para>
            <para>Extensions: EXT_texture_integer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindBufferOffset">
            <summary>
            <para>Fullname: BindBufferOffsetEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindBufferOffset(System.Int32,System.UInt32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records selected vertex attributes for each primitive processed by the GL.  The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry shader is active, the primitives recorded are those emitted by the geometry shader.  Otherwise, transform feedback captures primitives whose vertices are transformed by a vertex shader.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode captures the values of specified varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an array of vertex attributes.  The regular representation and the use of buffer objects allows the recorded data to be processed directly by the GL without requiring CP...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindBufferOffset.</para>
            <para>Fullname: BindBufferOffsetEXT</para>
            <para>Aliases: BindBufferOffsetNV, </para>
            <para>Extensions: EXT_transform_feedback NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ClientAttribDefault">
            <summary>
            <para>Fullname: ClientAttribDefaultEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClientAttribDefault(System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClientAttribDefault.</para>
            <para>Fullname: ClientAttribDefaultEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PushClientAttribDefault">
            <summary>
            <para>Fullname: PushClientAttribDefaultEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PushClientAttribDefault(System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PushClientAttribDefault.</para>
            <para>Fullname: PushClientAttribDefaultEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixLoadf">
            <summary>
            <para>Fullname: MatrixLoadfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixLoadf(System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixLoadf.</para>
            <para>Fullname: MatrixLoadfEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixLoadd">
            <summary>
            <para>Fullname: MatrixLoaddEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixLoadd(System.Int32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixLoadd.</para>
            <para>Fullname: MatrixLoaddEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixMultf">
            <summary>
            <para>Fullname: MatrixMultfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixMultf(System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixMultf.</para>
            <para>Fullname: MatrixMultfEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixMultd">
            <summary>
            <para>Fullname: MatrixMultdEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixMultd(System.Int32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixMultd.</para>
            <para>Fullname: MatrixMultdEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixLoadIdentity">
            <summary>
            <para>Fullname: MatrixLoadIdentityEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixLoadIdentity(System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixLoadIdentity.</para>
            <para>Fullname: MatrixLoadIdentityEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixRotatef">
            <summary>
            <para>Fullname: MatrixRotatefEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixRotatef(System.Int32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixRotatef.</para>
            <para>Fullname: MatrixRotatefEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixRotated">
            <summary>
            <para>Fullname: MatrixRotatedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixRotated(System.Int32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixRotated.</para>
            <para>Fullname: MatrixRotatedEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixScalef">
            <summary>
            <para>Fullname: MatrixScalefEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixScalef(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixScalef.</para>
            <para>Fullname: MatrixScalefEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixScaled">
            <summary>
            <para>Fullname: MatrixScaledEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixScaled(System.Int32,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixScaled.</para>
            <para>Fullname: MatrixScaledEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixTranslatef">
            <summary>
            <para>Fullname: MatrixTranslatefEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixTranslatef(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixTranslatef.</para>
            <para>Fullname: MatrixTranslatefEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixTranslated">
            <summary>
            <para>Fullname: MatrixTranslatedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixTranslated(System.Int32,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixTranslated.</para>
            <para>Fullname: MatrixTranslatedEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixFrustum">
            <summary>
            <para>Fullname: MatrixFrustumEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixFrustum(System.Int32,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixFrustum.</para>
            <para>Fullname: MatrixFrustumEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixOrtho">
            <summary>
            <para>Fullname: MatrixOrthoEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixOrtho(System.Int32,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixOrtho.</para>
            <para>Fullname: MatrixOrthoEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixPop">
            <summary>
            <para>Fullname: MatrixPopEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixPop(System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixPop.</para>
            <para>Fullname: MatrixPopEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixPush">
            <summary>
            <para>Fullname: MatrixPushEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixPush(System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixPush.</para>
            <para>Fullname: MatrixPushEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixLoadTransposef">
            <summary>
            <para>Fullname: MatrixLoadTransposefEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixLoadTransposef(System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixLoadTransposef.</para>
            <para>Fullname: MatrixLoadTransposefEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixLoadTransposed">
            <summary>
            <para>Fullname: MatrixLoadTransposedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixLoadTransposed(System.Int32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixLoadTransposed.</para>
            <para>Fullname: MatrixLoadTransposedEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixMultTransposef">
            <summary>
            <para>Fullname: MatrixMultTransposefEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixMultTransposef(System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixMultTransposef.</para>
            <para>Fullname: MatrixMultTransposefEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MatrixMultTransposed">
            <summary>
            <para>Fullname: MatrixMultTransposedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MatrixMultTransposed(System.Int32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MatrixMultTransposed.</para>
            <para>Fullname: MatrixMultTransposedEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureParameterf">
            <summary>
            <para>Fullname: TextureParameterfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureParameterf(System.UInt32,System.Int32,System.Int32,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureParameterf.</para>
            <para>Fullname: TextureParameterfEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureParameterfv">
            <summary>
            <para>Fullname: TextureParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureParameterfv(System.UInt32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureParameterfv.</para>
            <para>Fullname: TextureParameterfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureParameteri">
            <summary>
            <para>Fullname: TextureParameteriEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureParameteri(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureParameteri.</para>
            <para>Fullname: TextureParameteriEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureParameteriv">
            <summary>
            <para>Fullname: TextureParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureParameteriv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureParameteriv.</para>
            <para>Fullname: TextureParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureImage1D">
            <summary>
            <para>Fullname: TextureImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureImage1D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureImage1D.</para>
            <para>Fullname: TextureImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureImage2D">
            <summary>
            <para>Fullname: TextureImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureImage2D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureImage2D.</para>
            <para>Fullname: TextureImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureSubImage1D">
            <summary>
            <para>Fullname: TextureSubImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureSubImage1D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureSubImage1D.</para>
            <para>Fullname: TextureSubImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureSubImage2D">
            <summary>
            <para>Fullname: TextureSubImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureSubImage2D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureSubImage2D.</para>
            <para>Fullname: TextureSubImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTextureImage1D">
            <summary>
            <para>Fullname: CopyTextureImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTextureImage1D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTextureImage1D.</para>
            <para>Fullname: CopyTextureImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTextureImage2D">
            <summary>
            <para>Fullname: CopyTextureImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTextureImage2D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTextureImage2D.</para>
            <para>Fullname: CopyTextureImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTextureSubImage1D">
            <summary>
            <para>Fullname: CopyTextureSubImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTextureSubImage1D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTextureSubImage1D.</para>
            <para>Fullname: CopyTextureSubImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTextureSubImage2D">
            <summary>
            <para>Fullname: CopyTextureSubImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTextureSubImage2D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTextureSubImage2D.</para>
            <para>Fullname: CopyTextureSubImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTextureImage">
            <summary>
            <para>Fullname: GetTextureImageEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTextureImage(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTextureImage.</para>
            <para>Fullname: GetTextureImageEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTextureParameterfv">
            <summary>
            <para>Fullname: GetTextureParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTextureParameterfv(System.UInt32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTextureParameterfv.</para>
            <para>Fullname: GetTextureParameterfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTextureParameteriv">
            <summary>
            <para>Fullname: GetTextureParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTextureParameteriv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTextureParameteriv.</para>
            <para>Fullname: GetTextureParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTextureLevelParameterfv">
            <summary>
            <para>Fullname: GetTextureLevelParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTextureLevelParameterfv(System.UInt32,System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTextureLevelParameterfv.</para>
            <para>Fullname: GetTextureLevelParameterfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTextureLevelParameteriv">
            <summary>
            <para>Fullname: GetTextureLevelParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTextureLevelParameteriv(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTextureLevelParameteriv.</para>
            <para>Fullname: GetTextureLevelParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureImage3D">
            <summary>
            <para>Fullname: TextureImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureImage3D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureImage3D.</para>
            <para>Fullname: TextureImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureSubImage3D">
            <summary>
            <para>Fullname: TextureSubImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureSubImage3D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureSubImage3D.</para>
            <para>Fullname: TextureSubImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyTextureSubImage3D">
            <summary>
            <para>Fullname: CopyTextureSubImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyTextureSubImage3D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyTextureSubImage3D.</para>
            <para>Fullname: CopyTextureSubImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexParameterf">
            <summary>
            <para>Fullname: MultiTexParameterfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexParameterf(System.Int32,System.Int32,System.Int32,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexParameterf.</para>
            <para>Fullname: MultiTexParameterfEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexParameterfv">
            <summary>
            <para>Fullname: MultiTexParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexParameterfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexParameterfv.</para>
            <para>Fullname: MultiTexParameterfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexParameteri">
            <summary>
            <para>Fullname: MultiTexParameteriEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexParameteri(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexParameteri.</para>
            <para>Fullname: MultiTexParameteriEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexParameteriv">
            <summary>
            <para>Fullname: MultiTexParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexParameteriv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexParameteriv.</para>
            <para>Fullname: MultiTexParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexImage1D">
            <summary>
            <para>Fullname: MultiTexImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexImage1D.</para>
            <para>Fullname: MultiTexImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexImage2D">
            <summary>
            <para>Fullname: MultiTexImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexImage2D.</para>
            <para>Fullname: MultiTexImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexSubImage1D">
            <summary>
            <para>Fullname: MultiTexSubImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexSubImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexSubImage1D.</para>
            <para>Fullname: MultiTexSubImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexSubImage2D">
            <summary>
            <para>Fullname: MultiTexSubImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexSubImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexSubImage2D.</para>
            <para>Fullname: MultiTexSubImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyMultiTexImage1D">
            <summary>
            <para>Fullname: CopyMultiTexImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyMultiTexImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyMultiTexImage1D.</para>
            <para>Fullname: CopyMultiTexImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyMultiTexImage2D">
            <summary>
            <para>Fullname: CopyMultiTexImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyMultiTexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyMultiTexImage2D.</para>
            <para>Fullname: CopyMultiTexImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyMultiTexSubImage1D">
            <summary>
            <para>Fullname: CopyMultiTexSubImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyMultiTexSubImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyMultiTexSubImage1D.</para>
            <para>Fullname: CopyMultiTexSubImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyMultiTexSubImage2D">
            <summary>
            <para>Fullname: CopyMultiTexSubImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyMultiTexSubImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyMultiTexSubImage2D.</para>
            <para>Fullname: CopyMultiTexSubImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexImage">
            <summary>
            <para>Fullname: GetMultiTexImageEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexImage(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexImage.</para>
            <para>Fullname: GetMultiTexImageEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexParameterfv">
            <summary>
            <para>Fullname: GetMultiTexParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexParameterfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexParameterfv.</para>
            <para>Fullname: GetMultiTexParameterfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexParameteriv">
            <summary>
            <para>Fullname: GetMultiTexParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexParameteriv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexParameteriv.</para>
            <para>Fullname: GetMultiTexParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexLevelParameterfv">
            <summary>
            <para>Fullname: GetMultiTexLevelParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexLevelParameterfv(System.Int32,System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexLevelParameterfv.</para>
            <para>Fullname: GetMultiTexLevelParameterfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexLevelParameteriv">
            <summary>
            <para>Fullname: GetMultiTexLevelParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexLevelParameteriv(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexLevelParameteriv.</para>
            <para>Fullname: GetMultiTexLevelParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexImage3D">
            <summary>
            <para>Fullname: MultiTexImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexImage3D.</para>
            <para>Fullname: MultiTexImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexSubImage3D">
            <summary>
            <para>Fullname: MultiTexSubImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexSubImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexSubImage3D.</para>
            <para>Fullname: MultiTexSubImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyMultiTexSubImage3D">
            <summary>
            <para>Fullname: CopyMultiTexSubImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyMultiTexSubImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyMultiTexSubImage3D.</para>
            <para>Fullname: CopyMultiTexSubImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindMultiTexture">
            <summary>
            <para>Fullname: BindMultiTextureEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindMultiTexture(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindMultiTexture.</para>
            <para>Fullname: BindMultiTextureEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EnableClientStateIndexed">
            <summary>
            <para>Fullname: EnableClientStateIndexedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EnableClientStateIndexed(System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EnableClientStateIndexed.</para>
            <para>Fullname: EnableClientStateIndexedEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DisableClientStateIndexed">
            <summary>
            <para>Fullname: DisableClientStateIndexedEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DisableClientStateIndexed(System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DisableClientStateIndexed.</para>
            <para>Fullname: DisableClientStateIndexedEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoordPointer">
            <summary>
            <para>Fullname: MultiTexCoordPointerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoordPointer(System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoordPointer.</para>
            <para>Fullname: MultiTexCoordPointerEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexEnvf">
            <summary>
            <para>Fullname: MultiTexEnvfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexEnvf(System.Int32,System.Int32,System.Int32,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexEnvf.</para>
            <para>Fullname: MultiTexEnvfEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexEnvfv">
            <summary>
            <para>Fullname: MultiTexEnvfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexEnvfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexEnvfv.</para>
            <para>Fullname: MultiTexEnvfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexEnvi">
            <summary>
            <para>Fullname: MultiTexEnviEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexEnvi(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexEnvi.</para>
            <para>Fullname: MultiTexEnviEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexEnviv">
            <summary>
            <para>Fullname: MultiTexEnvivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexEnviv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexEnviv.</para>
            <para>Fullname: MultiTexEnvivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexGend">
            <summary>
            <para>Fullname: MultiTexGendEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexGend(System.Int32,System.Int32,System.Int32,System.Double)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexGend.</para>
            <para>Fullname: MultiTexGendEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexGendv">
            <summary>
            <para>Fullname: MultiTexGendvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexGendv(System.Int32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexGendv.</para>
            <para>Fullname: MultiTexGendvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexGenf">
            <summary>
            <para>Fullname: MultiTexGenfEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexGenf(System.Int32,System.Int32,System.Int32,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexGenf.</para>
            <para>Fullname: MultiTexGenfEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexGenfv">
            <summary>
            <para>Fullname: MultiTexGenfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexGenfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexGenfv.</para>
            <para>Fullname: MultiTexGenfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexGeni">
            <summary>
            <para>Fullname: MultiTexGeniEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexGeni(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexGeni.</para>
            <para>Fullname: MultiTexGeniEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexGeniv">
            <summary>
            <para>Fullname: MultiTexGenivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexGeniv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexGeniv.</para>
            <para>Fullname: MultiTexGenivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexEnvfv">
            <summary>
            <para>Fullname: GetMultiTexEnvfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexEnvfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexEnvfv.</para>
            <para>Fullname: GetMultiTexEnvfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexEnviv">
            <summary>
            <para>Fullname: GetMultiTexEnvivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexEnviv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexEnviv.</para>
            <para>Fullname: GetMultiTexEnvivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexGendv">
            <summary>
            <para>Fullname: GetMultiTexGendvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexGendv(System.Int32,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexGendv.</para>
            <para>Fullname: GetMultiTexGendvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexGenfv">
            <summary>
            <para>Fullname: GetMultiTexGenfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexGenfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexGenfv.</para>
            <para>Fullname: GetMultiTexGenfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexGeniv">
            <summary>
            <para>Fullname: GetMultiTexGenivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexGeniv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexGeniv.</para>
            <para>Fullname: GetMultiTexGenivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFloatIndexedv">
            <summary>
            <para>Fullname: GetFloatIndexedvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFloatIndexedv(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFloatIndexedv.</para>
            <para>Fullname: GetFloatIndexedvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetDoubleIndexedv">
            <summary>
            <para>Fullname: GetDoubleIndexedvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetDoubleIndexedv(System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetDoubleIndexedv.</para>
            <para>Fullname: GetDoubleIndexedvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPointerIndexedv">
            <summary>
            <para>Fullname: GetPointerIndexedvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPointerIndexedv(System.Int32,System.UInt32,System.IntPtr[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPointerIndexedv.</para>
            <para>Fullname: GetPointerIndexedvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTextureImage3D">
            <summary>
            <para>Fullname: CompressedTextureImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTextureImage3D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTextureImage3D.</para>
            <para>Fullname: CompressedTextureImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTextureImage2D">
            <summary>
            <para>Fullname: CompressedTextureImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTextureImage2D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTextureImage2D.</para>
            <para>Fullname: CompressedTextureImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTextureImage1D">
            <summary>
            <para>Fullname: CompressedTextureImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTextureImage1D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTextureImage1D.</para>
            <para>Fullname: CompressedTextureImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTextureSubImage3D">
            <summary>
            <para>Fullname: CompressedTextureSubImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTextureSubImage3D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTextureSubImage3D.</para>
            <para>Fullname: CompressedTextureSubImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTextureSubImage2D">
            <summary>
            <para>Fullname: CompressedTextureSubImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTextureSubImage2D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTextureSubImage2D.</para>
            <para>Fullname: CompressedTextureSubImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedTextureSubImage1D">
            <summary>
            <para>Fullname: CompressedTextureSubImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedTextureSubImage1D(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedTextureSubImage1D.</para>
            <para>Fullname: CompressedTextureSubImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetCompressedTextureImage">
            <summary>
            <para>Fullname: GetCompressedTextureImageEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCompressedTextureImage(System.UInt32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCompressedTextureImage.</para>
            <para>Fullname: GetCompressedTextureImageEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedMultiTexImage3D">
            <summary>
            <para>Fullname: CompressedMultiTexImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedMultiTexImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedMultiTexImage3D.</para>
            <para>Fullname: CompressedMultiTexImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedMultiTexImage2D">
            <summary>
            <para>Fullname: CompressedMultiTexImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedMultiTexImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedMultiTexImage2D.</para>
            <para>Fullname: CompressedMultiTexImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedMultiTexImage1D">
            <summary>
            <para>Fullname: CompressedMultiTexImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedMultiTexImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedMultiTexImage1D.</para>
            <para>Fullname: CompressedMultiTexImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedMultiTexSubImage3D">
            <summary>
            <para>Fullname: CompressedMultiTexSubImage3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedMultiTexSubImage3D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedMultiTexSubImage3D.</para>
            <para>Fullname: CompressedMultiTexSubImage3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedMultiTexSubImage2D">
            <summary>
            <para>Fullname: CompressedMultiTexSubImage2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedMultiTexSubImage2D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedMultiTexSubImage2D.</para>
            <para>Fullname: CompressedMultiTexSubImage2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CompressedMultiTexSubImage1D">
            <summary>
            <para>Fullname: CompressedMultiTexSubImage1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CompressedMultiTexSubImage1D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CompressedMultiTexSubImage1D.</para>
            <para>Fullname: CompressedMultiTexSubImage1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetCompressedMultiTexImage">
            <summary>
            <para>Fullname: GetCompressedMultiTexImageEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCompressedMultiTexImage(System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCompressedMultiTexImage.</para>
            <para>Fullname: GetCompressedMultiTexImageEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramString">
            <summary>
            <para>Fullname: NamedProgramStringEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramString(System.UInt32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramString.</para>
            <para>Fullname: NamedProgramStringEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameter4d">
            <summary>
            <para>Fullname: NamedProgramLocalParameter4dEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameter4d(System.UInt32,System.Int32,System.UInt32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameter4d.</para>
            <para>Fullname: NamedProgramLocalParameter4dEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameter4dv">
            <summary>
            <para>Fullname: NamedProgramLocalParameter4dvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameter4dv(System.UInt32,System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameter4dv.</para>
            <para>Fullname: NamedProgramLocalParameter4dvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameter4f">
            <summary>
            <para>Fullname: NamedProgramLocalParameter4fEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameter4f(System.UInt32,System.Int32,System.UInt32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameter4f.</para>
            <para>Fullname: NamedProgramLocalParameter4fEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameter4fv">
            <summary>
            <para>Fullname: NamedProgramLocalParameter4fvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameter4fv(System.UInt32,System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameter4fv.</para>
            <para>Fullname: NamedProgramLocalParameter4fvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedProgramLocalParameterdv">
            <summary>
            <para>Fullname: GetNamedProgramLocalParameterdvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedProgramLocalParameterdv(System.UInt32,System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedProgramLocalParameterdv.</para>
            <para>Fullname: GetNamedProgramLocalParameterdvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedProgramLocalParameterfv">
            <summary>
            <para>Fullname: GetNamedProgramLocalParameterfvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedProgramLocalParameterfv(System.UInt32,System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedProgramLocalParameterfv.</para>
            <para>Fullname: GetNamedProgramLocalParameterfvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedProgramiv">
            <summary>
            <para>Fullname: GetNamedProgramivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedProgramiv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedProgramiv.</para>
            <para>Fullname: GetNamedProgramivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedProgramString">
            <summary>
            <para>Fullname: GetNamedProgramStringEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedProgramString(System.UInt32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedProgramString.</para>
            <para>Fullname: GetNamedProgramStringEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameters4fv">
            <summary>
            <para>Fullname: NamedProgramLocalParameters4fvEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameters4fv(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameters4fv.</para>
            <para>Fullname: NamedProgramLocalParameters4fvEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameterI4i">
            <summary>
            <para>Fullname: NamedProgramLocalParameterI4iEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameterI4i(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameterI4i.</para>
            <para>Fullname: NamedProgramLocalParameterI4iEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameterI4iv">
            <summary>
            <para>Fullname: NamedProgramLocalParameterI4ivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameterI4iv(System.UInt32,System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameterI4iv.</para>
            <para>Fullname: NamedProgramLocalParameterI4ivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParametersI4iv">
            <summary>
            <para>Fullname: NamedProgramLocalParametersI4ivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParametersI4iv(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParametersI4iv.</para>
            <para>Fullname: NamedProgramLocalParametersI4ivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameterI4ui">
            <summary>
            <para>Fullname: NamedProgramLocalParameterI4uiEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameterI4ui(System.UInt32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameterI4ui.</para>
            <para>Fullname: NamedProgramLocalParameterI4uiEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParameterI4uiv">
            <summary>
            <para>Fullname: NamedProgramLocalParameterI4uivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParameterI4uiv(System.UInt32,System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParameterI4uiv.</para>
            <para>Fullname: NamedProgramLocalParameterI4uivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedProgramLocalParametersI4uiv">
            <summary>
            <para>Fullname: NamedProgramLocalParametersI4uivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedProgramLocalParametersI4uiv(System.UInt32,System.Int32,System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedProgramLocalParametersI4uiv.</para>
            <para>Fullname: NamedProgramLocalParametersI4uivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedProgramLocalParameterIiv">
            <summary>
            <para>Fullname: GetNamedProgramLocalParameterIivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedProgramLocalParameterIiv(System.UInt32,System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedProgramLocalParameterIiv.</para>
            <para>Fullname: GetNamedProgramLocalParameterIivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedProgramLocalParameterIuiv">
            <summary>
            <para>Fullname: GetNamedProgramLocalParameterIuivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedProgramLocalParameterIuiv(System.UInt32,System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedProgramLocalParameterIuiv.</para>
            <para>Fullname: GetNamedProgramLocalParameterIuivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureParameterIiv">
            <summary>
            <para>Fullname: TextureParameterIivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureParameterIiv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureParameterIiv.</para>
            <para>Fullname: TextureParameterIivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureParameterIuiv">
            <summary>
            <para>Fullname: TextureParameterIuivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureParameterIuiv(System.UInt32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureParameterIuiv.</para>
            <para>Fullname: TextureParameterIuivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTextureParameterIiv">
            <summary>
            <para>Fullname: GetTextureParameterIivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTextureParameterIiv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTextureParameterIiv.</para>
            <para>Fullname: GetTextureParameterIivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTextureParameterIuiv">
            <summary>
            <para>Fullname: GetTextureParameterIuivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTextureParameterIuiv(System.UInt32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTextureParameterIuiv.</para>
            <para>Fullname: GetTextureParameterIuivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexParameterIiv">
            <summary>
            <para>Fullname: MultiTexParameterIivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexParameterIiv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexParameterIiv.</para>
            <para>Fullname: MultiTexParameterIivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexParameterIuiv">
            <summary>
            <para>Fullname: MultiTexParameterIuivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexParameterIuiv(System.Int32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexParameterIuiv.</para>
            <para>Fullname: MultiTexParameterIuivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexParameterIiv">
            <summary>
            <para>Fullname: GetMultiTexParameterIivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexParameterIiv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexParameterIiv.</para>
            <para>Fullname: GetMultiTexParameterIivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMultiTexParameterIuiv">
            <summary>
            <para>Fullname: GetMultiTexParameterIuivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMultiTexParameterIuiv(System.Int32,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMultiTexParameterIuiv.</para>
            <para>Fullname: GetMultiTexParameterIuivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedBufferData">
            <summary>
            <para>Fullname: NamedBufferDataEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedBufferData(System.UInt32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedBufferData.</para>
            <para>Fullname: NamedBufferDataEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedBufferSubData">
            <summary>
            <para>Fullname: NamedBufferSubDataEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedBufferSubData(System.UInt32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedBufferSubData.</para>
            <para>Fullname: NamedBufferSubDataEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapNamedBuffer">
            <summary>
            <para>Fullname: MapNamedBufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapNamedBuffer(System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapNamedBuffer.</para>
            <para>Fullname: MapNamedBufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UnmapNamedBuffer">
            <summary>
            <para>Fullname: UnmapNamedBufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UnmapNamedBuffer(System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UnmapNamedBuffer.</para>
            <para>Fullname: UnmapNamedBufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapNamedBufferRange">
            <summary>
            <para>Fullname: MapNamedBufferRangeEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapNamedBufferRange(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapNamedBufferRange.</para>
            <para>Fullname: MapNamedBufferRangeEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FlushMappedNamedBufferRange">
            <summary>
            <para>Fullname: FlushMappedNamedBufferRangeEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FlushMappedNamedBufferRange(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FlushMappedNamedBufferRange.</para>
            <para>Fullname: FlushMappedNamedBufferRangeEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedCopyBufferSubData">
            <summary>
            <para>Fullname: NamedCopyBufferSubDataEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedCopyBufferSubData(System.UInt32,System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedCopyBufferSubData.</para>
            <para>Fullname: NamedCopyBufferSubDataEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedBufferParameteriv">
            <summary>
            <para>Fullname: GetNamedBufferParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedBufferParameteriv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedBufferParameteriv.</para>
            <para>Fullname: GetNamedBufferParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedBufferPointerv">
            <summary>
            <para>Fullname: GetNamedBufferPointervEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedBufferPointerv(System.UInt32,System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedBufferPointerv.</para>
            <para>Fullname: GetNamedBufferPointervEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedBufferSubData">
            <summary>
            <para>Fullname: GetNamedBufferSubDataEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedBufferSubData(System.UInt32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedBufferSubData.</para>
            <para>Fullname: GetNamedBufferSubDataEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureBuffer">
            <summary>
            <para>Fullname: TextureBufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureBuffer(System.UInt32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureBuffer.</para>
            <para>Fullname: TextureBufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexBuffer">
            <summary>
            <para>Fullname: MultiTexBufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexBuffer(System.Int32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexBuffer.</para>
            <para>Fullname: MultiTexBufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedRenderbufferStorage">
            <summary>
            <para>Fullname: NamedRenderbufferStorageEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedRenderbufferStorage(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedRenderbufferStorage.</para>
            <para>Fullname: NamedRenderbufferStorageEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedRenderbufferParameteriv">
            <summary>
            <para>Fullname: GetNamedRenderbufferParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedRenderbufferParameteriv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedRenderbufferParameteriv.</para>
            <para>Fullname: GetNamedRenderbufferParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CheckNamedFramebufferStatus">
            <summary>
            <para>Fullname: CheckNamedFramebufferStatusEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CheckNamedFramebufferStatus(System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CheckNamedFramebufferStatus.</para>
            <para>Fullname: CheckNamedFramebufferStatusEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedFramebufferTexture1D">
            <summary>
            <para>Fullname: NamedFramebufferTexture1DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedFramebufferTexture1D(System.UInt32,System.Int32,System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedFramebufferTexture1D.</para>
            <para>Fullname: NamedFramebufferTexture1DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedFramebufferTexture2D">
            <summary>
            <para>Fullname: NamedFramebufferTexture2DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedFramebufferTexture2D(System.UInt32,System.Int32,System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedFramebufferTexture2D.</para>
            <para>Fullname: NamedFramebufferTexture2DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedFramebufferTexture3D">
            <summary>
            <para>Fullname: NamedFramebufferTexture3DEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedFramebufferTexture3D(System.UInt32,System.Int32,System.Int32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedFramebufferTexture3D.</para>
            <para>Fullname: NamedFramebufferTexture3DEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedFramebufferRenderbuffer">
            <summary>
            <para>Fullname: NamedFramebufferRenderbufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedFramebufferRenderbuffer(System.UInt32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedFramebufferRenderbuffer.</para>
            <para>Fullname: NamedFramebufferRenderbufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedFramebufferAttachmentParameteriv">
            <summary>
            <para>Fullname: GetNamedFramebufferAttachmentParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedFramebufferAttachmentParameteriv(System.UInt32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedFramebufferAttachmentParameteriv.</para>
            <para>Fullname: GetNamedFramebufferAttachmentParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenerateTextureMipmap">
            <summary>
            <para>Fullname: GenerateTextureMipmapEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenerateTextureMipmap(System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenerateTextureMipmap.</para>
            <para>Fullname: GenerateTextureMipmapEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenerateMultiTexMipmap">
            <summary>
            <para>Fullname: GenerateMultiTexMipmapEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenerateMultiTexMipmap(System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenerateMultiTexMipmap.</para>
            <para>Fullname: GenerateMultiTexMipmapEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferDrawBuffer">
            <summary>
            <para>Fullname: FramebufferDrawBufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferDrawBuffer(System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferDrawBuffer.</para>
            <para>Fullname: FramebufferDrawBufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferDrawBuffers">
            <summary>
            <para>Fullname: FramebufferDrawBuffersEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferDrawBuffers(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferDrawBuffers.</para>
            <para>Fullname: FramebufferDrawBuffersEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FramebufferReadBuffer">
            <summary>
            <para>Fullname: FramebufferReadBufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FramebufferReadBuffer(System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FramebufferReadBuffer.</para>
            <para>Fullname: FramebufferReadBufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFramebufferParameteriv">
            <summary>
            <para>Fullname: GetFramebufferParameterivEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFramebufferParameteriv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFramebufferParameteriv.</para>
            <para>Fullname: GetFramebufferParameterivEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedRenderbufferStorageMultisample">
            <summary>
            <para>Fullname: NamedRenderbufferStorageMultisampleEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedRenderbufferStorageMultisample(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedRenderbufferStorageMultisample.</para>
            <para>Fullname: NamedRenderbufferStorageMultisampleEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedRenderbufferStorageMultisampleCoverage">
            <summary>
            <para>Fullname: NamedRenderbufferStorageMultisampleCoverageEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedRenderbufferStorageMultisampleCoverage(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedRenderbufferStorageMultisampleCoverage.</para>
            <para>Fullname: NamedRenderbufferStorageMultisampleCoverageEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedFramebufferTexture">
            <summary>
            <para>Fullname: NamedFramebufferTextureEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedFramebufferTexture(System.UInt32,System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedFramebufferTexture.</para>
            <para>Fullname: NamedFramebufferTextureEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedFramebufferTextureLayer">
            <summary>
            <para>Fullname: NamedFramebufferTextureLayerEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedFramebufferTextureLayer(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedFramebufferTextureLayer.</para>
            <para>Fullname: NamedFramebufferTextureLayerEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NamedFramebufferTextureFace">
            <summary>
            <para>Fullname: NamedFramebufferTextureFaceEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NamedFramebufferTextureFace(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NamedFramebufferTextureFace.</para>
            <para>Fullname: NamedFramebufferTextureFaceEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureRenderbuffer">
            <summary>
            <para>Fullname: TextureRenderbufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureRenderbuffer(System.UInt32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureRenderbuffer.</para>
            <para>Fullname: TextureRenderbufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexRenderbuffer">
            <summary>
            <para>Fullname: MultiTexRenderbufferEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexRenderbuffer(System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension introduces a set of new "direct state access" commands (meaning no selector is involved) to access (update and query) OpenGL state that previously depended on the OpenGL state selectors for access.  These new commands supplement the existing selector-based OpenGL commands to access the same state. The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state.  The extension also allows more efficient command usage by eliminating the need for selector update commands. Two derivative advantages of this extension are 1) display lists can be executed using these commands that avoid disturbing selectors that subsequent commands may depend on, and 2) drivers implemented with a dual-thread partitioning with OpenGL command buffering from an application thread and then OpenGL command dispatching in a concurrent driver thread can avoid thread synchronization created by selector saving, setting, command execution, and selecto...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexRenderbuffer.</para>
            <para>Fullname: MultiTexRenderbufferEXT</para>
            <para>Extensions: EXT_direct_state_access</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UseShaderProgram">
            <summary>
            <para>Fullname: UseShaderProgramEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UseShaderProgram(System.Int32,System.UInt32)">
            <summary>
            <para>Prior to this extension, GLSL requires multiple shader domains (vertex, fragment, geometry) to be linked into a single monolithic program object to specify a GLSL shader for each domain. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple domains, all existing GPU hardware supports the more flexible mix-and-match approach. HLSL9, Cg, the prior OpenGL assembly program extensions, and game console programmers favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader domains. Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This keep-it-simple extension adapts the "mix-and-match" shader domain model for GLSL so different GLSL program objects can be bound to different shader domains. This extension redefines the operation of glUseProgram(GLenum program) to be equivalent ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UseShaderProgram.</para>
            <para>Fullname: UseShaderProgramEXT</para>
            <para>Extensions: EXT_separate_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ActiveProgram">
            <summary>
            <para>Fullname: ActiveProgramEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ActiveProgram(System.UInt32)">
            <summary>
            <para>Prior to this extension, GLSL requires multiple shader domains (vertex, fragment, geometry) to be linked into a single monolithic program object to specify a GLSL shader for each domain. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple domains, all existing GPU hardware supports the more flexible mix-and-match approach. HLSL9, Cg, the prior OpenGL assembly program extensions, and game console programmers favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader domains. Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This keep-it-simple extension adapts the "mix-and-match" shader domain model for GLSL so different GLSL program objects can be bound to different shader domains. This extension redefines the operation of glUseProgram(GLenum program) to be equivalent ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ActiveProgram.</para>
            <para>Fullname: ActiveProgramEXT</para>
            <para>Extensions: EXT_separate_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CreateShaderProgram">
            <summary>
            <para>Fullname: CreateShaderProgramEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CreateShaderProgram(System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>Prior to this extension, GLSL requires multiple shader domains (vertex, fragment, geometry) to be linked into a single monolithic program object to specify a GLSL shader for each domain. While GLSL's monolithic approach has some advantages for optimizing shaders as a unit that span multiple domains, all existing GPU hardware supports the more flexible mix-and-match approach. HLSL9, Cg, the prior OpenGL assembly program extensions, and game console programmers favor a more flexible "mix-and-match" approach to specifying shaders independently for these different shader domains. Many developers build their shader content around the mix-and-match approach where they can use a single vertex shader with multiple fragment shaders (or vice versa). This keep-it-simple extension adapts the "mix-and-match" shader domain model for GLSL so different GLSL program objects can be bound to different shader domains. This extension redefines the operation of glUseProgram(GLenum program) to be equivalent ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CreateShaderProgram.</para>
            <para>Fullname: CreateShaderProgramEXT</para>
            <para>Extensions: EXT_separate_shader_objects</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexArrayVertexAttribLOffset">
            <summary>
            <para>Fullname: VertexArrayVertexAttribLOffsetEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexArrayVertexAttribLOffset(System.UInt32,System.UInt32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs using vertex array or immediate mode entry points.  This builds on the support for general-purpose support for 64-bit floating-point values in the ARB_gpu_shader_fp64 extension. This extension provides a new class of vertex attribute functions, beginning with "VertexAttribL" ("L" for "long"), that can be used to specify attributes with 64-bit floating-point components.  This extension provides no automatic type conversion between attribute and shader variables; single-precision attributes are not automatically converted to double-precision or vice versa.  For shader variables with 64-bit component types, the "VertexAttribL" functions must be used to specify attribute values.  For other shader variables, the "VertexAttribL" functions must not be used.  If a vertex attribute is specified using the wrong attr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexArrayVertexAttribLOffset.</para>
            <para>Fullname: VertexArrayVertexAttribLOffsetEXT</para>
            <para>Extensions: EXT_vertex_attrib_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ImportSync">
            <summary>
            <para>Fullname: ImportSyncEXT</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ImportSync(System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexFilterFunc">
            <summary>
            <para>Fullname: GetTexFilterFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexFilterFunc(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension allows 1D and 2D textures to be filtered using an application-defined, four sample per dimension filter.  (In addition to the NEAREST and LINEAR filters defined in the original GL Specification.) Such filtering results in higher image quality.  It is defined only for non-mipmapped filters.  The filter that is specified must be symmetric and separable (in the 2D case). </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexFilterFunc.</para>
            <para>Fullname: GetTexFilterFuncSGIS</para>
            <para>Extensions: SGIS_texture_filter4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexFilterFunc">
            <summary>
            <para>Fullname: TexFilterFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexFilterFunc(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension allows 1D and 2D textures to be filtered using an application-defined, four sample per dimension filter.  (In addition to the NEAREST and LINEAR filters defined in the original GL Specification.) Such filtering results in higher image quality.  It is defined only for non-mipmapped filters.  The filter that is specified must be symmetric and separable (in the 2D case). </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexFilterFunc.</para>
            <para>Fullname: TexFilterFuncSGIS</para>
            <para>Extensions: SGIS_texture_filter4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTexGenParameteri">
            <summary>
            <para>Fullname: PixelTexGenParameteriSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTexGenParameteri(System.Int32,System.Int32)">
            <summary>
            <para>The geometry rasterization and pixel pipeline "convert to fragment" stages each produce fragments.  The fragments are processed by a unified per fragment pipeline that begins with the application of the texture to the fragment color.  Because the pixel pipeline shares the per fragment processing with the geometry pipeline, the fragments produced by the pixel pipeline must have the same fields as the ones produced by the geometry pipeline.  When pixel groups are being converted to fragments, the parts of the fragment that aren't derived from the pixel groups are taken from the associated values in the current raster position. A fragment consists of x and y window coordinates and their associated color value, depth value, and texture coordinates. In the 1.1 OpenGL specification, when the pixel group is RGBA the fragment color is always derived from the pixel group, and the depth value and texture coordinates always come from the raster position. This extension provides a way to specify h...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTexGenParameteri.</para>
            <para>Fullname: PixelTexGenParameteriSGIS</para>
            <para>Extensions: SGIS_pixel_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTexGenParameteriv">
            <summary>
            <para>Fullname: PixelTexGenParameterivSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTexGenParameteriv(System.Int32,System.Int32[])">
            <summary>
            <para>The geometry rasterization and pixel pipeline "convert to fragment" stages each produce fragments.  The fragments are processed by a unified per fragment pipeline that begins with the application of the texture to the fragment color.  Because the pixel pipeline shares the per fragment processing with the geometry pipeline, the fragments produced by the pixel pipeline must have the same fields as the ones produced by the geometry pipeline.  When pixel groups are being converted to fragments, the parts of the fragment that aren't derived from the pixel groups are taken from the associated values in the current raster position. A fragment consists of x and y window coordinates and their associated color value, depth value, and texture coordinates. In the 1.1 OpenGL specification, when the pixel group is RGBA the fragment color is always derived from the pixel group, and the depth value and texture coordinates always come from the raster position. This extension provides a way to specify h...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTexGenParameteriv.</para>
            <para>Fullname: PixelTexGenParameterivSGIS</para>
            <para>Extensions: SGIS_pixel_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTexGenParameterf">
            <summary>
            <para>Fullname: PixelTexGenParameterfSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTexGenParameterf(System.Int32,System.Single)">
            <summary>
            <para>The geometry rasterization and pixel pipeline "convert to fragment" stages each produce fragments.  The fragments are processed by a unified per fragment pipeline that begins with the application of the texture to the fragment color.  Because the pixel pipeline shares the per fragment processing with the geometry pipeline, the fragments produced by the pixel pipeline must have the same fields as the ones produced by the geometry pipeline.  When pixel groups are being converted to fragments, the parts of the fragment that aren't derived from the pixel groups are taken from the associated values in the current raster position. A fragment consists of x and y window coordinates and their associated color value, depth value, and texture coordinates. In the 1.1 OpenGL specification, when the pixel group is RGBA the fragment color is always derived from the pixel group, and the depth value and texture coordinates always come from the raster position. This extension provides a way to specify h...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTexGenParameterf.</para>
            <para>Fullname: PixelTexGenParameterfSGIS</para>
            <para>Extensions: SGIS_pixel_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTexGenParameterfv">
            <summary>
            <para>Fullname: PixelTexGenParameterfvSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTexGenParameterfv(System.Int32,System.Single[])">
            <summary>
            <para>The geometry rasterization and pixel pipeline "convert to fragment" stages each produce fragments.  The fragments are processed by a unified per fragment pipeline that begins with the application of the texture to the fragment color.  Because the pixel pipeline shares the per fragment processing with the geometry pipeline, the fragments produced by the pixel pipeline must have the same fields as the ones produced by the geometry pipeline.  When pixel groups are being converted to fragments, the parts of the fragment that aren't derived from the pixel groups are taken from the associated values in the current raster position. A fragment consists of x and y window coordinates and their associated color value, depth value, and texture coordinates. In the 1.1 OpenGL specification, when the pixel group is RGBA the fragment color is always derived from the pixel group, and the depth value and texture coordinates always come from the raster position. This extension provides a way to specify h...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelTexGenParameterfv.</para>
            <para>Fullname: PixelTexGenParameterfvSGIS</para>
            <para>Extensions: SGIS_pixel_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPixelTexGenParameteriv">
            <summary>
            <para>Fullname: GetPixelTexGenParameterivSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPixelTexGenParameteriv(System.Int32,System.Int32[])">
            <summary>
            <para>The geometry rasterization and pixel pipeline "convert to fragment" stages each produce fragments.  The fragments are processed by a unified per fragment pipeline that begins with the application of the texture to the fragment color.  Because the pixel pipeline shares the per fragment processing with the geometry pipeline, the fragments produced by the pixel pipeline must have the same fields as the ones produced by the geometry pipeline.  When pixel groups are being converted to fragments, the parts of the fragment that aren't derived from the pixel groups are taken from the associated values in the current raster position. A fragment consists of x and y window coordinates and their associated color value, depth value, and texture coordinates. In the 1.1 OpenGL specification, when the pixel group is RGBA the fragment color is always derived from the pixel group, and the depth value and texture coordinates always come from the raster position. This extension provides a way to specify h...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPixelTexGenParameteriv.</para>
            <para>Fullname: GetPixelTexGenParameterivSGIS</para>
            <para>Extensions: SGIS_pixel_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPixelTexGenParameterfv">
            <summary>
            <para>Fullname: GetPixelTexGenParameterfvSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPixelTexGenParameterfv(System.Int32,System.Single[])">
            <summary>
            <para>The geometry rasterization and pixel pipeline "convert to fragment" stages each produce fragments.  The fragments are processed by a unified per fragment pipeline that begins with the application of the texture to the fragment color.  Because the pixel pipeline shares the per fragment processing with the geometry pipeline, the fragments produced by the pixel pipeline must have the same fields as the ones produced by the geometry pipeline.  When pixel groups are being converted to fragments, the parts of the fragment that aren't derived from the pixel groups are taken from the associated values in the current raster position. A fragment consists of x and y window coordinates and their associated color value, depth value, and texture coordinates. In the 1.1 OpenGL specification, when the pixel group is RGBA the fragment color is always derived from the pixel group, and the depth value and texture coordinates always come from the raster position. This extension provides a way to specify h...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPixelTexGenParameterfv.</para>
            <para>Fullname: GetPixelTexGenParameterfvSGIS</para>
            <para>Extensions: SGIS_pixel_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage4D">
            <summary>
            <para>Fullname: TexImage4DSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage4D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension defines 4-dimensional texture mapping.  If EXT_subtexture is supported, this extension also defines a mechanism to redefine a portion of an existing 4-dimensional texture image.  Because EXT_texture3D is required, this extension utilizes the 3-dimensional image support defined in by EXT_texture3D as a base for 4-dimensional image manipulation.  The 4th dimension has an abstract, rather than physical, reference and will be called "extent", since the definition of extent is "that which specifies the range or magnitude of an area or volume." Four-dimensional texture mapping is more constrained than its one, two, and three-dimensional counterparts.  Mipmapping is not supported, so only the level-zero 4-dimensional texture image can be defined.  Cubic filtering is not supported, so the border width must be either zero or one. Four-dimensional textures are used primarily as color lookup tables for color conversion. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexImage4D.</para>
            <para>Fullname: TexImage4DSGIS</para>
            <para>Extensions: SGIS_texture4D</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexSubImage4D">
            <summary>
            <para>Fullname: TexSubImage4DSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexSubImage4D(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension defines 4-dimensional texture mapping.  If EXT_subtexture is supported, this extension also defines a mechanism to redefine a portion of an existing 4-dimensional texture image.  Because EXT_texture3D is required, this extension utilizes the 3-dimensional image support defined in by EXT_texture3D as a base for 4-dimensional image manipulation.  The 4th dimension has an abstract, rather than physical, reference and will be called "extent", since the definition of extent is "that which specifies the range or magnitude of an area or volume." Four-dimensional texture mapping is more constrained than its one, two, and three-dimensional counterparts.  Mipmapping is not supported, so only the level-zero 4-dimensional texture image can be defined.  Cubic filtering is not supported, so the border width must be either zero or one. Four-dimensional textures are used primarily as color lookup tables for color conversion. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexSubImage4D.</para>
            <para>Fullname: TexSubImage4DSGIS</para>
            <para>Extensions: SGIS_texture4D</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DetailTexFunc">
            <summary>
            <para>Fullname: DetailTexFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DetailTexFunc(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces texture magnification filters that blend between the level 0 image and a separately defined "detail" image. The detail image represents the characteristics of the high frequency subband image above the band-limited level 0 image.  The detail image is typically a rectangular portion of the subband image which is modified so that it can be repeated without discontinuities along its edges. Detail blending can be enabled for all color channels, for the alpha channel only, or for the red, green, and blue channels only.  It is available only for 2D textures. WARNING - Silicon Graphics has filed for patent protection for some </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DetailTexFunc.</para>
            <para>Fullname: DetailTexFuncSGIS</para>
            <para>Extensions: SGIS_detail_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetDetailTexFunc">
            <summary>
            <para>Fullname: GetDetailTexFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetDetailTexFunc(System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces texture magnification filters that blend between the level 0 image and a separately defined "detail" image. The detail image represents the characteristics of the high frequency subband image above the band-limited level 0 image.  The detail image is typically a rectangular portion of the subband image which is modified so that it can be repeated without discontinuities along its edges. Detail blending can be enabled for all color channels, for the alpha channel only, or for the red, green, and blue channels only.  It is available only for 2D textures. WARNING - Silicon Graphics has filed for patent protection for some </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetDetailTexFunc.</para>
            <para>Fullname: GetDetailTexFuncSGIS</para>
            <para>Extensions: SGIS_detail_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SharpenTexFunc">
            <summary>
            <para>Fullname: SharpenTexFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SharpenTexFunc(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces texture magnification filters that sharpen the resulting image by extrapolating from the level 1 image to the level 0 image.  Sharpening can be enabled for all color channels, for the alpha channel only, or for the red, green, and blue channels only. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SharpenTexFunc.</para>
            <para>Fullname: SharpenTexFuncSGIS</para>
            <para>Extensions: SGIS_sharpen_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetSharpenTexFunc">
            <summary>
            <para>Fullname: GetSharpenTexFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetSharpenTexFunc(System.Int32,System.Single[])">
            <summary>
            <para>This extension introduces texture magnification filters that sharpen the resulting image by extrapolating from the level 1 image to the level 0 image.  Sharpening can be enabled for all color channels, for the alpha channel only, or for the red, green, and blue channels only. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetSharpenTexFunc.</para>
            <para>Fullname: GetSharpenTexFuncSGIS</para>
            <para>Extensions: SGIS_sharpen_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FogFunc">
            <summary>
            <para>Fullname: FogFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogFunc(System.Int32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFogFunc">
            <summary>
            <para>Fullname: GetFogFuncSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFogFunc(System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureColorMask">
            <summary>
            <para>Fullname: TextureColorMaskSGIS</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureColorMask(System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>This extension implements the same functionality for texture updates that glColorMask implements for color buffer updates. Masks for updating textures with indexed internal formats (the analog for glIndexMask) should be supported by a separate extension. The extension allows an application to update a subset of components in an existing texture.	The masks are applied after all pixel transfer operations have been performed, immediately prior to writing the texel value into texture memory.  They apply to all texture updates. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureColorMask.</para>
            <para>Fullname: TextureColorMaskSGIS</para>
            <para>Extensions: SGIS_texture_color_mask</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelTexGenX">
            <summary>
            <para>Fullname: PixelTexGenSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelTexGenX(System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._SpriteParameterfX">
            <summary>
            <para>Fullname: SpriteParameterfSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SpriteParameterfX(System.Int32,System.Single)">
            <summary>
            <para>This extension provides support for viewpoint dependent alignment of geometry, in particular geometry that rotates about a point or a specified axis to face the eye point.  The primary use is for quickly rendering roughly cylindrically or spherically symmetric objects, e.g. trees, smoke, clouds, etc. using geometry textured with a partially transparent texture map. Rendering sprite geometry requires applying a transformation to primitives before the current model view. This matrix includes a rotation which is computed based on the current model view matrix and a translation which is specified explicitly (SPRITE_TRANSLATION_SGIX). The current model view matrix itself is not modified. Primitives are first transformed by a rotation, depending on the sprite mode: </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SpriteParameterfX.</para>
            <para>Fullname: SpriteParameterfSGIX</para>
            <para>Extensions: SGIX_sprite</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SpriteParameterfvX">
            <summary>
            <para>Fullname: SpriteParameterfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SpriteParameterfvX(System.Int32,System.Single[])">
            <summary>
            <para>This extension provides support for viewpoint dependent alignment of geometry, in particular geometry that rotates about a point or a specified axis to face the eye point.  The primary use is for quickly rendering roughly cylindrically or spherically symmetric objects, e.g. trees, smoke, clouds, etc. using geometry textured with a partially transparent texture map. Rendering sprite geometry requires applying a transformation to primitives before the current model view. This matrix includes a rotation which is computed based on the current model view matrix and a translation which is specified explicitly (SPRITE_TRANSLATION_SGIX). The current model view matrix itself is not modified. Primitives are first transformed by a rotation, depending on the sprite mode: </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SpriteParameterfvX.</para>
            <para>Fullname: SpriteParameterfvSGIX</para>
            <para>Extensions: SGIX_sprite</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SpriteParameteriX">
            <summary>
            <para>Fullname: SpriteParameteriSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SpriteParameteriX(System.Int32,System.Int32)">
            <summary>
            <para>This extension provides support for viewpoint dependent alignment of geometry, in particular geometry that rotates about a point or a specified axis to face the eye point.  The primary use is for quickly rendering roughly cylindrically or spherically symmetric objects, e.g. trees, smoke, clouds, etc. using geometry textured with a partially transparent texture map. Rendering sprite geometry requires applying a transformation to primitives before the current model view. This matrix includes a rotation which is computed based on the current model view matrix and a translation which is specified explicitly (SPRITE_TRANSLATION_SGIX). The current model view matrix itself is not modified. Primitives are first transformed by a rotation, depending on the sprite mode: </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SpriteParameteriX.</para>
            <para>Fullname: SpriteParameteriSGIX</para>
            <para>Extensions: SGIX_sprite</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SpriteParameterivX">
            <summary>
            <para>Fullname: SpriteParameterivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SpriteParameterivX(System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides support for viewpoint dependent alignment of geometry, in particular geometry that rotates about a point or a specified axis to face the eye point.  The primary use is for quickly rendering roughly cylindrically or spherically symmetric objects, e.g. trees, smoke, clouds, etc. using geometry textured with a partially transparent texture map. Rendering sprite geometry requires applying a transformation to primitives before the current model view. This matrix includes a rotation which is computed based on the current model view matrix and a translation which is specified explicitly (SPRITE_TRANSLATION_SGIX). The current model view matrix itself is not modified. Primitives are first transformed by a rotation, depending on the sprite mode: </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SpriteParameterivX.</para>
            <para>Fullname: SpriteParameterivSGIX</para>
            <para>Extensions: SGIX_sprite</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetInstrumentsX">
            <summary>
            <para>Fullname: GetInstrumentsSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetInstrumentsX">
            <summary>
            <para>This extension allows the gathering and return of performance measurements from within the graphics pipeline by adding instrumentation. There are two reasons to do this.  The first is as a part of some type of fixed-frame-rate load management scheme.  If we know that the pipeline is stalled or struggling to process the amount of data we have given it so far, we can reduce the level of detail of the remaining objects in the current frame or the next frame, or adjust the framebuffer resolution for the next frame if we have a video-zoom capability available.  We can call this type of instrumentation Load Monitoring. The second is for performance tuning and debugging of an application. It might tell us how many triangles were culled or clipped before being rasterized.  We can call this simply Tuning. Load Monitoring requires that the instrumentation and the access of the measurements be efficient, otherwise the instrumentation itself will reduce performance more than any load-management sc...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetInstrumentsX.</para>
            <para>Fullname: GetInstrumentsSGIX</para>
            <para>Extensions: SGIX_instruments</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._InstrumentsBufferX">
            <summary>
            <para>Fullname: InstrumentsBufferSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.InstrumentsBufferX(System.Int32,System.Int32[])">
            <summary>
            <para>This extension allows the gathering and return of performance measurements from within the graphics pipeline by adding instrumentation. There are two reasons to do this.  The first is as a part of some type of fixed-frame-rate load management scheme.  If we know that the pipeline is stalled or struggling to process the amount of data we have given it so far, we can reduce the level of detail of the remaining objects in the current frame or the next frame, or adjust the framebuffer resolution for the next frame if we have a video-zoom capability available.  We can call this type of instrumentation Load Monitoring. The second is for performance tuning and debugging of an application. It might tell us how many triangles were culled or clipped before being rasterized.  We can call this simply Tuning. Load Monitoring requires that the instrumentation and the access of the measurements be efficient, otherwise the instrumentation itself will reduce performance more than any load-management sc...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _InstrumentsBufferX.</para>
            <para>Fullname: InstrumentsBufferSGIX</para>
            <para>Extensions: SGIX_instruments</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PollInstrumentsX">
            <summary>
            <para>Fullname: PollInstrumentsSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PollInstrumentsX(System.Int32[])">
            <summary>
            <para>This extension allows the gathering and return of performance measurements from within the graphics pipeline by adding instrumentation. There are two reasons to do this.  The first is as a part of some type of fixed-frame-rate load management scheme.  If we know that the pipeline is stalled or struggling to process the amount of data we have given it so far, we can reduce the level of detail of the remaining objects in the current frame or the next frame, or adjust the framebuffer resolution for the next frame if we have a video-zoom capability available.  We can call this type of instrumentation Load Monitoring. The second is for performance tuning and debugging of an application. It might tell us how many triangles were culled or clipped before being rasterized.  We can call this simply Tuning. Load Monitoring requires that the instrumentation and the access of the measurements be efficient, otherwise the instrumentation itself will reduce performance more than any load-management sc...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PollInstrumentsX.</para>
            <para>Fullname: PollInstrumentsSGIX</para>
            <para>Extensions: SGIX_instruments</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReadInstrumentsX">
            <summary>
            <para>Fullname: ReadInstrumentsSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReadInstrumentsX(System.Int32)">
            <summary>
            <para>This extension allows the gathering and return of performance measurements from within the graphics pipeline by adding instrumentation. There are two reasons to do this.  The first is as a part of some type of fixed-frame-rate load management scheme.  If we know that the pipeline is stalled or struggling to process the amount of data we have given it so far, we can reduce the level of detail of the remaining objects in the current frame or the next frame, or adjust the framebuffer resolution for the next frame if we have a video-zoom capability available.  We can call this type of instrumentation Load Monitoring. The second is for performance tuning and debugging of an application. It might tell us how many triangles were culled or clipped before being rasterized.  We can call this simply Tuning. Load Monitoring requires that the instrumentation and the access of the measurements be efficient, otherwise the instrumentation itself will reduce performance more than any load-management sc...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReadInstrumentsX.</para>
            <para>Fullname: ReadInstrumentsSGIX</para>
            <para>Extensions: SGIX_instruments</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._StartInstrumentsX">
            <summary>
            <para>Fullname: StartInstrumentsSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StartInstrumentsX">
            <summary>
            <para>This extension allows the gathering and return of performance measurements from within the graphics pipeline by adding instrumentation. There are two reasons to do this.  The first is as a part of some type of fixed-frame-rate load management scheme.  If we know that the pipeline is stalled or struggling to process the amount of data we have given it so far, we can reduce the level of detail of the remaining objects in the current frame or the next frame, or adjust the framebuffer resolution for the next frame if we have a video-zoom capability available.  We can call this type of instrumentation Load Monitoring. The second is for performance tuning and debugging of an application. It might tell us how many triangles were culled or clipped before being rasterized.  We can call this simply Tuning. Load Monitoring requires that the instrumentation and the access of the measurements be efficient, otherwise the instrumentation itself will reduce performance more than any load-management sc...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StartInstrumentsX.</para>
            <para>Fullname: StartInstrumentsSGIX</para>
            <para>Extensions: SGIX_instruments</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._StopInstrumentsX">
            <summary>
            <para>Fullname: StopInstrumentsSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StopInstrumentsX(System.Int32)">
            <summary>
            <para>This extension allows the gathering and return of performance measurements from within the graphics pipeline by adding instrumentation. There are two reasons to do this.  The first is as a part of some type of fixed-frame-rate load management scheme.  If we know that the pipeline is stalled or struggling to process the amount of data we have given it so far, we can reduce the level of detail of the remaining objects in the current frame or the next frame, or adjust the framebuffer resolution for the next frame if we have a video-zoom capability available.  We can call this type of instrumentation Load Monitoring. The second is for performance tuning and debugging of an application. It might tell us how many triangles were culled or clipped before being rasterized.  We can call this simply Tuning. Load Monitoring requires that the instrumentation and the access of the measurements be efficient, otherwise the instrumentation itself will reduce performance more than any load-management sc...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StopInstrumentsX.</para>
            <para>Fullname: StopInstrumentsSGIX</para>
            <para>Extensions: SGIX_instruments</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FrameZoomX">
            <summary>
            <para>Fullname: FrameZoomSGIX</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.FrameZoomX(System.Int32)" -->
        <member name="F:OpenGL4NET.gl._TagSampleBufferX">
            <summary>
            <para>Fullname: TagSampleBufferSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TagSampleBufferX">
            <summary>
            <para>The extensions defines a special purpose fast multisample clear. This clear can be used with some restrictions as a significantly faster alternative to Clear(DEPTH_BUFFER_BIT).  The extension is based on the RealityEngine architecture and will probably never be supported by any other architecture. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TagSampleBufferX.</para>
            <para>Fullname: TagSampleBufferSGIX</para>
            <para>Extensions: SGIX_tag_sample_buffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeformationMap3dX">
            <summary>
            <para>Fullname: DeformationMap3dSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeformationMap3dX(System.Int32,System.Double,System.Double,System.Int32,System.Int32,System.Double,System.Double,System.Int32,System.Int32,System.Double,System.Double,System.Int32,System.Int32,System.Double[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeformationMap3fX">
            <summary>
            <para>Fullname: DeformationMap3fSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeformationMap3fX(System.Int32,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Single,System.Int32,System.Int32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeformX">
            <summary>
            <para>Fullname: DeformSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeformX(System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._LoadIdentityDeformationMapX">
            <summary>
            <para>Fullname: LoadIdentityDeformationMapSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadIdentityDeformationMapX(System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReferencePlaneX">
            <summary>
            <para>Fullname: ReferencePlaneSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReferencePlaneX(System.Double[])">
            <summary>
            <para>This extension allows a group of coplanar primitives to be rendered without depth-buffering artifacts.  This is accomplished by generating the depth values for all the primitives from a single ``reference plane'' rather than from the primitives themselves.  This ensures that all the primitives in the group have exactly the same depth value at any given sample point, no matter what imprecision may exist in the original specifications of the primitives or in the GL's coordinate transformation process. The reference plane is defined by a four-component plane equation. When glReferencePlaneSGIX is called, equation is transformed by the transpose-adjoint of a matrix that is the complete object-coordinate to clip-coordinate transformation.  The resulting clip-coordinate coefficients are transformed by the current viewport when the reference plane is enabled. The reference plane is enabled and disabled with glEnable and glDisable. If the reference plane is enabled, a fragment (xf,yf,zf) will ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReferencePlaneX.</para>
            <para>Fullname: ReferencePlaneSGIX</para>
            <para>Extensions: SGIX_reference_plane</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FlushRasterX">
            <summary>
            <para>Fullname: FlushRasterSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FlushRasterX">
            <summary>
            <para>This extensions provides a way to ensure that all raster operations currently in the pipeline will be completed before the next raster operation begins. We define a raster operation as an operation that involves the rasterization stage of the OpenGL pipeline. The implementation is free to decide what consitutes flushing the raster subsystem. The motivation is to allow accurate instrumentation by including this call before stopping rasterization measurements. There are cases where Finish() is used, but a FlushRaster() would suffice, so this extension is deliberately kept independent of the instruments extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FlushRasterX.</para>
            <para>Fullname: FlushRasterSGIX</para>
            <para>Extensions: SGIX_flush_raster</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetListParameterfvX">
            <summary>
            <para>Fullname: GetListParameterfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetListParameterfvX(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides a mechanism for specifying the relative importance of display lists.  This information can be used by an OpenGL implementation to guide the placement of display list data in a storage hierarchy. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetListParameterfvX.</para>
            <para>Fullname: GetListParameterfvSGIX</para>
            <para>Extensions: SGIX_list_priority</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetListParameterivX">
            <summary>
            <para>Fullname: GetListParameterivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetListParameterivX(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides a mechanism for specifying the relative importance of display lists.  This information can be used by an OpenGL implementation to guide the placement of display list data in a storage hierarchy. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetListParameterivX.</para>
            <para>Fullname: GetListParameterivSGIX</para>
            <para>Extensions: SGIX_list_priority</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ListParameterfX">
            <summary>
            <para>Fullname: ListParameterfSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ListParameterfX(System.UInt32,System.Int32,System.Single)">
            <summary>
            <para>This extension provides a mechanism for specifying the relative importance of display lists.  This information can be used by an OpenGL implementation to guide the placement of display list data in a storage hierarchy. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ListParameterfX.</para>
            <para>Fullname: ListParameterfSGIX</para>
            <para>Extensions: SGIX_list_priority</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ListParameterfvX">
            <summary>
            <para>Fullname: ListParameterfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ListParameterfvX(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides a mechanism for specifying the relative importance of display lists.  This information can be used by an OpenGL implementation to guide the placement of display list data in a storage hierarchy. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ListParameterfvX.</para>
            <para>Fullname: ListParameterfvSGIX</para>
            <para>Extensions: SGIX_list_priority</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ListParameteriX">
            <summary>
            <para>Fullname: ListParameteriSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ListParameteriX(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism for specifying the relative importance of display lists.  This information can be used by an OpenGL implementation to guide the placement of display list data in a storage hierarchy. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ListParameteriX.</para>
            <para>Fullname: ListParameteriSGIX</para>
            <para>Extensions: SGIX_list_priority</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ListParameterivX">
            <summary>
            <para>Fullname: ListParameterivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ListParameterivX(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides a mechanism for specifying the relative importance of display lists.  This information can be used by an OpenGL implementation to guide the placement of display list data in a storage hierarchy. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ListParameterivX.</para>
            <para>Fullname: ListParameterivSGIX</para>
            <para>Extensions: SGIX_list_priority</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentColorMaterialX">
            <summary>
            <para>Fullname: FragmentColorMaterialSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentColorMaterialX(System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightfX">
            <summary>
            <para>Fullname: FragmentLightfSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightfX(System.Int32,System.Int32,System.Single)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightfvX">
            <summary>
            <para>Fullname: FragmentLightfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightfvX(System.Int32,System.Int32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightiX">
            <summary>
            <para>Fullname: FragmentLightiSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightiX(System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightivX">
            <summary>
            <para>Fullname: FragmentLightivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightivX(System.Int32,System.Int32,System.Int32[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightModelfX">
            <summary>
            <para>Fullname: FragmentLightModelfSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightModelfX(System.Int32,System.Single)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightModelfvX">
            <summary>
            <para>Fullname: FragmentLightModelfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightModelfvX(System.Int32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightModeliX">
            <summary>
            <para>Fullname: FragmentLightModeliSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightModeliX(System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentLightModelivX">
            <summary>
            <para>Fullname: FragmentLightModelivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentLightModelivX(System.Int32,System.Int32[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentMaterialfX">
            <summary>
            <para>Fullname: FragmentMaterialfSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentMaterialfX(System.Int32,System.Int32,System.Single)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentMaterialfvX">
            <summary>
            <para>Fullname: FragmentMaterialfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentMaterialfvX(System.Int32,System.Int32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentMaterialiX">
            <summary>
            <para>Fullname: FragmentMaterialiSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentMaterialiX(System.Int32,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._FragmentMaterialivX">
            <summary>
            <para>Fullname: FragmentMaterialivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FragmentMaterialivX(System.Int32,System.Int32,System.Int32[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFragmentLightfvX">
            <summary>
            <para>Fullname: GetFragmentLightfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFragmentLightfvX(System.Int32,System.Int32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFragmentLightivX">
            <summary>
            <para>Fullname: GetFragmentLightivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFragmentLightivX(System.Int32,System.Int32,System.Int32[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFragmentMaterialfvX">
            <summary>
            <para>Fullname: GetFragmentMaterialfvSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFragmentMaterialfvX(System.Int32,System.Int32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFragmentMaterialivX">
            <summary>
            <para>Fullname: GetFragmentMaterialivSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFragmentMaterialivX(System.Int32,System.Int32,System.Int32[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._LightEnviX">
            <summary>
            <para>Fullname: LightEnviSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LightEnviX(System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._AsyncMarkerX">
            <summary>
            <para>Fullname: AsyncMarkerSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AsyncMarkerX(System.UInt32)">
            <summary>
            <para>This extension provides a framework for asynchronous OpenGL commands.  It also provides commands allowing a program to wait for the completion of asynchronous commands.  Asynchronous commands have two properties:  1) Asynchronous commands are non-blocking.  For example, an asynchronous ReadPixels command returns control to the program immediately rather than blocking until the command completes. This property allows the program to issue other OpenGL commands in parallel with the execution of commands that normally block.  2) Asynchronous commands may complete out-of-order with respect to other OpenGL commands.  For example, an asynchronous TexImage command may complete after subsequent OpenGL commands issued by the program rather than maintaining the normal serial order of the OpenGL command stream.  This property allows the graphics accelerator to execute asynchronous commands in parallel with the normal command stream, for instance using a secondary path to transfer data from or to t...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AsyncMarkerX.</para>
            <para>Fullname: AsyncMarkerSGIX</para>
            <para>Extensions: SGIX_async</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FinishAsyncX">
            <summary>
            <para>Fullname: FinishAsyncSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FinishAsyncX(System.UInt32[])">
            <summary>
            <para>This extension provides a framework for asynchronous OpenGL commands.  It also provides commands allowing a program to wait for the completion of asynchronous commands.  Asynchronous commands have two properties:  1) Asynchronous commands are non-blocking.  For example, an asynchronous ReadPixels command returns control to the program immediately rather than blocking until the command completes. This property allows the program to issue other OpenGL commands in parallel with the execution of commands that normally block.  2) Asynchronous commands may complete out-of-order with respect to other OpenGL commands.  For example, an asynchronous TexImage command may complete after subsequent OpenGL commands issued by the program rather than maintaining the normal serial order of the OpenGL command stream.  This property allows the graphics accelerator to execute asynchronous commands in parallel with the normal command stream, for instance using a secondary path to transfer data from or to t...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FinishAsyncX.</para>
            <para>Fullname: FinishAsyncSGIX</para>
            <para>Extensions: SGIX_async</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PollAsyncX">
            <summary>
            <para>Fullname: PollAsyncSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PollAsyncX(System.UInt32[])">
            <summary>
            <para>This extension provides a framework for asynchronous OpenGL commands.  It also provides commands allowing a program to wait for the completion of asynchronous commands.  Asynchronous commands have two properties:  1) Asynchronous commands are non-blocking.  For example, an asynchronous ReadPixels command returns control to the program immediately rather than blocking until the command completes. This property allows the program to issue other OpenGL commands in parallel with the execution of commands that normally block.  2) Asynchronous commands may complete out-of-order with respect to other OpenGL commands.  For example, an asynchronous TexImage command may complete after subsequent OpenGL commands issued by the program rather than maintaining the normal serial order of the OpenGL command stream.  This property allows the graphics accelerator to execute asynchronous commands in parallel with the normal command stream, for instance using a secondary path to transfer data from or to t...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PollAsyncX.</para>
            <para>Fullname: PollAsyncSGIX</para>
            <para>Extensions: SGIX_async</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenAsyncMarkersX">
            <summary>
            <para>Fullname: GenAsyncMarkersSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenAsyncMarkersX(System.Int32)">
            <summary>
            <para>This extension provides a framework for asynchronous OpenGL commands.  It also provides commands allowing a program to wait for the completion of asynchronous commands.  Asynchronous commands have two properties:  1) Asynchronous commands are non-blocking.  For example, an asynchronous ReadPixels command returns control to the program immediately rather than blocking until the command completes. This property allows the program to issue other OpenGL commands in parallel with the execution of commands that normally block.  2) Asynchronous commands may complete out-of-order with respect to other OpenGL commands.  For example, an asynchronous TexImage command may complete after subsequent OpenGL commands issued by the program rather than maintaining the normal serial order of the OpenGL command stream.  This property allows the graphics accelerator to execute asynchronous commands in parallel with the normal command stream, for instance using a secondary path to transfer data from or to t...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenAsyncMarkersX.</para>
            <para>Fullname: GenAsyncMarkersSGIX</para>
            <para>Extensions: SGIX_async</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteAsyncMarkersX">
            <summary>
            <para>Fullname: DeleteAsyncMarkersSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteAsyncMarkersX(System.UInt32,System.Int32)">
            <summary>
            <para>This extension provides a framework for asynchronous OpenGL commands.  It also provides commands allowing a program to wait for the completion of asynchronous commands.  Asynchronous commands have two properties:  1) Asynchronous commands are non-blocking.  For example, an asynchronous ReadPixels command returns control to the program immediately rather than blocking until the command completes. This property allows the program to issue other OpenGL commands in parallel with the execution of commands that normally block.  2) Asynchronous commands may complete out-of-order with respect to other OpenGL commands.  For example, an asynchronous TexImage command may complete after subsequent OpenGL commands issued by the program rather than maintaining the normal serial order of the OpenGL command stream.  This property allows the graphics accelerator to execute asynchronous commands in parallel with the normal command stream, for instance using a secondary path to transfer data from or to t...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteAsyncMarkersX.</para>
            <para>Fullname: DeleteAsyncMarkersSGIX</para>
            <para>Extensions: SGIX_async</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsAsyncMarkerX">
            <summary>
            <para>Fullname: IsAsyncMarkerSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsAsyncMarkerX(System.UInt32)">
            <summary>
            <para>This extension provides a framework for asynchronous OpenGL commands.  It also provides commands allowing a program to wait for the completion of asynchronous commands.  Asynchronous commands have two properties:  1) Asynchronous commands are non-blocking.  For example, an asynchronous ReadPixels command returns control to the program immediately rather than blocking until the command completes. This property allows the program to issue other OpenGL commands in parallel with the execution of commands that normally block.  2) Asynchronous commands may complete out-of-order with respect to other OpenGL commands.  For example, an asynchronous TexImage command may complete after subsequent OpenGL commands issued by the program rather than maintaining the normal serial order of the OpenGL command stream.  This property allows the graphics accelerator to execute asynchronous commands in parallel with the normal command stream, for instance using a secondary path to transfer data from or to t...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsAsyncMarkerX.</para>
            <para>Fullname: IsAsyncMarkerSGIX</para>
            <para>Extensions: SGIX_async</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IglooInterfaceX">
            <summary>
            <para>Fullname: IglooInterfaceSGIX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IglooInterfaceX(System.Int32,System.IntPtr)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._ImageTransformParameteri">
            <summary>
            <para>Fullname: ImageTransformParameteriHP</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ImageTransformParameteri(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides support for scaling, rotation, and translation of two-dimensional pixel rectangles at a fixed location in the pixel transfer process.  The 2D image transformation attributes are specified as individual values so that that implementations may easily detect scaling and rotation values that lend themselves to optimization.  2D image transformation occurs immediately after the post-convolution color table stage of the pixel pipeline.  This extension also defines a color table that is applied immediately after the image transformation operation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ImageTransformParameteri.</para>
            <para>Fullname: ImageTransformParameteriHP</para>
            <para>Extensions: HP_image_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ImageTransformParameterf">
            <summary>
            <para>Fullname: ImageTransformParameterfHP</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ImageTransformParameterf(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>This extension provides support for scaling, rotation, and translation of two-dimensional pixel rectangles at a fixed location in the pixel transfer process.  The 2D image transformation attributes are specified as individual values so that that implementations may easily detect scaling and rotation values that lend themselves to optimization.  2D image transformation occurs immediately after the post-convolution color table stage of the pixel pipeline.  This extension also defines a color table that is applied immediately after the image transformation operation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ImageTransformParameterf.</para>
            <para>Fullname: ImageTransformParameterfHP</para>
            <para>Extensions: HP_image_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ImageTransformParameteriv">
            <summary>
            <para>Fullname: ImageTransformParameterivHP</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ImageTransformParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides support for scaling, rotation, and translation of two-dimensional pixel rectangles at a fixed location in the pixel transfer process.  The 2D image transformation attributes are specified as individual values so that that implementations may easily detect scaling and rotation values that lend themselves to optimization.  2D image transformation occurs immediately after the post-convolution color table stage of the pixel pipeline.  This extension also defines a color table that is applied immediately after the image transformation operation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ImageTransformParameteriv.</para>
            <para>Fullname: ImageTransformParameterivHP</para>
            <para>Extensions: HP_image_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ImageTransformParameterfv">
            <summary>
            <para>Fullname: ImageTransformParameterfvHP</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ImageTransformParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides support for scaling, rotation, and translation of two-dimensional pixel rectangles at a fixed location in the pixel transfer process.  The 2D image transformation attributes are specified as individual values so that that implementations may easily detect scaling and rotation values that lend themselves to optimization.  2D image transformation occurs immediately after the post-convolution color table stage of the pixel pipeline.  This extension also defines a color table that is applied immediately after the image transformation operation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ImageTransformParameterfv.</para>
            <para>Fullname: ImageTransformParameterfvHP</para>
            <para>Extensions: HP_image_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetImageTransformParameteriv">
            <summary>
            <para>Fullname: GetImageTransformParameterivHP</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetImageTransformParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides support for scaling, rotation, and translation of two-dimensional pixel rectangles at a fixed location in the pixel transfer process.  The 2D image transformation attributes are specified as individual values so that that implementations may easily detect scaling and rotation values that lend themselves to optimization.  2D image transformation occurs immediately after the post-convolution color table stage of the pixel pipeline.  This extension also defines a color table that is applied immediately after the image transformation operation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetImageTransformParameteriv.</para>
            <para>Fullname: GetImageTransformParameterivHP</para>
            <para>Extensions: HP_image_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetImageTransformParameterfv">
            <summary>
            <para>Fullname: GetImageTransformParameterfvHP</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetImageTransformParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides support for scaling, rotation, and translation of two-dimensional pixel rectangles at a fixed location in the pixel transfer process.  The 2D image transformation attributes are specified as individual values so that that implementations may easily detect scaling and rotation values that lend themselves to optimization.  2D image transformation occurs immediately after the post-convolution color table stage of the pixel pipeline.  This extension also defines a color table that is applied immediately after the image transformation operation. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetImageTransformParameterfv.</para>
            <para>Fullname: GetImageTransformParameterfvHP</para>
            <para>Extensions: HP_image_transform</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexPointerv">
            <summary>
            <para>Fullname: VertexPointervINTEL</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexPointerv(System.Int32,System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension adds the ability to format vertex arrays in a way that's </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexPointerv.</para>
            <para>Fullname: VertexPointervINTEL</para>
            <para>Extensions: INTEL_parallel_arrays</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalPointerv">
            <summary>
            <para>Fullname: NormalPointervINTEL</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalPointerv(System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension adds the ability to format vertex arrays in a way that's </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalPointerv.</para>
            <para>Fullname: NormalPointervINTEL</para>
            <para>Extensions: INTEL_parallel_arrays</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorPointerv">
            <summary>
            <para>Fullname: ColorPointervINTEL</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorPointerv(System.Int32,System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension adds the ability to format vertex arrays in a way that's </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorPointerv.</para>
            <para>Fullname: ColorPointervINTEL</para>
            <para>Extensions: INTEL_parallel_arrays</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordPointerv">
            <summary>
            <para>Fullname: TexCoordPointervINTEL</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordPointerv(System.Int32,System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension adds the ability to format vertex arrays in a way that's </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordPointerv.</para>
            <para>Fullname: TexCoordPointervINTEL</para>
            <para>Extensions: INTEL_parallel_arrays</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FinishTexture">
            <summary>
            <para>Fullname: FinishTextureSUNX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FinishTexture">
            <summary>
            <para>This extension allows the pixel data specified by the application to be used internally without making a second copy. This extension affects how the pixel data in client memory is interpreted and therefore affects DrawPixels, Bitmap, PolygonStipple, TexImage1D, TexImage2D, TexImage3DEXT, ColorTableSGI. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FinishTexture.</para>
            <para>Fullname: FinishTextureSUNX</para>
            <para>Extensions: SUNX_constant_data</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactorb">
            <summary>
            <para>Fullname: GlobalAlphaFactorbSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactorb(System.Byte)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactorb.</para>
            <para>Fullname: GlobalAlphaFactorbSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactors">
            <summary>
            <para>Fullname: GlobalAlphaFactorsSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactors(System.Int16)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactors.</para>
            <para>Fullname: GlobalAlphaFactorsSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactori">
            <summary>
            <para>Fullname: GlobalAlphaFactoriSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactori(System.Int32)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactori.</para>
            <para>Fullname: GlobalAlphaFactoriSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactorf">
            <summary>
            <para>Fullname: GlobalAlphaFactorfSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactorf(System.Single)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactorf.</para>
            <para>Fullname: GlobalAlphaFactorfSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactord">
            <summary>
            <para>Fullname: GlobalAlphaFactordSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactord(System.Double)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactord.</para>
            <para>Fullname: GlobalAlphaFactordSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactorub">
            <summary>
            <para>Fullname: GlobalAlphaFactorubSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactorub(System.Byte)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactorub.</para>
            <para>Fullname: GlobalAlphaFactorubSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactorus">
            <summary>
            <para>Fullname: GlobalAlphaFactorusSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactorus(System.UInt16)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactorus.</para>
            <para>Fullname: GlobalAlphaFactorusSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GlobalAlphaFactorui">
            <summary>
            <para>Fullname: GlobalAlphaFactoruiSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GlobalAlphaFactorui(System.UInt32)">
            <summary>
            <para>Transparency is done in OpenGL using alpha blending. An alpha value of 0.0 is used for fully transparent objects, while an alpha value of 1.0 is used for fully opaque objects.  A value of 0.25 is 75% transparent, and so on. OpenGL defines alpha as a component of the vertex color state. Whenever a color is set, the alpha component is set along with the red, green, and blue components.  This means that transparency can't be changed for primitives with per-vertex colors without modifying the color of each vertex, replacing the old alpha component with the new alpha component.  This can be very expensive for objects that are drawn using vertex arrays; it all but precludes the use of display lists. This extension defines a new global alpha attribute that can be used to specify an alpha factor that is independent from the alpha component of the color value.  The global alpha factor is multiplied by the fragment's alpha value after primitive rasterization and prior to texture mapping, replaci...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GlobalAlphaFactorui.</para>
            <para>Fullname: GlobalAlphaFactoruiSUN</para>
            <para>Extensions: SUN_global_alpha</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeui">
            <summary>
            <para>Fullname: ReplacementCodeuiSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeui(System.UInt32)">
            <summary>
            <para>OpenGL has two chained triangle primitives, TRIANGLE_STRIP and TRIANGLE_FAN.  For multiple, consecutive triangle strips or triangle fans, the overhead of Begin and End, or separate calls to DrawArrays, can be significant depending on the number of triangles per strip or fan. Many surface tessellators produce triangle strips with very few triangles per strip before needing to restart a new strip.  Even sophisticated tessellators typically need to restart a new strip, or switch from a triangle strip to a triangle fan, many times within a single object.  Such tessellators can often produce a more efficient tessellation--one with fewer vertices--by mixing strips and fans within the same object.  The ability to switch from one to the other without restarting the strip or fan yields even more savings.  Unfortunately, the overhead of switching from a triangle strip to a triangle fan, or vice versa, can reduce, or even eliminate the benefit gained from reducing the number of vertices. A new tr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeui.</para>
            <para>Fullname: ReplacementCodeuiSUN</para>
            <para>Extensions: SUN_triangle_list</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeus">
            <summary>
            <para>Fullname: ReplacementCodeusSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeus(System.UInt16)">
            <summary>
            <para>OpenGL has two chained triangle primitives, TRIANGLE_STRIP and TRIANGLE_FAN.  For multiple, consecutive triangle strips or triangle fans, the overhead of Begin and End, or separate calls to DrawArrays, can be significant depending on the number of triangles per strip or fan. Many surface tessellators produce triangle strips with very few triangles per strip before needing to restart a new strip.  Even sophisticated tessellators typically need to restart a new strip, or switch from a triangle strip to a triangle fan, many times within a single object.  Such tessellators can often produce a more efficient tessellation--one with fewer vertices--by mixing strips and fans within the same object.  The ability to switch from one to the other without restarting the strip or fan yields even more savings.  Unfortunately, the overhead of switching from a triangle strip to a triangle fan, or vice versa, can reduce, or even eliminate the benefit gained from reducing the number of vertices. A new tr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeus.</para>
            <para>Fullname: ReplacementCodeusSUN</para>
            <para>Extensions: SUN_triangle_list</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeub">
            <summary>
            <para>Fullname: ReplacementCodeubSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeub(System.Byte)">
            <summary>
            <para>OpenGL has two chained triangle primitives, TRIANGLE_STRIP and TRIANGLE_FAN.  For multiple, consecutive triangle strips or triangle fans, the overhead of Begin and End, or separate calls to DrawArrays, can be significant depending on the number of triangles per strip or fan. Many surface tessellators produce triangle strips with very few triangles per strip before needing to restart a new strip.  Even sophisticated tessellators typically need to restart a new strip, or switch from a triangle strip to a triangle fan, many times within a single object.  Such tessellators can often produce a more efficient tessellation--one with fewer vertices--by mixing strips and fans within the same object.  The ability to switch from one to the other without restarting the strip or fan yields even more savings.  Unfortunately, the overhead of switching from a triangle strip to a triangle fan, or vice versa, can reduce, or even eliminate the benefit gained from reducing the number of vertices. A new tr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeub.</para>
            <para>Fullname: ReplacementCodeubSUN</para>
            <para>Extensions: SUN_triangle_list</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiv">
            <summary>
            <para>Fullname: ReplacementCodeuivSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiv(System.UInt32[])">
            <summary>
            <para>OpenGL has two chained triangle primitives, TRIANGLE_STRIP and TRIANGLE_FAN.  For multiple, consecutive triangle strips or triangle fans, the overhead of Begin and End, or separate calls to DrawArrays, can be significant depending on the number of triangles per strip or fan. Many surface tessellators produce triangle strips with very few triangles per strip before needing to restart a new strip.  Even sophisticated tessellators typically need to restart a new strip, or switch from a triangle strip to a triangle fan, many times within a single object.  Such tessellators can often produce a more efficient tessellation--one with fewer vertices--by mixing strips and fans within the same object.  The ability to switch from one to the other without restarting the strip or fan yields even more savings.  Unfortunately, the overhead of switching from a triangle strip to a triangle fan, or vice versa, can reduce, or even eliminate the benefit gained from reducing the number of vertices. A new tr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiv.</para>
            <para>Fullname: ReplacementCodeuivSUN</para>
            <para>Extensions: SUN_triangle_list</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeusv">
            <summary>
            <para>Fullname: ReplacementCodeusvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeusv(System.UInt16[])">
            <summary>
            <para>OpenGL has two chained triangle primitives, TRIANGLE_STRIP and TRIANGLE_FAN.  For multiple, consecutive triangle strips or triangle fans, the overhead of Begin and End, or separate calls to DrawArrays, can be significant depending on the number of triangles per strip or fan. Many surface tessellators produce triangle strips with very few triangles per strip before needing to restart a new strip.  Even sophisticated tessellators typically need to restart a new strip, or switch from a triangle strip to a triangle fan, many times within a single object.  Such tessellators can often produce a more efficient tessellation--one with fewer vertices--by mixing strips and fans within the same object.  The ability to switch from one to the other without restarting the strip or fan yields even more savings.  Unfortunately, the overhead of switching from a triangle strip to a triangle fan, or vice versa, can reduce, or even eliminate the benefit gained from reducing the number of vertices. A new tr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeusv.</para>
            <para>Fullname: ReplacementCodeusvSUN</para>
            <para>Extensions: SUN_triangle_list</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeubv">
            <summary>
            <para>Fullname: ReplacementCodeubvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeubv(System.Byte[])">
            <summary>
            <para>OpenGL has two chained triangle primitives, TRIANGLE_STRIP and TRIANGLE_FAN.  For multiple, consecutive triangle strips or triangle fans, the overhead of Begin and End, or separate calls to DrawArrays, can be significant depending on the number of triangles per strip or fan. Many surface tessellators produce triangle strips with very few triangles per strip before needing to restart a new strip.  Even sophisticated tessellators typically need to restart a new strip, or switch from a triangle strip to a triangle fan, many times within a single object.  Such tessellators can often produce a more efficient tessellation--one with fewer vertices--by mixing strips and fans within the same object.  The ability to switch from one to the other without restarting the strip or fan yields even more savings.  Unfortunately, the overhead of switching from a triangle strip to a triangle fan, or vice versa, can reduce, or even eliminate the benefit gained from reducing the number of vertices. A new tr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeubv.</para>
            <para>Fullname: ReplacementCodeubvSUN</para>
            <para>Extensions: SUN_triangle_list</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodePointer">
            <summary>
            <para>Fullname: ReplacementCodePointerSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodePointer(System.Int32,System.Int32,System.IntPtr[])">
            <summary>
            <para>OpenGL has two chained triangle primitives, TRIANGLE_STRIP and TRIANGLE_FAN.  For multiple, consecutive triangle strips or triangle fans, the overhead of Begin and End, or separate calls to DrawArrays, can be significant depending on the number of triangles per strip or fan. Many surface tessellators produce triangle strips with very few triangles per strip before needing to restart a new strip.  Even sophisticated tessellators typically need to restart a new strip, or switch from a triangle strip to a triangle fan, many times within a single object.  Such tessellators can often produce a more efficient tessellation--one with fewer vertices--by mixing strips and fans within the same object.  The ability to switch from one to the other without restarting the strip or fan yields even more savings.  Unfortunately, the overhead of switching from a triangle strip to a triangle fan, or vice versa, can reduce, or even eliminate the benefit gained from reducing the number of vertices. A new tr...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodePointer.</para>
            <para>Fullname: ReplacementCodePointerSUN</para>
            <para>Extensions: SUN_triangle_list</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4ubVertex2f">
            <summary>
            <para>Fullname: Color4ubVertex2fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4ubVertex2f(System.Byte,System.Byte,System.Byte,System.Byte,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4ubVertex2f.</para>
            <para>Fullname: Color4ubVertex2fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4ubVertex2fv">
            <summary>
            <para>Fullname: Color4ubVertex2fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4ubVertex2fv(System.Byte[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4ubVertex2fv.</para>
            <para>Fullname: Color4ubVertex2fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4ubVertex3f">
            <summary>
            <para>Fullname: Color4ubVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4ubVertex3f(System.Byte,System.Byte,System.Byte,System.Byte,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4ubVertex3f.</para>
            <para>Fullname: Color4ubVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4ubVertex3fv">
            <summary>
            <para>Fullname: Color4ubVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4ubVertex3fv(System.Byte[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4ubVertex3fv.</para>
            <para>Fullname: Color4ubVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color3fVertex3f">
            <summary>
            <para>Fullname: Color3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3fVertex3f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3fVertex3f.</para>
            <para>Fullname: Color3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color3fVertex3fv">
            <summary>
            <para>Fullname: Color3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3fVertex3fv(System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3fVertex3fv.</para>
            <para>Fullname: Color3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3fVertex3f">
            <summary>
            <para>Fullname: Normal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3fVertex3f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3fVertex3f.</para>
            <para>Fullname: Normal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3fVertex3fv">
            <summary>
            <para>Fullname: Normal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3fVertex3fv(System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3fVertex3fv.</para>
            <para>Fullname: Normal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4fNormal3fVertex3f">
            <summary>
            <para>Fullname: Color4fNormal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4fNormal3fVertex3f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4fNormal3fVertex3f.</para>
            <para>Fullname: Color4fNormal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4fNormal3fVertex3fv">
            <summary>
            <para>Fullname: Color4fNormal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4fNormal3fVertex3fv(System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4fNormal3fVertex3fv.</para>
            <para>Fullname: Color4fNormal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fVertex3f">
            <summary>
            <para>Fullname: TexCoord2fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fVertex3f(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fVertex3f.</para>
            <para>Fullname: TexCoord2fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fVertex3fv">
            <summary>
            <para>Fullname: TexCoord2fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fVertex3fv(System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fVertex3fv.</para>
            <para>Fullname: TexCoord2fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4fVertex4f">
            <summary>
            <para>Fullname: TexCoord4fVertex4fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4fVertex4f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4fVertex4f.</para>
            <para>Fullname: TexCoord4fVertex4fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4fVertex4fv">
            <summary>
            <para>Fullname: TexCoord4fVertex4fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4fVertex4fv(System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4fVertex4fv.</para>
            <para>Fullname: TexCoord4fVertex4fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fColor4ubVertex3f">
            <summary>
            <para>Fullname: TexCoord2fColor4ubVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fColor4ubVertex3f(System.Single,System.Single,System.Byte,System.Byte,System.Byte,System.Byte,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fColor4ubVertex3f.</para>
            <para>Fullname: TexCoord2fColor4ubVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fColor4ubVertex3fv">
            <summary>
            <para>Fullname: TexCoord2fColor4ubVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fColor4ubVertex3fv(System.Single[],System.Byte[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fColor4ubVertex3fv.</para>
            <para>Fullname: TexCoord2fColor4ubVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fColor3fVertex3f">
            <summary>
            <para>Fullname: TexCoord2fColor3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fColor3fVertex3f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fColor3fVertex3f.</para>
            <para>Fullname: TexCoord2fColor3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fColor3fVertex3fv">
            <summary>
            <para>Fullname: TexCoord2fColor3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fColor3fVertex3fv(System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fColor3fVertex3fv.</para>
            <para>Fullname: TexCoord2fColor3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fNormal3fVertex3f">
            <summary>
            <para>Fullname: TexCoord2fNormal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fNormal3fVertex3f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fNormal3fVertex3f.</para>
            <para>Fullname: TexCoord2fNormal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fNormal3fVertex3fv">
            <summary>
            <para>Fullname: TexCoord2fNormal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fNormal3fVertex3fv(System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fNormal3fVertex3fv.</para>
            <para>Fullname: TexCoord2fNormal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fColor4fNormal3fVertex3f">
            <summary>
            <para>Fullname: TexCoord2fColor4fNormal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fColor4fNormal3fVertex3f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fColor4fNormal3fVertex3f.</para>
            <para>Fullname: TexCoord2fColor4fNormal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2fColor4fNormal3fVertex3fv">
            <summary>
            <para>Fullname: TexCoord2fColor4fNormal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2fColor4fNormal3fVertex3fv(System.Single[],System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2fColor4fNormal3fVertex3fv.</para>
            <para>Fullname: TexCoord2fColor4fNormal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4fColor4fNormal3fVertex4f">
            <summary>
            <para>Fullname: TexCoord4fColor4fNormal3fVertex4fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4fColor4fNormal3fVertex4f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4fColor4fNormal3fVertex4f.</para>
            <para>Fullname: TexCoord4fColor4fNormal3fVertex4fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4fColor4fNormal3fVertex4fv">
            <summary>
            <para>Fullname: TexCoord4fColor4fNormal3fVertex4fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4fColor4fNormal3fVertex4fv(System.Single[],System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4fColor4fNormal3fVertex4fv.</para>
            <para>Fullname: TexCoord4fColor4fNormal3fVertex4fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiVertex3f(System.UInt32,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiVertex3f.</para>
            <para>Fullname: ReplacementCodeuiVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiVertex3fv(System.UInt32[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiColor4ubVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiColor4ubVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiColor4ubVertex3f(System.UInt32,System.Byte,System.Byte,System.Byte,System.Byte,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiColor4ubVertex3f.</para>
            <para>Fullname: ReplacementCodeuiColor4ubVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiColor4ubVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiColor4ubVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiColor4ubVertex3fv(System.UInt32[],System.Byte[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiColor4ubVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiColor4ubVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiColor3fVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiColor3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiColor3fVertex3f(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiColor3fVertex3f.</para>
            <para>Fullname: ReplacementCodeuiColor3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiColor3fVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiColor3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiColor3fVertex3fv(System.UInt32[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiColor3fVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiColor3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiNormal3fVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiNormal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiNormal3fVertex3f(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiNormal3fVertex3f.</para>
            <para>Fullname: ReplacementCodeuiNormal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiNormal3fVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiNormal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiNormal3fVertex3fv(System.UInt32[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiNormal3fVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiNormal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiColor4fNormal3fVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiColor4fNormal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiColor4fNormal3fVertex3f(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiColor4fNormal3fVertex3f.</para>
            <para>Fullname: ReplacementCodeuiColor4fNormal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiColor4fNormal3fVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiColor4fNormal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiColor4fNormal3fVertex3fv(System.UInt32[],System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiColor4fNormal3fVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiColor4fNormal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiTexCoord2fVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiTexCoord2fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiTexCoord2fVertex3f(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiTexCoord2fVertex3f.</para>
            <para>Fullname: ReplacementCodeuiTexCoord2fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiTexCoord2fVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiTexCoord2fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiTexCoord2fVertex3fv(System.UInt32[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiTexCoord2fVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiTexCoord2fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiTexCoord2fNormal3fVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiTexCoord2fNormal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiTexCoord2fNormal3fVertex3f(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiTexCoord2fNormal3fVertex3f.</para>
            <para>Fullname: ReplacementCodeuiTexCoord2fNormal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiTexCoord2fNormal3fVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiTexCoord2fNormal3fVertex3fv(System.UInt32[],System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiTexCoord2fNormal3fVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3f">
            <summary>
            <para>Fullname: ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3f(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3f.</para>
            <para>Fullname: ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fv">
            <summary>
            <para>Fullname: ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fv(System.UInt32[],System.Single[],System.Single[],System.Single[],System.Single[])">
            <summary>
            <para>This extension provides new GL commands to specify vertex data such as color and normal along with the vertex in one single GL command in order to minimize the overhead in making GL commands for each set of vertex data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fv.</para>
            <para>Fullname: ReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN</para>
            <para>Extensions: SUN_vertex</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawMeshArrays">
            <summary>
            <para>Fullname: DrawMeshArraysSUN</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawMeshArrays(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension defines a new mesh primitive. The primitive can only be used with vertex arrays and cannot be used in immediate mode. The application must arrange the vertices in row major format. For example if a quad mesh is 4 vertices wide the, vertices in the first row are the first 4 vertices and vertices in the second row are vertices 5 through 8. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawMeshArrays.</para>
            <para>Fullname: DrawMeshArraysSUN</para>
            <para>Extensions: SUN_mesh_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FlushVertexArrayRange">
            <summary>
            <para>Fullname: FlushVertexArrayRangeNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FlushVertexArrayRange">
            <summary>
            <para>The goal of this extension is to permit extremely high vertex processing rates via OpenGL vertex arrays even when the CPU lacks the necessary data movement bandwidth to keep up with the rate at which the vertex engine can consume vertices.  CPUs can keep up if they can just pass vertex indices to the hardware and let the hardware "pull" the actual vertex data via Direct Memory Access (DMA).  Unfortunately, the current OpenGL 1.1 vertex array functionality has semantic constraints that make such an approach hard.  Hence, the vertex array range extension. This extension provides a mechanism for deferring the pulling of vertex array elements to facilitate DMAed pulling of vertices for fast, efficient vertex array transfers.  The OpenGL client need only pass vertex indices to the hardware which can DMA the actual index's vertex data directly out of the client address space. The OpenGL 1.1 vertex array functionality specifies a fairly strict coherency model for when OpenGL extracts vertex d...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FlushVertexArrayRange.</para>
            <para>Fullname: FlushVertexArrayRangeNV</para>
            <para>Extensions: NV_vertex_array_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexArrayRange">
            <summary>
            <para>Fullname: VertexArrayRangeNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexArrayRange(System.Int32,System.IntPtr)">
            <summary>
            <para>The goal of this extension is to permit extremely high vertex processing rates via OpenGL vertex arrays even when the CPU lacks the necessary data movement bandwidth to keep up with the rate at which the vertex engine can consume vertices.  CPUs can keep up if they can just pass vertex indices to the hardware and let the hardware "pull" the actual vertex data via Direct Memory Access (DMA).  Unfortunately, the current OpenGL 1.1 vertex array functionality has semantic constraints that make such an approach hard.  Hence, the vertex array range extension. This extension provides a mechanism for deferring the pulling of vertex array elements to facilitate DMAed pulling of vertices for fast, efficient vertex array transfers.  The OpenGL client need only pass vertex indices to the hardware which can DMA the actual index's vertex data directly out of the client address space. The OpenGL 1.1 vertex array functionality specifies a fairly strict coherency model for when OpenGL extracts vertex d...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexArrayRange.</para>
            <para>Fullname: VertexArrayRangeNV</para>
            <para>Aliases: VertexArrayRangeAPPLE, </para>
            <para>Extensions: NV_vertex_array_range APPLE_vertex_array_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CombinerParameterfv">
            <summary>
            <para>Fullname: CombinerParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CombinerParameterfv(System.Int32,System.Single[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CombinerParameterfv.</para>
            <para>Fullname: CombinerParameterfvNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CombinerParameterf">
            <summary>
            <para>Fullname: CombinerParameterfNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CombinerParameterf(System.Int32,System.Single)">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CombinerParameterf.</para>
            <para>Fullname: CombinerParameterfNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CombinerParameteriv">
            <summary>
            <para>Fullname: CombinerParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CombinerParameteriv(System.Int32,System.Int32[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CombinerParameteriv.</para>
            <para>Fullname: CombinerParameterivNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CombinerParameteri">
            <summary>
            <para>Fullname: CombinerParameteriNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CombinerParameteri(System.Int32,System.Int32)">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CombinerParameteri.</para>
            <para>Fullname: CombinerParameteriNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CombinerInput">
            <summary>
            <para>Fullname: CombinerInputNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CombinerInput(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CombinerInput.</para>
            <para>Fullname: CombinerInputNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CombinerOutput">
            <summary>
            <para>Fullname: CombinerOutputNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CombinerOutput(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CombinerOutput.</para>
            <para>Fullname: CombinerOutputNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FinalCombinerInput">
            <summary>
            <para>Fullname: FinalCombinerInputNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FinalCombinerInput(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FinalCombinerInput.</para>
            <para>Fullname: FinalCombinerInputNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetCombinerInputParameterfv">
            <summary>
            <para>Fullname: GetCombinerInputParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCombinerInputParameterfv(System.Int32,System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCombinerInputParameterfv.</para>
            <para>Fullname: GetCombinerInputParameterfvNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetCombinerInputParameteriv">
            <summary>
            <para>Fullname: GetCombinerInputParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCombinerInputParameteriv(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCombinerInputParameteriv.</para>
            <para>Fullname: GetCombinerInputParameterivNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetCombinerOutputParameterfv">
            <summary>
            <para>Fullname: GetCombinerOutputParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCombinerOutputParameterfv(System.Int32,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCombinerOutputParameterfv.</para>
            <para>Fullname: GetCombinerOutputParameterfvNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetCombinerOutputParameteriv">
            <summary>
            <para>Fullname: GetCombinerOutputParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCombinerOutputParameteriv(System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCombinerOutputParameteriv.</para>
            <para>Fullname: GetCombinerOutputParameterivNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFinalCombinerInputParameterfv">
            <summary>
            <para>Fullname: GetFinalCombinerInputParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFinalCombinerInputParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFinalCombinerInputParameterfv.</para>
            <para>Fullname: GetFinalCombinerInputParameterfvNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFinalCombinerInputParameteriv">
            <summary>
            <para>Fullname: GetFinalCombinerInputParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFinalCombinerInputParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>NVIDIA's next-generation graphics processor and its derivative designs support an extremely configurable mechanism know as "register combiners" for computing fragment colors. The register combiner mechanism is a significant redesign of NVIDIA's original TNT combiner mechanism as introduced by NVIDIA's RIVA TNT graphics processor.  Familiarity with the TNT combiners will help the reader appreciate the greatly enhanced register combiners functionality (see the NV_texture_env_combine4 OpenGL extension specification for this background).  The register combiner mechanism has the following enhanced functionality: The numeric range of combiner computations is from [-1,1] (instead of TNT's [0,1] numeric range), The set of available combiner inputs is expanded to include the secondary color, fog color, fog factor, and a second combiner constant color (TNT's available combiner inputs consist of only zero, a single combiner constant color, the primary color, texture 0, texture 1, and, in the case...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFinalCombinerInputParameteriv.</para>
            <para>Fullname: GetFinalCombinerInputParameterivNV</para>
            <para>Extensions: NV_register_combiners</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteFences">
            <summary>
            <para>Fullname: DeleteFencesNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteFences(System.Int32,System.UInt32[])">
            <summary>
            <para>The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed.  This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream.  Once the fence is inserted into the command stream, it can be queried for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the fence will be forced to complete until control is returned to the calling proces...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteFences.</para>
            <para>Fullname: DeleteFencesNV</para>
            <para>Aliases: DeleteFencesAPPLE, </para>
            <para>Extensions: NV_fence APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenFences">
            <summary>
            <para>Fullname: GenFencesNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenFences(System.Int32,System.UInt32[])">
            <summary>
            <para>The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed.  This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream.  Once the fence is inserted into the command stream, it can be queried for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the fence will be forced to complete until control is returned to the calling proces...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenFences.</para>
            <para>Fullname: GenFencesNV</para>
            <para>Aliases: GenFencesAPPLE, </para>
            <para>Extensions: NV_fence APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsFence">
            <summary>
            <para>Fullname: IsFenceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsFence(System.UInt32)">
            <summary>
            <para>The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed.  This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream.  Once the fence is inserted into the command stream, it can be queried for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the fence will be forced to complete until control is returned to the calling proces...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsFence.</para>
            <para>Fullname: IsFenceNV</para>
            <para>Aliases: IsFenceAPPLE, </para>
            <para>Extensions: NV_fence APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TestFence">
            <summary>
            <para>Fullname: TestFenceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TestFence(System.UInt32)">
            <summary>
            <para>The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed.  This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream.  Once the fence is inserted into the command stream, it can be queried for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the fence will be forced to complete until control is returned to the calling proces...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TestFence.</para>
            <para>Fullname: TestFenceNV</para>
            <para>Aliases: TestFenceAPPLE, </para>
            <para>Extensions: NV_fence APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetFenceiv">
            <summary>
            <para>Fullname: GetFenceivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetFenceiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed.  This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream.  Once the fence is inserted into the command stream, it can be queried for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the fence will be forced to complete until control is returned to the calling proces...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetFenceiv.</para>
            <para>Fullname: GetFenceivNV</para>
            <para>Extensions: NV_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FinishFence">
            <summary>
            <para>Fullname: FinishFenceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FinishFence(System.UInt32)">
            <summary>
            <para>The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed.  This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream.  Once the fence is inserted into the command stream, it can be queried for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the fence will be forced to complete until control is returned to the calling proces...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FinishFence.</para>
            <para>Fullname: FinishFenceNV</para>
            <para>Aliases: FinishFenceAPPLE, </para>
            <para>Extensions: NV_fence APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SetFence">
            <summary>
            <para>Fullname: SetFenceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SetFence(System.UInt32,System.Int32)">
            <summary>
            <para>The goal of this extension is provide a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed.  This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream.  Once the fence is inserted into the command stream, it can be queried for a given condition - typically, its completion. Moreover, the application may also request a partial Finish -- that is, all commands prior to the fence will be forced to complete until control is returned to the calling proces...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SetFence.</para>
            <para>Fullname: SetFenceNV</para>
            <para>Extensions: NV_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapControlPoints">
            <summary>
            <para>Fullname: MapControlPointsNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapControlPoints(System.Int32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.IntPtr)">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapControlPoints.</para>
            <para>Fullname: MapControlPointsNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapParameteriv">
            <summary>
            <para>Fullname: MapParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapParameteriv.</para>
            <para>Fullname: MapParameterivNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapParameterfv">
            <summary>
            <para>Fullname: MapParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapParameterfv.</para>
            <para>Fullname: MapParameterfvNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapControlPoints">
            <summary>
            <para>Fullname: GetMapControlPointsNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapControlPoints(System.Int32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Boolean,System.IntPtr)">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapControlPoints.</para>
            <para>Fullname: GetMapControlPointsNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapParameteriv">
            <summary>
            <para>Fullname: GetMapParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapParameteriv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapParameteriv.</para>
            <para>Fullname: GetMapParameterivNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapParameterfv">
            <summary>
            <para>Fullname: GetMapParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapParameterfv.</para>
            <para>Fullname: GetMapParameterfvNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapAttribParameteriv">
            <summary>
            <para>Fullname: GetMapAttribParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapAttribParameteriv(System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapAttribParameteriv.</para>
            <para>Fullname: GetMapAttribParameterivNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetMapAttribParameterfv">
            <summary>
            <para>Fullname: GetMapAttribParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetMapAttribParameterfv(System.Int32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetMapAttribParameterfv.</para>
            <para>Fullname: GetMapAttribParameterfvNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EvalMaps">
            <summary>
            <para>Fullname: EvalMapsNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EvalMaps(System.Int32,System.Int32)">
            <summary>
            <para>OpenGL evaluators provide applications with the capability to specify polynomial or rational curves and surfaces using control points relative to the Bezier basis.  The curves and surfaces are then drawn by evaluating the polynomials provided at various values for the u parameter of a curve or the (u,v) parameters of a surface. A tensor product formulation is used for the surfaces. For various historical reasons, evaluators have not been particularly popular as an interface for drawing curves and surfaces. This extension proposes a new interface for surfaces that provides a number of significant enhancements to the functionality provided by the original OpenGL evaluators. Many implementations never optimized evaluators, so applications often implemented their own algorithms instead.  This extension relaxes some restrictions that make it difficult to optimize evaluators. Also, new vertex attributes have been added to OpenGL through extensions, including multiple sets of texture coordina...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EvalMaps.</para>
            <para>Fullname: EvalMapsNV</para>
            <para>Extensions: NV_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CombinerStageParameterfv">
            <summary>
            <para>Fullname: CombinerStageParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CombinerStageParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>The NV_register_combiners extension provides a powerful fragment coloring mechanism.  This specification extends the register combiners functionality to support more color constant values that are unique for each general combiner stage. The base register combiners functionality supports only two color constants.  These two constants are available in every general combiner stage and in the final combiner. When many general combiner stages are supported, more than two unique color constants is often required.  The obvious way to extend the register combiners is to add several more color constant registers.  But adding new unique color constant registers is expensive for hardware implementation because every color constant register must be available as an input to any stage. In practice however, it is the total set of general combiner stages that requires more color constants, not each and every individual general combiner stage.  Each individual general combiner stage typically requires ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CombinerStageParameterfv.</para>
            <para>Fullname: CombinerStageParameterfvNV</para>
            <para>Extensions: NV_register_combiners2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetCombinerStageParameterfv">
            <summary>
            <para>Fullname: GetCombinerStageParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetCombinerStageParameterfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>The NV_register_combiners extension provides a powerful fragment coloring mechanism.  This specification extends the register combiners functionality to support more color constant values that are unique for each general combiner stage. The base register combiners functionality supports only two color constants.  These two constants are available in every general combiner stage and in the final combiner. When many general combiner stages are supported, more than two unique color constants is often required.  The obvious way to extend the register combiners is to add several more color constant registers.  But adding new unique color constant registers is expensive for hardware implementation because every color constant register must be available as an input to any stage. In practice however, it is the total set of general combiner stages that requires more color constants, not each and every individual general combiner stage.  Each individual general combiner stage typically requires ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetCombinerStageParameterfv.</para>
            <para>Fullname: GetCombinerStageParameterfvNV</para>
            <para>Extensions: NV_register_combiners2</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._AreProgramsResident">
            <summary>
            <para>Fullname: AreProgramsResidentNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AreProgramsResident(System.Int32,System.UInt32[],System.Boolean[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AreProgramsResident.</para>
            <para>Fullname: AreProgramsResidentNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ExecuteProgram">
            <summary>
            <para>Fullname: ExecuteProgramNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ExecuteProgram(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ExecuteProgram.</para>
            <para>Fullname: ExecuteProgramNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramParameterdv">
            <summary>
            <para>Fullname: GetProgramParameterdvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramParameterdv(System.Int32,System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramParameterdv.</para>
            <para>Fullname: GetProgramParameterdvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramParameterfv">
            <summary>
            <para>Fullname: GetProgramParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramParameterfv(System.Int32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramParameterfv.</para>
            <para>Fullname: GetProgramParameterfvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramStringNV">
            <summary>
            <para>Fullname: GetProgramStringNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramStringNV(System.UInt32,System.Int32,System.Byte[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramStringNV.</para>
            <para>Fullname: GetProgramStringNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTrackMatrixiv">
            <summary>
            <para>Fullname: GetTrackMatrixivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTrackMatrixiv(System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTrackMatrixiv.</para>
            <para>Fullname: GetTrackMatrixivNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._LoadProgram">
            <summary>
            <para>Fullname: LoadProgramNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.LoadProgram(System.Int32,System.UInt32,System.Int32,System.Byte[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _LoadProgram.</para>
            <para>Fullname: LoadProgramNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramParameter4d">
            <summary>
            <para>Fullname: ProgramParameter4dNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramParameter4d(System.Int32,System.UInt32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramParameter4d.</para>
            <para>Fullname: ProgramParameter4dNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramParameter4dv">
            <summary>
            <para>Fullname: ProgramParameter4dvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramParameter4dv(System.Int32,System.UInt32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramParameter4dv.</para>
            <para>Fullname: ProgramParameter4dvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramParameter4f">
            <summary>
            <para>Fullname: ProgramParameter4fNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramParameter4f(System.Int32,System.UInt32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramParameter4f.</para>
            <para>Fullname: ProgramParameter4fNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramParameter4fv">
            <summary>
            <para>Fullname: ProgramParameter4fvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramParameter4fv(System.Int32,System.UInt32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramParameter4fv.</para>
            <para>Fullname: ProgramParameter4fvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramParameters4dv">
            <summary>
            <para>Fullname: ProgramParameters4dvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramParameters4dv(System.Int32,System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramParameters4dv.</para>
            <para>Fullname: ProgramParameters4dvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramParameters4fv">
            <summary>
            <para>Fullname: ProgramParameters4fvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramParameters4fv(System.Int32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramParameters4fv.</para>
            <para>Fullname: ProgramParameters4fvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._RequestResidentPrograms">
            <summary>
            <para>Fullname: RequestResidentProgramsNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.RequestResidentPrograms(System.Int32,System.UInt32[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _RequestResidentPrograms.</para>
            <para>Fullname: RequestResidentProgramsNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TrackMatrix">
            <summary>
            <para>Fullname: TrackMatrixNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TrackMatrix(System.Int32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TrackMatrix.</para>
            <para>Fullname: TrackMatrixNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribPointerNV">
            <summary>
            <para>Fullname: VertexAttribPointerNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribPointerNV(System.UInt32,System.Int32,System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribPointerNV.</para>
            <para>Fullname: VertexAttribPointerNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4ub">
            <summary>
            <para>Fullname: VertexAttrib4ubNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4ub(System.UInt32,System.Byte,System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4ub.</para>
            <para>Fullname: VertexAttrib4ubNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs1dv">
            <summary>
            <para>Fullname: VertexAttribs1dvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs1dv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs1dv.</para>
            <para>Fullname: VertexAttribs1dvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs1fv">
            <summary>
            <para>Fullname: VertexAttribs1fvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs1fv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs1fv.</para>
            <para>Fullname: VertexAttribs1fvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs1sv">
            <summary>
            <para>Fullname: VertexAttribs1svNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs1sv(System.UInt32,System.Int32,System.Int16[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs1sv.</para>
            <para>Fullname: VertexAttribs1svNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs2dv">
            <summary>
            <para>Fullname: VertexAttribs2dvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs2dv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs2dv.</para>
            <para>Fullname: VertexAttribs2dvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs2fv">
            <summary>
            <para>Fullname: VertexAttribs2fvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs2fv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs2fv.</para>
            <para>Fullname: VertexAttribs2fvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs2sv">
            <summary>
            <para>Fullname: VertexAttribs2svNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs2sv(System.UInt32,System.Int32,System.Int16[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs2sv.</para>
            <para>Fullname: VertexAttribs2svNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs3dv">
            <summary>
            <para>Fullname: VertexAttribs3dvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs3dv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs3dv.</para>
            <para>Fullname: VertexAttribs3dvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs3fv">
            <summary>
            <para>Fullname: VertexAttribs3fvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs3fv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs3fv.</para>
            <para>Fullname: VertexAttribs3fvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs3sv">
            <summary>
            <para>Fullname: VertexAttribs3svNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs3sv(System.UInt32,System.Int32,System.Int16[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs3sv.</para>
            <para>Fullname: VertexAttribs3svNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs4dv">
            <summary>
            <para>Fullname: VertexAttribs4dvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs4dv(System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs4dv.</para>
            <para>Fullname: VertexAttribs4dvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs4fv">
            <summary>
            <para>Fullname: VertexAttribs4fvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs4fv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs4fv.</para>
            <para>Fullname: VertexAttribs4fvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs4sv">
            <summary>
            <para>Fullname: VertexAttribs4svNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs4sv(System.UInt32,System.Int32,System.Int16[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs4sv.</para>
            <para>Fullname: VertexAttribs4svNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs4ubv">
            <summary>
            <para>Fullname: VertexAttribs4ubvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs4ubv(System.UInt32,System.Int32,System.Byte[])">
            <summary>
            <para>Unextended OpenGL mandates a certain set of configurable per-vertex computations defining vertex transformation, texture coordinate generation and transformation, and lighting.  Several extensions have added further per-vertex computations to OpenGL.  For example, extensions have defined new texture coordinate generation modes (ARB_texture_cube_map, NV_texgen_reflection, NV_texgen_emboss), new vertex transformation modes (EXT_vertex_weighting), new lighting modes (OpenGL 1.2's separate specular and rescale normal functionality), several modes for fog distance generation (NV_fog_distance), and eye-distance point size attenuation (EXT_point_parameters). Each such extension adds a small set of relatively inflexible per-vertex computations. This inflexibility is in contrast to the typical flexibility provided by the underlying programmable floating point engines (whether micro-coded vertex engines, DSPs, or CPUs) that are traditionally used to implement OpenGL's per-vertex computations.  T...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs4ubv.</para>
            <para>Fullname: VertexAttribs4ubvNV</para>
            <para>Extensions: NV_vertex_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenOcclusionQueries">
            <summary>
            <para>Fullname: GenOcclusionQueriesNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenOcclusionQueries(System.Int32,System.UInt32[])">
            <summary>
            <para>The HP_occlusion_test extension defines a mechanism whereby an application can query the visibility of an object, where "visible" means that at least one pixel passes the depth and stencil tests. The HP extension has two major shortcomings. - It returns the result as a simple GL_TRUE/GL_FALSE result, when in fact it is often useful to know exactly how many pixels passed. - It provides only a simple "stop-and-wait" model for using multiple queries.  The application begins an occlusion test and ends it; then, at some later point, it asks for the result, at which point the driver must stop and wait until the result from the previous test is back before the application can even begin the next one. This is a very simple model, but its performance is mediocre when an application wishes to perform many queries, and it eliminates most of the opportunites for parallelism between the CPU and GPU. This extension solves both of those problems.  It returns as its result the number of pixels that pa...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenOcclusionQueries.</para>
            <para>Fullname: GenOcclusionQueriesNV</para>
            <para>Extensions: NV_occlusion_query</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteOcclusionQueries">
            <summary>
            <para>Fullname: DeleteOcclusionQueriesNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteOcclusionQueries(System.Int32,System.UInt32[])">
            <summary>
            <para>The HP_occlusion_test extension defines a mechanism whereby an application can query the visibility of an object, where "visible" means that at least one pixel passes the depth and stencil tests. The HP extension has two major shortcomings. - It returns the result as a simple GL_TRUE/GL_FALSE result, when in fact it is often useful to know exactly how many pixels passed. - It provides only a simple "stop-and-wait" model for using multiple queries.  The application begins an occlusion test and ends it; then, at some later point, it asks for the result, at which point the driver must stop and wait until the result from the previous test is back before the application can even begin the next one. This is a very simple model, but its performance is mediocre when an application wishes to perform many queries, and it eliminates most of the opportunites for parallelism between the CPU and GPU. This extension solves both of those problems.  It returns as its result the number of pixels that pa...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteOcclusionQueries.</para>
            <para>Fullname: DeleteOcclusionQueriesNV</para>
            <para>Extensions: NV_occlusion_query</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsOcclusionQuery">
            <summary>
            <para>Fullname: IsOcclusionQueryNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsOcclusionQuery(System.UInt32)">
            <summary>
            <para>The HP_occlusion_test extension defines a mechanism whereby an application can query the visibility of an object, where "visible" means that at least one pixel passes the depth and stencil tests. The HP extension has two major shortcomings. - It returns the result as a simple GL_TRUE/GL_FALSE result, when in fact it is often useful to know exactly how many pixels passed. - It provides only a simple "stop-and-wait" model for using multiple queries.  The application begins an occlusion test and ends it; then, at some later point, it asks for the result, at which point the driver must stop and wait until the result from the previous test is back before the application can even begin the next one. This is a very simple model, but its performance is mediocre when an application wishes to perform many queries, and it eliminates most of the opportunites for parallelism between the CPU and GPU. This extension solves both of those problems.  It returns as its result the number of pixels that pa...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsOcclusionQuery.</para>
            <para>Fullname: IsOcclusionQueryNV</para>
            <para>Extensions: NV_occlusion_query</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BeginOcclusionQuery">
            <summary>
            <para>Fullname: BeginOcclusionQueryNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginOcclusionQuery(System.UInt32)">
            <summary>
            <para>The HP_occlusion_test extension defines a mechanism whereby an application can query the visibility of an object, where "visible" means that at least one pixel passes the depth and stencil tests. The HP extension has two major shortcomings. - It returns the result as a simple GL_TRUE/GL_FALSE result, when in fact it is often useful to know exactly how many pixels passed. - It provides only a simple "stop-and-wait" model for using multiple queries.  The application begins an occlusion test and ends it; then, at some later point, it asks for the result, at which point the driver must stop and wait until the result from the previous test is back before the application can even begin the next one. This is a very simple model, but its performance is mediocre when an application wishes to perform many queries, and it eliminates most of the opportunites for parallelism between the CPU and GPU. This extension solves both of those problems.  It returns as its result the number of pixels that pa...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginOcclusionQuery.</para>
            <para>Fullname: BeginOcclusionQueryNV</para>
            <para>Extensions: NV_occlusion_query</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EndOcclusionQuery">
            <summary>
            <para>Fullname: EndOcclusionQueryNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndOcclusionQuery">
            <summary>
            <para>The HP_occlusion_test extension defines a mechanism whereby an application can query the visibility of an object, where "visible" means that at least one pixel passes the depth and stencil tests. The HP extension has two major shortcomings. - It returns the result as a simple GL_TRUE/GL_FALSE result, when in fact it is often useful to know exactly how many pixels passed. - It provides only a simple "stop-and-wait" model for using multiple queries.  The application begins an occlusion test and ends it; then, at some later point, it asks for the result, at which point the driver must stop and wait until the result from the previous test is back before the application can even begin the next one. This is a very simple model, but its performance is mediocre when an application wishes to perform many queries, and it eliminates most of the opportunites for parallelism between the CPU and GPU. This extension solves both of those problems.  It returns as its result the number of pixels that pa...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndOcclusionQuery.</para>
            <para>Fullname: EndOcclusionQueryNV</para>
            <para>Extensions: NV_occlusion_query</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetOcclusionQueryiv">
            <summary>
            <para>Fullname: GetOcclusionQueryivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetOcclusionQueryiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>The HP_occlusion_test extension defines a mechanism whereby an application can query the visibility of an object, where "visible" means that at least one pixel passes the depth and stencil tests. The HP extension has two major shortcomings. - It returns the result as a simple GL_TRUE/GL_FALSE result, when in fact it is often useful to know exactly how many pixels passed. - It provides only a simple "stop-and-wait" model for using multiple queries.  The application begins an occlusion test and ends it; then, at some later point, it asks for the result, at which point the driver must stop and wait until the result from the previous test is back before the application can even begin the next one. This is a very simple model, but its performance is mediocre when an application wishes to perform many queries, and it eliminates most of the opportunites for parallelism between the CPU and GPU. This extension solves both of those problems.  It returns as its result the number of pixels that pa...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetOcclusionQueryiv.</para>
            <para>Fullname: GetOcclusionQueryivNV</para>
            <para>Extensions: NV_occlusion_query</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetOcclusionQueryuiv">
            <summary>
            <para>Fullname: GetOcclusionQueryuivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetOcclusionQueryuiv(System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>The HP_occlusion_test extension defines a mechanism whereby an application can query the visibility of an object, where "visible" means that at least one pixel passes the depth and stencil tests. The HP extension has two major shortcomings. - It returns the result as a simple GL_TRUE/GL_FALSE result, when in fact it is often useful to know exactly how many pixels passed. - It provides only a simple "stop-and-wait" model for using multiple queries.  The application begins an occlusion test and ends it; then, at some later point, it asks for the result, at which point the driver must stop and wait until the result from the previous test is back before the application can even begin the next one. This is a very simple model, but its performance is mediocre when an application wishes to perform many queries, and it eliminates most of the opportunites for parallelism between the CPU and GPU. This extension solves both of those problems.  It returns as its result the number of pixels that pa...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetOcclusionQueryuiv.</para>
            <para>Fullname: GetOcclusionQueryuivNV</para>
            <para>Extensions: NV_occlusion_query</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramNamedParameter4f">
            <summary>
            <para>Fullname: ProgramNamedParameter4fNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramNamedParameter4f(System.UInt32,System.Int32,System.Byte[],System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>OpenGL mandates a certain set of configurable per-fragment computations defining texture lookup, texture environment, color sum, and fog operations.  Each of these areas provide a useful but limited set of fixed operations.  For example, unextended OpenGL 1.2.1 provides only four texture environment modes, color sum, and three fog modes.  Many OpenGL extensions have either improved existing functionality or introduced new configurable fragment operations.  While these extensions have enabled new and interesting rendering effects, the set of effects is limited by the set of special modes introduced by the extension.  This lack of flexibility is in contrast to the high-level of programmability of general-purpose CPUs and other (frequently software-based) shading languages.  The purpose of this extension is to expose to the OpenGL application writer an unprecedented degree of programmability in the computation of final fragment colors and depth values. This extension provides a mechanism ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramNamedParameter4f.</para>
            <para>Fullname: ProgramNamedParameter4fNV</para>
            <para>Extensions: NV_fragment_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramNamedParameter4d">
            <summary>
            <para>Fullname: ProgramNamedParameter4dNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramNamedParameter4d(System.UInt32,System.Int32,System.Byte[],System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>OpenGL mandates a certain set of configurable per-fragment computations defining texture lookup, texture environment, color sum, and fog operations.  Each of these areas provide a useful but limited set of fixed operations.  For example, unextended OpenGL 1.2.1 provides only four texture environment modes, color sum, and three fog modes.  Many OpenGL extensions have either improved existing functionality or introduced new configurable fragment operations.  While these extensions have enabled new and interesting rendering effects, the set of effects is limited by the set of special modes introduced by the extension.  This lack of flexibility is in contrast to the high-level of programmability of general-purpose CPUs and other (frequently software-based) shading languages.  The purpose of this extension is to expose to the OpenGL application writer an unprecedented degree of programmability in the computation of final fragment colors and depth values. This extension provides a mechanism ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramNamedParameter4d.</para>
            <para>Fullname: ProgramNamedParameter4dNV</para>
            <para>Extensions: NV_fragment_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramNamedParameter4fv">
            <summary>
            <para>Fullname: ProgramNamedParameter4fvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramNamedParameter4fv(System.UInt32,System.Int32,System.Byte[],System.Single[])">
            <summary>
            <para>OpenGL mandates a certain set of configurable per-fragment computations defining texture lookup, texture environment, color sum, and fog operations.  Each of these areas provide a useful but limited set of fixed operations.  For example, unextended OpenGL 1.2.1 provides only four texture environment modes, color sum, and three fog modes.  Many OpenGL extensions have either improved existing functionality or introduced new configurable fragment operations.  While these extensions have enabled new and interesting rendering effects, the set of effects is limited by the set of special modes introduced by the extension.  This lack of flexibility is in contrast to the high-level of programmability of general-purpose CPUs and other (frequently software-based) shading languages.  The purpose of this extension is to expose to the OpenGL application writer an unprecedented degree of programmability in the computation of final fragment colors and depth values. This extension provides a mechanism ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramNamedParameter4fv.</para>
            <para>Fullname: ProgramNamedParameter4fvNV</para>
            <para>Extensions: NV_fragment_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramNamedParameter4dv">
            <summary>
            <para>Fullname: ProgramNamedParameter4dvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramNamedParameter4dv(System.UInt32,System.Int32,System.Byte[],System.Double[])">
            <summary>
            <para>OpenGL mandates a certain set of configurable per-fragment computations defining texture lookup, texture environment, color sum, and fog operations.  Each of these areas provide a useful but limited set of fixed operations.  For example, unextended OpenGL 1.2.1 provides only four texture environment modes, color sum, and three fog modes.  Many OpenGL extensions have either improved existing functionality or introduced new configurable fragment operations.  While these extensions have enabled new and interesting rendering effects, the set of effects is limited by the set of special modes introduced by the extension.  This lack of flexibility is in contrast to the high-level of programmability of general-purpose CPUs and other (frequently software-based) shading languages.  The purpose of this extension is to expose to the OpenGL application writer an unprecedented degree of programmability in the computation of final fragment colors and depth values. This extension provides a mechanism ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramNamedParameter4dv.</para>
            <para>Fullname: ProgramNamedParameter4dvNV</para>
            <para>Extensions: NV_fragment_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramNamedParameterfv">
            <summary>
            <para>Fullname: GetProgramNamedParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramNamedParameterfv(System.UInt32,System.Int32,System.Byte[],System.Single[])">
            <summary>
            <para>OpenGL mandates a certain set of configurable per-fragment computations defining texture lookup, texture environment, color sum, and fog operations.  Each of these areas provide a useful but limited set of fixed operations.  For example, unextended OpenGL 1.2.1 provides only four texture environment modes, color sum, and three fog modes.  Many OpenGL extensions have either improved existing functionality or introduced new configurable fragment operations.  While these extensions have enabled new and interesting rendering effects, the set of effects is limited by the set of special modes introduced by the extension.  This lack of flexibility is in contrast to the high-level of programmability of general-purpose CPUs and other (frequently software-based) shading languages.  The purpose of this extension is to expose to the OpenGL application writer an unprecedented degree of programmability in the computation of final fragment colors and depth values. This extension provides a mechanism ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramNamedParameterfv.</para>
            <para>Fullname: GetProgramNamedParameterfvNV</para>
            <para>Extensions: NV_fragment_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramNamedParameterdv">
            <summary>
            <para>Fullname: GetProgramNamedParameterdvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramNamedParameterdv(System.UInt32,System.Int32,System.Byte[],System.Double[])">
            <summary>
            <para>OpenGL mandates a certain set of configurable per-fragment computations defining texture lookup, texture environment, color sum, and fog operations.  Each of these areas provide a useful but limited set of fixed operations.  For example, unextended OpenGL 1.2.1 provides only four texture environment modes, color sum, and three fog modes.  Many OpenGL extensions have either improved existing functionality or introduced new configurable fragment operations.  While these extensions have enabled new and interesting rendering effects, the set of effects is limited by the set of special modes introduced by the extension.  This lack of flexibility is in contrast to the high-level of programmability of general-purpose CPUs and other (frequently software-based) shading languages.  The purpose of this extension is to expose to the OpenGL application writer an unprecedented degree of programmability in the computation of final fragment colors and depth values. This extension provides a mechanism ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramNamedParameterdv.</para>
            <para>Fullname: GetProgramNamedParameterdvNV</para>
            <para>Extensions: NV_fragment_program</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2h">
            <summary>
            <para>Fullname: Vertex2hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2h(System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2h.</para>
            <para>Fullname: Vertex2hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex2hv">
            <summary>
            <para>Fullname: Vertex2hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex2hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex2hv.</para>
            <para>Fullname: Vertex2hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3h">
            <summary>
            <para>Fullname: Vertex3hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3h(System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3h.</para>
            <para>Fullname: Vertex3hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex3hv">
            <summary>
            <para>Fullname: Vertex3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex3hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex3hv.</para>
            <para>Fullname: Vertex3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4h">
            <summary>
            <para>Fullname: Vertex4hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4h(System.UInt16,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4h.</para>
            <para>Fullname: Vertex4hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Vertex4hv">
            <summary>
            <para>Fullname: Vertex4hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Vertex4hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Vertex4hv.</para>
            <para>Fullname: Vertex4hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3h">
            <summary>
            <para>Fullname: Normal3hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3h(System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3h.</para>
            <para>Fullname: Normal3hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Normal3hv">
            <summary>
            <para>Fullname: Normal3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Normal3hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Normal3hv.</para>
            <para>Fullname: Normal3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color3h">
            <summary>
            <para>Fullname: Color3hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3h(System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3h.</para>
            <para>Fullname: Color3hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color3hv">
            <summary>
            <para>Fullname: Color3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color3hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color3hv.</para>
            <para>Fullname: Color3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4h">
            <summary>
            <para>Fullname: Color4hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4h(System.UInt16,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4h.</para>
            <para>Fullname: Color4hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Color4hv">
            <summary>
            <para>Fullname: Color4hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Color4hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Color4hv.</para>
            <para>Fullname: Color4hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1h">
            <summary>
            <para>Fullname: TexCoord1hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1h(System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1h.</para>
            <para>Fullname: TexCoord1hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord1hv">
            <summary>
            <para>Fullname: TexCoord1hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord1hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord1hv.</para>
            <para>Fullname: TexCoord1hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2h">
            <summary>
            <para>Fullname: TexCoord2hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2h(System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2h.</para>
            <para>Fullname: TexCoord2hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord2hv">
            <summary>
            <para>Fullname: TexCoord2hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord2hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord2hv.</para>
            <para>Fullname: TexCoord2hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3h">
            <summary>
            <para>Fullname: TexCoord3hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3h(System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3h.</para>
            <para>Fullname: TexCoord3hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord3hv">
            <summary>
            <para>Fullname: TexCoord3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord3hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord3hv.</para>
            <para>Fullname: TexCoord3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4h">
            <summary>
            <para>Fullname: TexCoord4hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4h(System.UInt16,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4h.</para>
            <para>Fullname: TexCoord4hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoord4hv">
            <summary>
            <para>Fullname: TexCoord4hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoord4hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoord4hv.</para>
            <para>Fullname: TexCoord4hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1h">
            <summary>
            <para>Fullname: MultiTexCoord1hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1h(System.Int32,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1h.</para>
            <para>Fullname: MultiTexCoord1hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord1hv">
            <summary>
            <para>Fullname: MultiTexCoord1hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord1hv(System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord1hv.</para>
            <para>Fullname: MultiTexCoord1hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2h">
            <summary>
            <para>Fullname: MultiTexCoord2hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2h(System.Int32,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2h.</para>
            <para>Fullname: MultiTexCoord2hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord2hv">
            <summary>
            <para>Fullname: MultiTexCoord2hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord2hv(System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord2hv.</para>
            <para>Fullname: MultiTexCoord2hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3h">
            <summary>
            <para>Fullname: MultiTexCoord3hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3h(System.Int32,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3h.</para>
            <para>Fullname: MultiTexCoord3hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord3hv">
            <summary>
            <para>Fullname: MultiTexCoord3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord3hv(System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord3hv.</para>
            <para>Fullname: MultiTexCoord3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4h">
            <summary>
            <para>Fullname: MultiTexCoord4hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4h(System.Int32,System.UInt16,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4h.</para>
            <para>Fullname: MultiTexCoord4hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiTexCoord4hv">
            <summary>
            <para>Fullname: MultiTexCoord4hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiTexCoord4hv(System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiTexCoord4hv.</para>
            <para>Fullname: MultiTexCoord4hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoordh">
            <summary>
            <para>Fullname: FogCoordhNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoordh(System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoordh.</para>
            <para>Fullname: FogCoordhNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoordhv">
            <summary>
            <para>Fullname: FogCoordhvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoordhv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoordhv.</para>
            <para>Fullname: FogCoordhvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3h">
            <summary>
            <para>Fullname: SecondaryColor3hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3h(System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3h.</para>
            <para>Fullname: SecondaryColor3hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColor3hv">
            <summary>
            <para>Fullname: SecondaryColor3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColor3hv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColor3hv.</para>
            <para>Fullname: SecondaryColor3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexWeighth">
            <summary>
            <para>Fullname: VertexWeighthNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexWeighth(System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexWeighth.</para>
            <para>Fullname: VertexWeighthNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexWeighthv">
            <summary>
            <para>Fullname: VertexWeighthvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexWeighthv(System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexWeighthv.</para>
            <para>Fullname: VertexWeighthvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1h">
            <summary>
            <para>Fullname: VertexAttrib1hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1h(System.UInt32,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1h.</para>
            <para>Fullname: VertexAttrib1hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib1hv">
            <summary>
            <para>Fullname: VertexAttrib1hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib1hv(System.UInt32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib1hv.</para>
            <para>Fullname: VertexAttrib1hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2h">
            <summary>
            <para>Fullname: VertexAttrib2hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2h(System.UInt32,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2h.</para>
            <para>Fullname: VertexAttrib2hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib2hv">
            <summary>
            <para>Fullname: VertexAttrib2hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib2hv(System.UInt32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib2hv.</para>
            <para>Fullname: VertexAttrib2hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3h">
            <summary>
            <para>Fullname: VertexAttrib3hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3h(System.UInt32,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3h.</para>
            <para>Fullname: VertexAttrib3hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib3hv">
            <summary>
            <para>Fullname: VertexAttrib3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib3hv(System.UInt32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib3hv.</para>
            <para>Fullname: VertexAttrib3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4h">
            <summary>
            <para>Fullname: VertexAttrib4hNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4h(System.UInt32,System.UInt16,System.UInt16,System.UInt16,System.UInt16)">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4h.</para>
            <para>Fullname: VertexAttrib4hNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttrib4hv">
            <summary>
            <para>Fullname: VertexAttrib4hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttrib4hv(System.UInt32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttrib4hv.</para>
            <para>Fullname: VertexAttrib4hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs1hv">
            <summary>
            <para>Fullname: VertexAttribs1hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs1hv(System.UInt32,System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs1hv.</para>
            <para>Fullname: VertexAttribs1hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs2hv">
            <summary>
            <para>Fullname: VertexAttribs2hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs2hv(System.UInt32,System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs2hv.</para>
            <para>Fullname: VertexAttribs2hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs3hv">
            <summary>
            <para>Fullname: VertexAttribs3hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs3hv(System.UInt32,System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs3hv.</para>
            <para>Fullname: VertexAttribs3hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribs4hv">
            <summary>
            <para>Fullname: VertexAttribs4hvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribs4hv(System.UInt32,System.Int32,System.UInt16[])">
            <summary>
            <para>This extension introduces a new storage format and data type for half-precision (16-bit) floating-point quantities.  The floating-point format is very similar to the IEEE single-precision floating-point standard, except that it has only 5 exponent bits and 10 mantissa bits. Half-precision floats are smaller than full precision floats and provide a larger dynamic range than similarly-sized normalized scalar data types. This extension allows applications to use half-precision floating point data when specifying vertices or pixel data.  It adds new commands to specify vertex attributes using the new data type, and extends the existing vertex array and image specification commands to accept the new data type. This storage format is also used to represent 16-bit components in the floating-point frame buffers, as defined in the NV_float_buffer extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribs4hv.</para>
            <para>Fullname: VertexAttribs4hvNV</para>
            <para>Extensions: NV_half_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PixelDataRange">
            <summary>
            <para>Fullname: PixelDataRangeNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PixelDataRange(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>The vertex array range extension is intended to improve the efficiency of OpenGL vertex arrays.  OpenGL vertex arrays' coherency model and ability to access memory from arbitrary locations in memory prevented implementations from using DMA (Direct Memory Access) operations. Many image-intensive applications, such as those that use dynamically generated textures, face similar problems.  These applications would like to be able to sustain throughputs of hundreds of millions of pixels per second through DrawPixels and hundreds of millions of texels per second through TexSubImage. However, the same restrictions that limited vertex throughput also limit pixel throughput. By the time that any pixel operation that reads data from user memory returns, OpenGL requires that it must be safe for the application to start using that memory for a different purpose.  This coherency model prevents asynchronous DMA transfers directly out of the user's buffer. There are also no restrictions on the pointe...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PixelDataRange.</para>
            <para>Fullname: PixelDataRangeNV</para>
            <para>Extensions: NV_pixel_data_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FlushPixelDataRange">
            <summary>
            <para>Fullname: FlushPixelDataRangeNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FlushPixelDataRange(System.Int32)">
            <summary>
            <para>The vertex array range extension is intended to improve the efficiency of OpenGL vertex arrays.  OpenGL vertex arrays' coherency model and ability to access memory from arbitrary locations in memory prevented implementations from using DMA (Direct Memory Access) operations. Many image-intensive applications, such as those that use dynamically generated textures, face similar problems.  These applications would like to be able to sustain throughputs of hundreds of millions of pixels per second through DrawPixels and hundreds of millions of texels per second through TexSubImage. However, the same restrictions that limited vertex throughput also limit pixel throughput. By the time that any pixel operation that reads data from user memory returns, OpenGL requires that it must be safe for the application to start using that memory for a different purpose.  This coherency model prevents asynchronous DMA transfers directly out of the user's buffer. There are also no restrictions on the pointe...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FlushPixelDataRange.</para>
            <para>Fullname: FlushPixelDataRangeNV</para>
            <para>Extensions: NV_pixel_data_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PrimitiveRestart">
            <summary>
            <para>Fullname: PrimitiveRestartNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PrimitiveRestart">
            <summary>
            <para>This extension allows applications to easily and inexpensively restart a primitive in its middle.  A "primitive restart" is simply the same as an End command, followed by another Begin command with the same mode as the original.  The typical expected use of this feature is to draw a mesh with many triangle strips, though primitive restarts are legal for all primitive types, even for points (where they are not useful). Although the EXT_multi_draw_arrays extension did reduce the overhead of such drawing techniques, they still remain more expensive than one would like. This extension provides an extremely lightweight primitive restart, which is accomplished by allowing the application to choose a special index number that signals that a primitive restart should occur, rather than a vertex being provoked.  This index can be an arbitrary 32-bit integer for maximum application convenience. In addition, for full orthogonality, a special OpenGL command is provided to restart primitives when in...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PrimitiveRestart.</para>
            <para>Fullname: PrimitiveRestartNV</para>
            <para>Extensions: NV_primitive_restart</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameterI4i">
            <summary>
            <para>Fullname: ProgramLocalParameterI4iNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameterI4i(System.Int32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameterI4i.</para>
            <para>Fullname: ProgramLocalParameterI4iNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameterI4iv">
            <summary>
            <para>Fullname: ProgramLocalParameterI4ivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameterI4iv(System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameterI4iv.</para>
            <para>Fullname: ProgramLocalParameterI4ivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParametersI4iv">
            <summary>
            <para>Fullname: ProgramLocalParametersI4ivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParametersI4iv(System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParametersI4iv.</para>
            <para>Fullname: ProgramLocalParametersI4ivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameterI4ui">
            <summary>
            <para>Fullname: ProgramLocalParameterI4uiNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameterI4ui(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameterI4ui.</para>
            <para>Fullname: ProgramLocalParameterI4uiNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParameterI4uiv">
            <summary>
            <para>Fullname: ProgramLocalParameterI4uivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParameterI4uiv(System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParameterI4uiv.</para>
            <para>Fullname: ProgramLocalParameterI4uivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramLocalParametersI4uiv">
            <summary>
            <para>Fullname: ProgramLocalParametersI4uivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramLocalParametersI4uiv(System.Int32,System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramLocalParametersI4uiv.</para>
            <para>Fullname: ProgramLocalParametersI4uivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameterI4i">
            <summary>
            <para>Fullname: ProgramEnvParameterI4iNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameterI4i(System.Int32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameterI4i.</para>
            <para>Fullname: ProgramEnvParameterI4iNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameterI4iv">
            <summary>
            <para>Fullname: ProgramEnvParameterI4ivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameterI4iv(System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameterI4iv.</para>
            <para>Fullname: ProgramEnvParameterI4ivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParametersI4iv">
            <summary>
            <para>Fullname: ProgramEnvParametersI4ivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParametersI4iv(System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParametersI4iv.</para>
            <para>Fullname: ProgramEnvParametersI4ivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameterI4ui">
            <summary>
            <para>Fullname: ProgramEnvParameterI4uiNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameterI4ui(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameterI4ui.</para>
            <para>Fullname: ProgramEnvParameterI4uiNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParameterI4uiv">
            <summary>
            <para>Fullname: ProgramEnvParameterI4uivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParameterI4uiv(System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParameterI4uiv.</para>
            <para>Fullname: ProgramEnvParameterI4uivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramEnvParametersI4uiv">
            <summary>
            <para>Fullname: ProgramEnvParametersI4uivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramEnvParametersI4uiv(System.Int32,System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramEnvParametersI4uiv.</para>
            <para>Fullname: ProgramEnvParametersI4uivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramLocalParameterIiv">
            <summary>
            <para>Fullname: GetProgramLocalParameterIivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramLocalParameterIiv(System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramLocalParameterIiv.</para>
            <para>Fullname: GetProgramLocalParameterIivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramLocalParameterIuiv">
            <summary>
            <para>Fullname: GetProgramLocalParameterIuivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramLocalParameterIuiv(System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramLocalParameterIuiv.</para>
            <para>Fullname: GetProgramLocalParameterIuivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramEnvParameterIiv">
            <summary>
            <para>Fullname: GetProgramEnvParameterIivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramEnvParameterIiv(System.Int32,System.UInt32,System.Int32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramEnvParameterIiv.</para>
            <para>Fullname: GetProgramEnvParameterIivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramEnvParameterIuiv">
            <summary>
            <para>Fullname: GetProgramEnvParameterIuivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramEnvParameterIuiv(System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 4th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides a new program type (geometry programs) further described in the NV_geometry_program4 specification. NV_gpu_program4 provides a unified instruction set -- all instruction set features are available for all program types, except for a small number of features that make sense only for a specific program type.  It provides fully capable signed and unsigned integer data types, along with a set of arithmetic, logical, and data type conversion instructions capable of operating on integers.  It also provides a uniform set of structured branching c...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramEnvParameterIuiv.</para>
            <para>Fullname: GetProgramEnvParameterIuivNV</para>
            <para>Extensions: NV_gpu_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramVertexLimit">
            <summary>
            <para>Fullname: ProgramVertexLimitNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramVertexLimit(System.Int32,System.Int32)">
            <summary>
            <para>NV_geometry_program4 defines a new type of program available to be run on the GPU, called a geometry program.  Geometry programs are run on full primitives after vertices are transformed, but prior to flat shading and clipping. A geometry program begins with a single primitive - a point, line, or triangle.  Quads and polygons are allowed, but are decomposed into individual triangles prior to geometry program execution.  It can read the attributes of any of the vertex in the primitive and use them to generate new primitives.  A geometry program has a fixed output primitive type, either a point, a line strip, or a triangle strip.  It emits vertices (using the EMIT opcode) to define the output primitive.  The attributes of emitted vertices are specified by writing to the same set of result bindings (e.g., "result.position") provided for vertex programs. Additionally, a geometry program can emit multiple disconnected primitives by using the ENDPRIM opcode, which is roughly equivalent to ca...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramVertexLimit.</para>
            <para>Fullname: ProgramVertexLimitNV</para>
            <para>Extensions: NV_geometry_program4</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DepthRanged">
            <summary>
            <para>Fullname: DepthRangedNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthRanged(System.Double,System.Double)">
            <summary>
            <para>This extension provides new texture internal formats whose depth components are stored as 32-bit floating-point values, rather than the normalized unsigned integers used in existing depth formats. Floating-point depth textures support all the functionality supported for fixed-point depth textures, including shadow mapping and rendering support via EXT_framebuffer_object.  Floating-point depth textures can store values outside the range [0,1]. By default, OpenGL entry points taking depth values implicitly clamp the values to the range [0,1].  This extension provides new DepthClear, DepthRange, and DepthBoundsEXT entry points that allow applications to specify depth values that are not clamped. Additionally, this extension provides new packed depth/stencil pixel formats (see EXT_packed_depth_stencil) that have 64-bit pixels consisting of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused bites.  A packed depth/stencil texture internal format is also provided. This exte...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthRanged.</para>
            <para>Fullname: DepthRangedNV</para>
            <para>Extensions: NV_depth_buffer_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ClearDepthd">
            <summary>
            <para>Fullname: ClearDepthdNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClearDepthd(System.Double)">
            <summary>
            <para>This extension provides new texture internal formats whose depth components are stored as 32-bit floating-point values, rather than the normalized unsigned integers used in existing depth formats. Floating-point depth textures support all the functionality supported for fixed-point depth textures, including shadow mapping and rendering support via EXT_framebuffer_object.  Floating-point depth textures can store values outside the range [0,1]. By default, OpenGL entry points taking depth values implicitly clamp the values to the range [0,1].  This extension provides new DepthClear, DepthRange, and DepthBoundsEXT entry points that allow applications to specify depth values that are not clamped. Additionally, this extension provides new packed depth/stencil pixel formats (see EXT_packed_depth_stencil) that have 64-bit pixels consisting of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused bites.  A packed depth/stencil texture internal format is also provided. This exte...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClearDepthd.</para>
            <para>Fullname: ClearDepthdNV</para>
            <para>Extensions: NV_depth_buffer_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DepthBoundsd">
            <summary>
            <para>Fullname: DepthBoundsdNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DepthBoundsd(System.Double,System.Double)">
            <summary>
            <para>This extension provides new texture internal formats whose depth components are stored as 32-bit floating-point values, rather than the normalized unsigned integers used in existing depth formats. Floating-point depth textures support all the functionality supported for fixed-point depth textures, including shadow mapping and rendering support via EXT_framebuffer_object.  Floating-point depth textures can store values outside the range [0,1]. By default, OpenGL entry points taking depth values implicitly clamp the values to the range [0,1].  This extension provides new DepthClear, DepthRange, and DepthBoundsEXT entry points that allow applications to specify depth values that are not clamped. Additionally, this extension provides new packed depth/stencil pixel formats (see EXT_packed_depth_stencil) that have 64-bit pixels consisting of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused bites.  A packed depth/stencil texture internal format is also provided. This exte...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DepthBoundsd.</para>
            <para>Fullname: DepthBoundsdNV</para>
            <para>Extensions: NV_depth_buffer_float</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._RenderbufferStorageMultisampleCoverage">
            <summary>
            <para>Fullname: RenderbufferStorageMultisampleCoverageNV</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.RenderbufferStorageMultisampleCoverage(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)" -->
        <member name="F:OpenGL4NET.gl._ProgramBufferParametersfv">
            <summary>
            <para>Fullname: ProgramBufferParametersfvNV</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.ProgramBufferParametersfv(System.Int32,System.UInt32,System.UInt32,System.Int32,System.Single[])" -->
        <member name="F:OpenGL4NET.gl._ProgramBufferParametersIiv">
            <summary>
            <para>Fullname: ProgramBufferParametersIivNV</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.ProgramBufferParametersIiv(System.Int32,System.UInt32,System.UInt32,System.Int32,System.Int32[])" -->
        <member name="F:OpenGL4NET.gl._ProgramBufferParametersIuiv">
            <summary>
            <para>Fullname: ProgramBufferParametersIuivNV</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.ProgramBufferParametersIuiv(System.Int32,System.UInt32,System.UInt32,System.Int32,System.UInt32[])" -->
        <member name="F:OpenGL4NET.gl._TransformFeedbackAttribs">
            <summary>
            <para>Fullname: TransformFeedbackAttribsNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TransformFeedbackAttribs(System.UInt32,System.Int32[],System.Int32)">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records vertex attributes of the primitives processed by the GL. The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry program or shader is active, the primitives recorded are those emitted by the geometry program.  Otherwise, transform feedback captures primitives whose vertex are transformed by a vertex program or shader, or by fixed-function vertex processing.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode is capable of capturing transformed vertex data generated by fixed-function vertex processing, outputs from assembly vertex or geometry programs, or varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TransformFeedbackAttribs.</para>
            <para>Fullname: TransformFeedbackAttribsNV</para>
            <para>Extensions: NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TransformFeedbackVaryingsNV">
            <summary>
            <para>Fullname: TransformFeedbackVaryingsNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TransformFeedbackVaryingsNV(System.UInt32,System.Int32,System.Int32[],System.Int32)">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records vertex attributes of the primitives processed by the GL. The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry program or shader is active, the primitives recorded are those emitted by the geometry program.  Otherwise, transform feedback captures primitives whose vertex are transformed by a vertex program or shader, or by fixed-function vertex processing.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode is capable of capturing transformed vertex data generated by fixed-function vertex processing, outputs from assembly vertex or geometry programs, or varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TransformFeedbackVaryingsNV.</para>
            <para>Fullname: TransformFeedbackVaryingsNV</para>
            <para>Extensions: NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ActiveVarying">
            <summary>
            <para>Fullname: ActiveVaryingNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ActiveVarying(System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records vertex attributes of the primitives processed by the GL. The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry program or shader is active, the primitives recorded are those emitted by the geometry program.  Otherwise, transform feedback captures primitives whose vertex are transformed by a vertex program or shader, or by fixed-function vertex processing.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode is capable of capturing transformed vertex data generated by fixed-function vertex processing, outputs from assembly vertex or geometry programs, or varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ActiveVarying.</para>
            <para>Fullname: ActiveVaryingNV</para>
            <para>Extensions: NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVaryingLocation">
            <summary>
            <para>Fullname: GetVaryingLocationNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVaryingLocation(System.UInt32,System.Text.StringBuilder)">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records vertex attributes of the primitives processed by the GL. The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry program or shader is active, the primitives recorded are those emitted by the geometry program.  Otherwise, transform feedback captures primitives whose vertex are transformed by a vertex program or shader, or by fixed-function vertex processing.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode is capable of capturing transformed vertex data generated by fixed-function vertex processing, outputs from assembly vertex or geometry programs, or varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVaryingLocation.</para>
            <para>Fullname: GetVaryingLocationNV</para>
            <para>Extensions: NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetActiveVarying">
            <summary>
            <para>Fullname: GetActiveVaryingNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetActiveVarying(System.UInt32,System.UInt32,System.Int32,System.Int32[],System.Int32[],System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records vertex attributes of the primitives processed by the GL. The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry program or shader is active, the primitives recorded are those emitted by the geometry program.  Otherwise, transform feedback captures primitives whose vertex are transformed by a vertex program or shader, or by fixed-function vertex processing.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode is capable of capturing transformed vertex data generated by fixed-function vertex processing, outputs from assembly vertex or geometry programs, or varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetActiveVarying.</para>
            <para>Fullname: GetActiveVaryingNV</para>
            <para>Extensions: NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTransformFeedbackVaryingNV">
            <summary>
            <para>Fullname: GetTransformFeedbackVaryingNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTransformFeedbackVaryingNV(System.UInt32,System.UInt32,System.Int32[])">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records vertex attributes of the primitives processed by the GL. The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry program or shader is active, the primitives recorded are those emitted by the geometry program.  Otherwise, transform feedback captures primitives whose vertex are transformed by a vertex program or shader, or by fixed-function vertex processing.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode is capable of capturing transformed vertex data generated by fixed-function vertex processing, outputs from assembly vertex or geometry programs, or varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTransformFeedbackVaryingNV.</para>
            <para>Fullname: GetTransformFeedbackVaryingNV</para>
            <para>Extensions: NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TransformFeedbackStreamAttribs">
            <summary>
            <para>Fullname: TransformFeedbackStreamAttribsNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TransformFeedbackStreamAttribs(System.Int32,System.Int32[],System.Int32,System.Int32[],System.Int32)">
            <summary>
            <para>This extension provides a new mode to the GL, called transform feedback, which records vertex attributes of the primitives processed by the GL. The selected attributes are written into buffer objects, and can be written with each attribute in a separate buffer object or with all attributes interleaved into a single buffer object.  If a geometry program or shader is active, the primitives recorded are those emitted by the geometry program.  Otherwise, transform feedback captures primitives whose vertex are transformed by a vertex program or shader, or by fixed-function vertex processing.  In either case, the primitives captured are those generated prior to clipping.  Transform feedback mode is capable of capturing transformed vertex data generated by fixed-function vertex processing, outputs from assembly vertex or geometry programs, or varying variables emitted from GLSL vertex or geometry shaders. The vertex data recorded in transform feedback mode is stored into buffer objects as an ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TransformFeedbackStreamAttribs.</para>
            <para>Fullname: TransformFeedbackStreamAttribsNV</para>
            <para>Extensions: NV_transform_feedback</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PresentFrameKeyed">
            <summary>
            <para>Fullname: PresentFrameKeyedNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PresentFrameKeyed(System.UInt32,System.UInt64,System.UInt32,System.UInt32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension provides a mechanism for displaying textures and renderbuffers on auxiliary video output devices.  It allows an application to specify separate buffers for the individual fields used with interlaced output.  It also provides a way to present frames or field pairs simultaneously in two separate video streams.  It also allows an application to request when images should be displayed, and to obtain feedback on exactly when images are actually first displayed. This specification attempts to avoid language that would tie it to any particular hardware or vendor.  However, it should be noted that it has been designed specifically for use with NVIDIA SDI products and the features and limitations of the spec compliment those of NVIDIA's line of SDI video output devices. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PresentFrameKeyed.</para>
            <para>Fullname: PresentFrameKeyedNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PresentFrameDualFill">
            <summary>
            <para>Fullname: PresentFrameDualFillNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PresentFrameDualFill(System.UInt32,System.UInt64,System.UInt32,System.UInt32,System.Int32,System.Int32,System.UInt32,System.Int32,System.UInt32,System.Int32,System.UInt32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension provides a mechanism for displaying textures and renderbuffers on auxiliary video output devices.  It allows an application to specify separate buffers for the individual fields used with interlaced output.  It also provides a way to present frames or field pairs simultaneously in two separate video streams.  It also allows an application to request when images should be displayed, and to obtain feedback on exactly when images are actually first displayed. This specification attempts to avoid language that would tie it to any particular hardware or vendor.  However, it should be noted that it has been designed specifically for use with NVIDIA SDI products and the features and limitations of the spec compliment those of NVIDIA's line of SDI video output devices. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PresentFrameDualFill.</para>
            <para>Fullname: PresentFrameDualFillNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideoiv">
            <summary>
            <para>Fullname: GetVideoivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideoiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides a mechanism for displaying textures and renderbuffers on auxiliary video output devices.  It allows an application to specify separate buffers for the individual fields used with interlaced output.  It also provides a way to present frames or field pairs simultaneously in two separate video streams.  It also allows an application to request when images should be displayed, and to obtain feedback on exactly when images are actually first displayed. This specification attempts to avoid language that would tie it to any particular hardware or vendor.  However, it should be noted that it has been designed specifically for use with NVIDIA SDI products and the features and limitations of the spec compliment those of NVIDIA's line of SDI video output devices. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideoiv.</para>
            <para>Fullname: GetVideoivNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideouiv">
            <summary>
            <para>Fullname: GetVideouivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideouiv(System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension provides a mechanism for displaying textures and renderbuffers on auxiliary video output devices.  It allows an application to specify separate buffers for the individual fields used with interlaced output.  It also provides a way to present frames or field pairs simultaneously in two separate video streams.  It also allows an application to request when images should be displayed, and to obtain feedback on exactly when images are actually first displayed. This specification attempts to avoid language that would tie it to any particular hardware or vendor.  However, it should be noted that it has been designed specifically for use with NVIDIA SDI products and the features and limitations of the spec compliment those of NVIDIA's line of SDI video output devices. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideouiv.</para>
            <para>Fullname: GetVideouivNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideoi64v">
            <summary>
            <para>Fullname: GetVideoi64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideoi64v(System.UInt32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a mechanism for displaying textures and renderbuffers on auxiliary video output devices.  It allows an application to specify separate buffers for the individual fields used with interlaced output.  It also provides a way to present frames or field pairs simultaneously in two separate video streams.  It also allows an application to request when images should be displayed, and to obtain feedback on exactly when images are actually first displayed. This specification attempts to avoid language that would tie it to any particular hardware or vendor.  However, it should be noted that it has been designed specifically for use with NVIDIA SDI products and the features and limitations of the spec compliment those of NVIDIA's line of SDI video output devices. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideoi64v.</para>
            <para>Fullname: GetVideoi64vNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideoui64v">
            <summary>
            <para>Fullname: GetVideoui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideoui64v(System.UInt32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a mechanism for displaying textures and renderbuffers on auxiliary video output devices.  It allows an application to specify separate buffers for the individual fields used with interlaced output.  It also provides a way to present frames or field pairs simultaneously in two separate video streams.  It also allows an application to request when images should be displayed, and to obtain feedback on exactly when images are actually first displayed. This specification attempts to avoid language that would tie it to any particular hardware or vendor.  However, it should be noted that it has been designed specifically for use with NVIDIA SDI products and the features and limitations of the spec compliment those of NVIDIA's line of SDI video output devices. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideoui64v.</para>
            <para>Fullname: GetVideoui64vNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SampleMaskIndexed">
            <summary>
            <para>Fullname: SampleMaskIndexedNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SampleMaskIndexed(System.UInt32,System.Int32)">
            <summary>
            <para>In traditional multisample specs, the API only allows access to the samples indirectly through methods such as coverage values and downsampled readbacks. NV_explicit_multisample adds a set of new capabilities to allow more precise control over the use of multisamples. Specifically, it adds: * A query in the API to query the location of samples within the pixel * An explicit control for the multisample sample mask to augment the control provided by SampleCoverage * A new texture target to wrap a renderbuffer and allow a restricted class of accesses to the samples * The ability to fetch a specific sample from a multisampled texture from within a shader * A program option to enable the new behavior </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SampleMaskIndexed.</para>
            <para>Fullname: SampleMaskIndexedNV</para>
            <para>Extensions: NV_explicit_multisample</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexRenderbuffer">
            <summary>
            <para>Fullname: TexRenderbufferNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexRenderbuffer(System.Int32,System.UInt32)">
            <summary>
            <para>In traditional multisample specs, the API only allows access to the samples indirectly through methods such as coverage values and downsampled readbacks. NV_explicit_multisample adds a set of new capabilities to allow more precise control over the use of multisamples. Specifically, it adds: * A query in the API to query the location of samples within the pixel * An explicit control for the multisample sample mask to augment the control provided by SampleCoverage * A new texture target to wrap a renderbuffer and allow a restricted class of accesses to the samples * The ability to fetch a specific sample from a multisampled texture from within a shader * A program option to enable the new behavior </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexRenderbuffer.</para>
            <para>Fullname: TexRenderbufferNV</para>
            <para>Extensions: NV_explicit_multisample</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BeginVideoCapture">
            <summary>
            <para>Fullname: BeginVideoCaptureNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginVideoCapture(System.UInt32)">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginVideoCapture.</para>
            <para>Fullname: BeginVideoCaptureNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindVideoCaptureStreamBuffer">
            <summary>
            <para>Fullname: BindVideoCaptureStreamBufferNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindVideoCaptureStreamBuffer(System.UInt32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindVideoCaptureStreamBuffer.</para>
            <para>Fullname: BindVideoCaptureStreamBufferNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindVideoCaptureStreamTexture">
            <summary>
            <para>Fullname: BindVideoCaptureStreamTextureNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindVideoCaptureStreamTexture(System.UInt32,System.UInt32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindVideoCaptureStreamTexture.</para>
            <para>Fullname: BindVideoCaptureStreamTextureNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EndVideoCapture">
            <summary>
            <para>Fullname: EndVideoCaptureNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndVideoCapture(System.UInt32)">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndVideoCapture.</para>
            <para>Fullname: EndVideoCaptureNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideoCaptureiv">
            <summary>
            <para>Fullname: GetVideoCaptureivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideoCaptureiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideoCaptureiv.</para>
            <para>Fullname: GetVideoCaptureivNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideoCaptureStreamiv">
            <summary>
            <para>Fullname: GetVideoCaptureStreamivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideoCaptureStreamiv(System.UInt32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideoCaptureStreamiv.</para>
            <para>Fullname: GetVideoCaptureStreamivNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideoCaptureStreamfv">
            <summary>
            <para>Fullname: GetVideoCaptureStreamfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideoCaptureStreamfv(System.UInt32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideoCaptureStreamfv.</para>
            <para>Fullname: GetVideoCaptureStreamfvNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVideoCaptureStreamdv">
            <summary>
            <para>Fullname: GetVideoCaptureStreamdvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVideoCaptureStreamdv(System.UInt32,System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVideoCaptureStreamdv.</para>
            <para>Fullname: GetVideoCaptureStreamdvNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VideoCapture">
            <summary>
            <para>Fullname: VideoCaptureNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VideoCapture(System.UInt32,System.UInt32[],System.UInt64[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VideoCapture.</para>
            <para>Fullname: VideoCaptureNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VideoCaptureStreamParameteriv">
            <summary>
            <para>Fullname: VideoCaptureStreamParameterivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VideoCaptureStreamParameteriv(System.UInt32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VideoCaptureStreamParameteriv.</para>
            <para>Fullname: VideoCaptureStreamParameterivNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VideoCaptureStreamParameterfv">
            <summary>
            <para>Fullname: VideoCaptureStreamParameterfvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VideoCaptureStreamParameterfv(System.UInt32,System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VideoCaptureStreamParameterfv.</para>
            <para>Fullname: VideoCaptureStreamParameterfvNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VideoCaptureStreamParameterdv">
            <summary>
            <para>Fullname: VideoCaptureStreamParameterdvNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VideoCaptureStreamParameterdv(System.UInt32,System.UInt32,System.Int32,System.Double[])">
            <summary>
            <para>This extension provides a mechanism for streaming video data directly into texture objects and buffer objects.  Applications can then display video streams in interactive 3D scenes and/or manipulate the video data using the GL's image processing capabilities. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VideoCaptureStreamParameterdv.</para>
            <para>Fullname: VideoCaptureStreamParameterdvNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._CopyImageSubData">
            <summary>
            <para>Fullname: CopyImageSubDataNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.CopyImageSubData(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension enables efficient image data transfer between image objects (i.e. textures and renderbuffers) without the need to bind the objects or otherwise configure the rendering pipeline.  The WGL and GLX versions allow copying between images in different contexts, even if those contexts are in different sharelists or even on different physical devices. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _CopyImageSubData.</para>
            <para>Fullname: CopyImageSubDataNV</para>
            <para>Extensions: NV_copy_image</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MakeBufferResident">
            <summary>
            <para>Fullname: MakeBufferResidentNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MakeBufferResident(System.Int32,System.Int32)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MakeBufferResident.</para>
            <para>Fullname: MakeBufferResidentNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MakeBufferNonResident">
            <summary>
            <para>Fullname: MakeBufferNonResidentNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MakeBufferNonResident(System.Int32)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MakeBufferNonResident.</para>
            <para>Fullname: MakeBufferNonResidentNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsBufferResident">
            <summary>
            <para>Fullname: IsBufferResidentNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsBufferResident(System.Int32)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsBufferResident.</para>
            <para>Fullname: IsBufferResidentNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MakeNamedBufferResident">
            <summary>
            <para>Fullname: MakeNamedBufferResidentNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MakeNamedBufferResident(System.UInt32,System.Int32)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MakeNamedBufferResident.</para>
            <para>Fullname: MakeNamedBufferResidentNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MakeNamedBufferNonResident">
            <summary>
            <para>Fullname: MakeNamedBufferNonResidentNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MakeNamedBufferNonResident(System.UInt32)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MakeNamedBufferNonResident.</para>
            <para>Fullname: MakeNamedBufferNonResidentNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsNamedBufferResident">
            <summary>
            <para>Fullname: IsNamedBufferResidentNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsNamedBufferResident(System.UInt32)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsNamedBufferResident.</para>
            <para>Fullname: IsNamedBufferResidentNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetBufferParameterui64v">
            <summary>
            <para>Fullname: GetBufferParameterui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetBufferParameterui64v(System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetBufferParameterui64v.</para>
            <para>Fullname: GetBufferParameterui64vNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetNamedBufferParameterui64v">
            <summary>
            <para>Fullname: GetNamedBufferParameterui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetNamedBufferParameterui64v(System.UInt32,System.Int32,System.UInt64[])">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetNamedBufferParameterui64v.</para>
            <para>Fullname: GetNamedBufferParameterui64vNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetIntegerui64v">
            <summary>
            <para>Fullname: GetIntegerui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetIntegerui64v(System.Int32,System.UInt64[])">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetIntegerui64v.</para>
            <para>Fullname: GetIntegerui64vNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniformui64">
            <summary>
            <para>Fullname: Uniformui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniformui64(System.Int32,System.UInt64)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniformui64.</para>
            <para>Fullname: Uniformui64NV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniformui64v">
            <summary>
            <para>Fullname: Uniformui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniformui64v(System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniformui64v.</para>
            <para>Fullname: Uniformui64vNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformui64v">
            <summary>
            <para>Fullname: GetUniformui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformui64v(System.UInt32,System.Int32,System.UInt64[])">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformui64v.</para>
            <para>Fullname: GetUniformui64vNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformui64">
            <summary>
            <para>Fullname: ProgramUniformui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformui64(System.UInt32,System.Int32,System.UInt64)">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformui64.</para>
            <para>Fullname: ProgramUniformui64NV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniformui64v">
            <summary>
            <para>Fullname: ProgramUniformui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniformui64v(System.UInt32,System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>At a very coarse level, GL has evolved in a way that allows applications to replace many of the original state machine variables with blocks of user-defined data. For example, the current vertex state has been augmented by vertex buffer objects, fixed-function shading state and parameters have been replaced by shaders/programs and constant buffers, etc.. Applications switch between coarse sets of state by binding objects to the context or to other container objects (e.g. vertex array objects) instead of manipulating state variables of the context. In terms of the number of GL commands required to draw an object, modern applications are orders of magnitude more efficient than legacy applications, but this explosion of objects bound to other objects has led to a new bottleneck - pointer chasing and CPU L2 cache misses in the driver, and general L2 cache pollution. This extension provides a mechanism to read from a flat, 64-bit GPU address space from programs/shaders, to query GPU address...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniformui64v.</para>
            <para>Fullname: ProgramUniformui64vNV</para>
            <para>Extensions: NV_shader_buffer_load</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BufferAddressRange">
            <summary>
            <para>Fullname: BufferAddressRangeNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BufferAddressRange(System.Int32,System.UInt32,System.UInt64,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BufferAddressRange.</para>
            <para>Fullname: BufferAddressRangeNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexFormat">
            <summary>
            <para>Fullname: VertexFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexFormat(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexFormat.</para>
            <para>Fullname: VertexFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalFormat">
            <summary>
            <para>Fullname: NormalFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalFormat(System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalFormat.</para>
            <para>Fullname: NormalFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorFormat">
            <summary>
            <para>Fullname: ColorFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorFormat(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorFormat.</para>
            <para>Fullname: ColorFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IndexFormat">
            <summary>
            <para>Fullname: IndexFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IndexFormat(System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IndexFormat.</para>
            <para>Fullname: IndexFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexCoordFormat">
            <summary>
            <para>Fullname: TexCoordFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexCoordFormat(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TexCoordFormat.</para>
            <para>Fullname: TexCoordFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EdgeFlagFormat">
            <summary>
            <para>Fullname: EdgeFlagFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EdgeFlagFormat(System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EdgeFlagFormat.</para>
            <para>Fullname: EdgeFlagFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SecondaryColorFormat">
            <summary>
            <para>Fullname: SecondaryColorFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SecondaryColorFormat(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SecondaryColorFormat.</para>
            <para>Fullname: SecondaryColorFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FogCoordFormat">
            <summary>
            <para>Fullname: FogCoordFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FogCoordFormat(System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FogCoordFormat.</para>
            <para>Fullname: FogCoordFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribFormat">
            <summary>
            <para>Fullname: VertexAttribFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribFormat(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribFormat.</para>
            <para>Fullname: VertexAttribFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribIFormat">
            <summary>
            <para>Fullname: VertexAttribIFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribIFormat(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribIFormat.</para>
            <para>Fullname: VertexAttribIFormatNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetIntegerui64i_v">
            <summary>
            <para>Fullname: GetIntegerui64i_vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetIntegerui64i_v(System.Int32,System.UInt32,System.UInt64[])">
            <summary>
            <para>This extension provides a mechanism to specify vertex attrib and element array locations using GPU addresses. Binding vertex buffers is one of the most frequent and expensive operations in many GL applications, due to the cost of chasing pointers and binding objects described in the Overview of NV_shader_buffer_load. The intent of this extension is to enable a way for the application to specify vertex attrib state that alleviates the overhead of object binds and driver memory management. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetIntegerui64i_v.</para>
            <para>Fullname: GetIntegerui64i_vNV</para>
            <para>Extensions: NV_vertex_buffer_unified_memory</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureBarrier">
            <summary>
            <para>Fullname: TextureBarrierNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureBarrier">
            <summary>
            <para>This extension relaxes the restrictions on rendering to a currently bound texture and provides a mechanism to avoid read-after-write hazards. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureBarrier.</para>
            <para>Fullname: TextureBarrierNV</para>
            <para>Extensions: NV_texture_barrier</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramSubroutineParametersuiv">
            <summary>
            <para>Fullname: ProgramSubroutineParametersuivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramSubroutineParametersuiv(System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 5th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides new functionality for geometry programs as originally described in the NV_geometry_program4 specification, and serves as the basis for the new tessellation control and evaluation programs described in the NV_tessellation_program5 extension. Programs using the functionality provided by this extension should begin with the program headers "!!NVvp5.0" (vertex programs), "!!NVtcp5.0" (tessellation control programs), "!!NVtep5.0" (tessellation evaluation programs), "!!NVgp5.0" (geometry programs), and "!!NVfp5.0" (fragment programs). This exten...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramSubroutineParametersuiv.</para>
            <para>Fullname: ProgramSubroutineParametersuivNV</para>
            <para>Extensions: NV_gpu_program5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetProgramSubroutineParameteruiv">
            <summary>
            <para>Fullname: GetProgramSubroutineParameteruivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetProgramSubroutineParameteruiv(System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This specification documents the common instruction set and basic functionality provided by NVIDIA's 5th generation of assembly instruction sets supporting programmable graphics pipeline stages. The instruction set builds upon the basic framework provided by the ARB_vertex_program and ARB_fragment_program extensions to expose considerably more capable hardware.  In addition to new capabilities for vertex and fragment programs, this extension provides new functionality for geometry programs as originally described in the NV_geometry_program4 specification, and serves as the basis for the new tessellation control and evaluation programs described in the NV_tessellation_program5 extension. Programs using the functionality provided by this extension should begin with the program headers "!!NVvp5.0" (vertex programs), "!!NVtcp5.0" (tessellation control programs), "!!NVtep5.0" (tessellation evaluation programs), "!!NVgp5.0" (geometry programs), and "!!NVfp5.0" (fragment programs). This exten...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetProgramSubroutineParameteruiv.</para>
            <para>Fullname: GetProgramSubroutineParameteruivNV</para>
            <para>Extensions: NV_gpu_program5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1i64">
            <summary>
            <para>Fullname: Uniform1i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1i64(System.Int32,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1i64.</para>
            <para>Fullname: Uniform1i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2i64">
            <summary>
            <para>Fullname: Uniform2i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2i64(System.Int32,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2i64.</para>
            <para>Fullname: Uniform2i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3i64">
            <summary>
            <para>Fullname: Uniform3i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3i64(System.Int32,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3i64.</para>
            <para>Fullname: Uniform3i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4i64">
            <summary>
            <para>Fullname: Uniform4i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4i64(System.Int32,System.Int64,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4i64.</para>
            <para>Fullname: Uniform4i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1i64v">
            <summary>
            <para>Fullname: Uniform1i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1i64v(System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1i64v.</para>
            <para>Fullname: Uniform1i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2i64v">
            <summary>
            <para>Fullname: Uniform2i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2i64v(System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2i64v.</para>
            <para>Fullname: Uniform2i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3i64v">
            <summary>
            <para>Fullname: Uniform3i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3i64v(System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3i64v.</para>
            <para>Fullname: Uniform3i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4i64v">
            <summary>
            <para>Fullname: Uniform4i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4i64v(System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4i64v.</para>
            <para>Fullname: Uniform4i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1ui64">
            <summary>
            <para>Fullname: Uniform1ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1ui64(System.Int32,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1ui64.</para>
            <para>Fullname: Uniform1ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2ui64">
            <summary>
            <para>Fullname: Uniform2ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2ui64(System.Int32,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2ui64.</para>
            <para>Fullname: Uniform2ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3ui64">
            <summary>
            <para>Fullname: Uniform3ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3ui64(System.Int32,System.UInt64,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3ui64.</para>
            <para>Fullname: Uniform3ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4ui64">
            <summary>
            <para>Fullname: Uniform4ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4ui64(System.Int32,System.UInt64,System.UInt64,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4ui64.</para>
            <para>Fullname: Uniform4ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform1ui64v">
            <summary>
            <para>Fullname: Uniform1ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform1ui64v(System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform1ui64v.</para>
            <para>Fullname: Uniform1ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform2ui64v">
            <summary>
            <para>Fullname: Uniform2ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform2ui64v(System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform2ui64v.</para>
            <para>Fullname: Uniform2ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform3ui64v">
            <summary>
            <para>Fullname: Uniform3ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform3ui64v(System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform3ui64v.</para>
            <para>Fullname: Uniform3ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._Uniform4ui64v">
            <summary>
            <para>Fullname: Uniform4ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.Uniform4ui64v(System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _Uniform4ui64v.</para>
            <para>Fullname: Uniform4ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetUniformi64v">
            <summary>
            <para>Fullname: GetUniformi64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetUniformi64v(System.UInt32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetUniformi64v.</para>
            <para>Fullname: GetUniformi64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1i64">
            <summary>
            <para>Fullname: ProgramUniform1i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1i64(System.UInt32,System.Int32,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1i64.</para>
            <para>Fullname: ProgramUniform1i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2i64">
            <summary>
            <para>Fullname: ProgramUniform2i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2i64(System.UInt32,System.Int32,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2i64.</para>
            <para>Fullname: ProgramUniform2i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3i64">
            <summary>
            <para>Fullname: ProgramUniform3i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3i64(System.UInt32,System.Int32,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3i64.</para>
            <para>Fullname: ProgramUniform3i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4i64">
            <summary>
            <para>Fullname: ProgramUniform4i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4i64(System.UInt32,System.Int32,System.Int64,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4i64.</para>
            <para>Fullname: ProgramUniform4i64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1i64v">
            <summary>
            <para>Fullname: ProgramUniform1i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1i64v(System.UInt32,System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1i64v.</para>
            <para>Fullname: ProgramUniform1i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2i64v">
            <summary>
            <para>Fullname: ProgramUniform2i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2i64v(System.UInt32,System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2i64v.</para>
            <para>Fullname: ProgramUniform2i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3i64v">
            <summary>
            <para>Fullname: ProgramUniform3i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3i64v(System.UInt32,System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3i64v.</para>
            <para>Fullname: ProgramUniform3i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4i64v">
            <summary>
            <para>Fullname: ProgramUniform4i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4i64v(System.UInt32,System.Int32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4i64v.</para>
            <para>Fullname: ProgramUniform4i64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1ui64">
            <summary>
            <para>Fullname: ProgramUniform1ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1ui64(System.UInt32,System.Int32,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1ui64.</para>
            <para>Fullname: ProgramUniform1ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2ui64">
            <summary>
            <para>Fullname: ProgramUniform2ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2ui64(System.UInt32,System.Int32,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2ui64.</para>
            <para>Fullname: ProgramUniform2ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3ui64">
            <summary>
            <para>Fullname: ProgramUniform3ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3ui64(System.UInt32,System.Int32,System.UInt64,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3ui64.</para>
            <para>Fullname: ProgramUniform3ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4ui64">
            <summary>
            <para>Fullname: ProgramUniform4ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4ui64(System.UInt32,System.Int32,System.UInt64,System.UInt64,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4ui64.</para>
            <para>Fullname: ProgramUniform4ui64NV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform1ui64v">
            <summary>
            <para>Fullname: ProgramUniform1ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform1ui64v(System.UInt32,System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform1ui64v.</para>
            <para>Fullname: ProgramUniform1ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform2ui64v">
            <summary>
            <para>Fullname: ProgramUniform2ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform2ui64v(System.UInt32,System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform2ui64v.</para>
            <para>Fullname: ProgramUniform2ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform3ui64v">
            <summary>
            <para>Fullname: ProgramUniform3ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform3ui64v(System.UInt32,System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform3ui64v.</para>
            <para>Fullname: ProgramUniform3ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ProgramUniform4ui64v">
            <summary>
            <para>Fullname: ProgramUniform4ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ProgramUniform4ui64v(System.UInt32,System.Int32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides a set of new features to the OpenGL Shading Language and related APIs to support capabilities of new GPUs.  Shaders using the new functionality provided by this extension should enable this functionality via the construct #extension GL_NV_gpu_shader5 : require     (or enable) This extension was developed concurrently with the ARB_gpu_shader5 extension, and provides a superset of the features provided there.  The features common to both extensions are documented in the ARB_gpu_shader5 specification; this document describes only the addition language features not available via ARB_gpu_shader5.  A shader that enables this extension via an #extension directive also implicitly enables the common capabilities provided by ARB_gpu_shader5. In addition to the capabilities of ARB_gpu_shader5, this extension provides a variety of new features for all shader types, including: * support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector data types, including unifor...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ProgramUniform4ui64v.</para>
            <para>Fullname: ProgramUniform4ui64vNV</para>
            <para>Extensions: NV_gpu_shader5</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL1i64">
            <summary>
            <para>Fullname: VertexAttribL1i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL1i64(System.UInt32,System.Int64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL1i64.</para>
            <para>Fullname: VertexAttribL1i64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL2i64">
            <summary>
            <para>Fullname: VertexAttribL2i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL2i64(System.UInt32,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL2i64.</para>
            <para>Fullname: VertexAttribL2i64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL3i64">
            <summary>
            <para>Fullname: VertexAttribL3i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL3i64(System.UInt32,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL3i64.</para>
            <para>Fullname: VertexAttribL3i64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL4i64">
            <summary>
            <para>Fullname: VertexAttribL4i64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL4i64(System.UInt32,System.Int64,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL4i64.</para>
            <para>Fullname: VertexAttribL4i64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL1i64v">
            <summary>
            <para>Fullname: VertexAttribL1i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL1i64v(System.UInt32,System.Int64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL1i64v.</para>
            <para>Fullname: VertexAttribL1i64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL2i64v">
            <summary>
            <para>Fullname: VertexAttribL2i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL2i64v(System.UInt32,System.Int64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL2i64v.</para>
            <para>Fullname: VertexAttribL2i64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL3i64v">
            <summary>
            <para>Fullname: VertexAttribL3i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL3i64v(System.UInt32,System.Int64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL3i64v.</para>
            <para>Fullname: VertexAttribL3i64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL4i64v">
            <summary>
            <para>Fullname: VertexAttribL4i64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL4i64v(System.UInt32,System.Int64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL4i64v.</para>
            <para>Fullname: VertexAttribL4i64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL1ui64">
            <summary>
            <para>Fullname: VertexAttribL1ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL1ui64(System.UInt32,System.UInt64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL1ui64.</para>
            <para>Fullname: VertexAttribL1ui64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL2ui64">
            <summary>
            <para>Fullname: VertexAttribL2ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL2ui64(System.UInt32,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL2ui64.</para>
            <para>Fullname: VertexAttribL2ui64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL3ui64">
            <summary>
            <para>Fullname: VertexAttribL3ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL3ui64(System.UInt32,System.UInt64,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL3ui64.</para>
            <para>Fullname: VertexAttribL3ui64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL4ui64">
            <summary>
            <para>Fullname: VertexAttribL4ui64NV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL4ui64(System.UInt32,System.UInt64,System.UInt64,System.UInt64,System.UInt64)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL4ui64.</para>
            <para>Fullname: VertexAttribL4ui64NV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL1ui64v">
            <summary>
            <para>Fullname: VertexAttribL1ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL1ui64v(System.UInt32,System.UInt64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL1ui64v.</para>
            <para>Fullname: VertexAttribL1ui64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL2ui64v">
            <summary>
            <para>Fullname: VertexAttribL2ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL2ui64v(System.UInt32,System.UInt64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL2ui64v.</para>
            <para>Fullname: VertexAttribL2ui64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL3ui64v">
            <summary>
            <para>Fullname: VertexAttribL3ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL3ui64v(System.UInt32,System.UInt64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL3ui64v.</para>
            <para>Fullname: VertexAttribL3ui64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribL4ui64v">
            <summary>
            <para>Fullname: VertexAttribL4ui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribL4ui64v(System.UInt32,System.UInt64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribL4ui64v.</para>
            <para>Fullname: VertexAttribL4ui64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribLi64v">
            <summary>
            <para>Fullname: GetVertexAttribLi64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribLi64v(System.UInt32,System.Int32,System.Int64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribLi64v.</para>
            <para>Fullname: GetVertexAttribLi64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribLui64v">
            <summary>
            <para>Fullname: GetVertexAttribLui64vNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribLui64v(System.UInt32,System.Int32,System.UInt64[])">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribLui64v.</para>
            <para>Fullname: GetVertexAttribLui64vNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribLFormat">
            <summary>
            <para>Fullname: VertexAttribLFormatNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribLFormat(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides support for specifying vertex attributes with 64-bit integer components, analagous to the 64-bit floating point support added in EXT_vertex_attrib_64bit. Additionally, it provides the VertexAttribLFormatNV entry point to specify bindless vertex attribute arrays with 64-bit integer or floating-point components in conjunction with the NV_vertex_buffer_unified_memory extension. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribLFormat.</para>
            <para>Fullname: VertexAttribLFormatNV</para>
            <para>Extensions: NV_vertex_attrib_integer_64bit</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUInit">
            <summary>
            <para>Fullname: VDPAUInitNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUInit(System.IntPtr,System.IntPtr)">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUInit.</para>
            <para>Fullname: VDPAUInitNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUFini">
            <summary>
            <para>Fullname: VDPAUFiniNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUFini">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUFini.</para>
            <para>Fullname: VDPAUFiniNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAURegisterVideoSurface">
            <summary>
            <para>Fullname: VDPAURegisterVideoSurfaceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAURegisterVideoSurface(System.IntPtr,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAURegisterVideoSurface.</para>
            <para>Fullname: VDPAURegisterVideoSurfaceNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAURegisterOutputSurface">
            <summary>
            <para>Fullname: VDPAURegisterOutputSurfaceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAURegisterOutputSurface(System.IntPtr,System.Int32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAURegisterOutputSurface.</para>
            <para>Fullname: VDPAURegisterOutputSurfaceNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUIsSurface">
            <summary>
            <para>Fullname: VDPAUIsSurfaceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUIsSurface(System.IntPtr)">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUIsSurface.</para>
            <para>Fullname: VDPAUIsSurfaceNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUUnregisterSurface">
            <summary>
            <para>Fullname: VDPAUUnregisterSurfaceNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUUnregisterSurface(System.IntPtr)">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUUnregisterSurface.</para>
            <para>Fullname: VDPAUUnregisterSurfaceNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUGetSurfaceiv">
            <summary>
            <para>Fullname: VDPAUGetSurfaceivNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUGetSurfaceiv(System.IntPtr,System.Int32,System.Int32,System.Int32[],System.Int32[])">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUGetSurfaceiv.</para>
            <para>Fullname: VDPAUGetSurfaceivNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUSurfaceAccess">
            <summary>
            <para>Fullname: VDPAUSurfaceAccessNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUSurfaceAccess(System.IntPtr,System.Int32)">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUSurfaceAccess.</para>
            <para>Fullname: VDPAUSurfaceAccessNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUMapSurfaces">
            <summary>
            <para>Fullname: VDPAUMapSurfacesNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUMapSurfaces(System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUMapSurfaces.</para>
            <para>Fullname: VDPAUMapSurfacesNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VDPAUUnmapSurfaces">
            <summary>
            <para>Fullname: VDPAUUnmapSurfacesNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VDPAUUnmapSurfaces(System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension allows VDPAU video and output surfaces to be used for texturing and rendering. This allows the GL to process and display the content of video streams decoded using VDPAU. Alternatively, the GL may modify VDPAU surfaces in-place, and VDPAU may then process and/or display those surfaces itself. This allows the GL to be used to combine application user-interface elements with decoded video, implement custom video-processing algorithms, etc. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VDPAUUnmapSurfaces.</para>
            <para>Fullname: VDPAUUnmapSurfacesNV</para>
            <para>Extensions: NV_vdpau_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage2DMultisampleCoverage">
            <summary>
            <para>Fullname: TexImage2DMultisampleCoverageNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage2DMultisampleCoverage(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexImage3DMultisampleCoverage">
            <summary>
            <para>Fullname: TexImage3DMultisampleCoverageNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TexImage3DMultisampleCoverage(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureImage2DMultisample">
            <summary>
            <para>Fullname: TextureImage2DMultisampleNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureImage2DMultisample(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureImage3DMultisample">
            <summary>
            <para>Fullname: TextureImage3DMultisampleNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureImage3DMultisample(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureImage2DMultisampleCoverage">
            <summary>
            <para>Fullname: TextureImage2DMultisampleCoverageNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureImage2DMultisampleCoverage(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureImage3DMultisampleCoverage">
            <summary>
            <para>Fullname: TextureImage3DMultisampleCoverageNV</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureImage3DMultisampleCoverage(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._ResizeBuffers">
            <summary>
            <para>Fullname: ResizeBuffersMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ResizeBuffers">
            <summary>
            <para>Mesa is often used as a client library with no integration with the computer's window system (an X server, for example).  And since Mesa does not have an event loop nor window system callbacks, it cannot properly respond to window system events.  In particular, Mesa cannot automatically detect when a window has been resized. Mesa's glViewport command queries the current window size and updates its internal data structors accordingly.  This normally works fine since most applications call glViewport in responce to window size changes. In some situations, however, the application may not call glViewport when a window size changes but would still like Mesa to adjust to the new window size.  This extension exports a new function to solve this problem. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ResizeBuffers.</para>
            <para>Fullname: ResizeBuffersMESA</para>
            <para>Extensions: MESA_resize_buffers</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4d">
            <summary>
            <para>Fullname: WindowPos4dMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4d(System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4d.</para>
            <para>Fullname: WindowPos4dMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4dv">
            <summary>
            <para>Fullname: WindowPos4dvMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4dv(System.Double[])">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4dv.</para>
            <para>Fullname: WindowPos4dvMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4f">
            <summary>
            <para>Fullname: WindowPos4fMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4f(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4f.</para>
            <para>Fullname: WindowPos4fMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4fv">
            <summary>
            <para>Fullname: WindowPos4fvMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4fv(System.Single[])">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4fv.</para>
            <para>Fullname: WindowPos4fvMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4i">
            <summary>
            <para>Fullname: WindowPos4iMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4i.</para>
            <para>Fullname: WindowPos4iMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4iv">
            <summary>
            <para>Fullname: WindowPos4ivMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4iv(System.Int32[])">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4iv.</para>
            <para>Fullname: WindowPos4ivMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4s">
            <summary>
            <para>Fullname: WindowPos4sMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4s(System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4s.</para>
            <para>Fullname: WindowPos4sMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._WindowPos4sv">
            <summary>
            <para>Fullname: WindowPos4svMESA</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.WindowPos4sv(System.Int16[])">
            <summary>
            <para>In order to set the current raster position to a specific window coordinate with the RasterPos command, the modelview matrix, projection matrix and viewport must be set very carefully.  Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the Bitmap command in order to circumvent frustum clipping. This extension provides a set of functions to directly set the current raster position, bypassing the modelview matrix, the projection matrix and the viewport to window mapping.  Furthermore, clip testing is not performed. This greatly simplifies the process of setting the current raster position to a specific window coordinate prior to calling DrawPixels, CopyPixels or Bitmap. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _WindowPos4sv.</para>
            <para>Fullname: WindowPos4svMESA</para>
            <para>Extensions: MESA_window_pos</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiModeDrawArrays">
            <summary>
            <para>Fullname: MultiModeDrawArraysIBM</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiModeDrawArrays(System.Int32[],System.Int32[],System.Int32[],System.Int32,System.Int32)">
            <summary>
            <para>These functions behave identically to the standard OpenGL 1.1 functions glDrawArrays() and glDrawElements() except they handle multiple lists of vertices and multiple primitive modes in one call. Their main purpose is to allow one function call to render more than one primitive regardless of the primitive mode. This extension is similar to the EXT_multi_draw_arrays extension except that it accomodates the specification of a  unique mode for each primitive. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiModeDrawArrays.</para>
            <para>Fullname: MultiModeDrawArraysIBM</para>
            <para>Extensions: IBM_multimode_draw_arrays</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiModeDrawElements">
            <summary>
            <para>Fullname: MultiModeDrawElementsIBM</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiModeDrawElements(System.Int32[],System.Int32[],System.Int32,System.IntPtr[],System.Int32,System.Int32)">
            <summary>
            <para>These functions behave identically to the standard OpenGL 1.1 functions glDrawArrays() and glDrawElements() except they handle multiple lists of vertices and multiple primitive modes in one call. Their main purpose is to allow one function call to render more than one primitive regardless of the primitive mode. This extension is similar to the EXT_multi_draw_arrays extension except that it accomodates the specification of a  unique mode for each primitive. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiModeDrawElements.</para>
            <para>Fullname: MultiModeDrawElementsIBM</para>
            <para>Extensions: IBM_multimode_draw_arrays</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorPointerList">
            <summary>
            <para>Fullname: ColorPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.ColorPointerList(System.Int32,System.Int32,System.Int32,System.IntPtr[],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._SecondaryColorPointerList">
            <summary>
            <para>Fullname: SecondaryColorPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.SecondaryColorPointerList(System.Int32,System.Int32,System.Int32,System.IntPtr[],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._EdgeFlagPointerList">
            <summary>
            <para>Fullname: EdgeFlagPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.EdgeFlagPointerList(System.Int32,System.Boolean[][],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._FogCoordPointerList">
            <summary>
            <para>Fullname: FogCoordPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.FogCoordPointerList(System.Int32,System.Int32,System.IntPtr[],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._IndexPointerList">
            <summary>
            <para>Fullname: IndexPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.IndexPointerList(System.Int32,System.Int32,System.IntPtr[],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._NormalPointerList">
            <summary>
            <para>Fullname: NormalPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.NormalPointerList(System.Int32,System.Int32,System.IntPtr[],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._TexCoordPointerList">
            <summary>
            <para>Fullname: TexCoordPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.TexCoordPointerList(System.Int32,System.Int32,System.Int32,System.IntPtr[],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._VertexPointerList">
            <summary>
            <para>Fullname: VertexPointerListIBM</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.VertexPointerList(System.Int32,System.Int32,System.Int32,System.IntPtr[],System.Int32)" -->
        <member name="F:OpenGL4NET.gl._TbufferMask">
            <summary>
            <para>Fullname: TbufferMask3DFX</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TbufferMask(System.UInt32)">
            <summary>
            <para>This extension allows a write mask to be defined for the fragment mask which is created during multisample rendering. This can be used to create effects such as motion blur and depth of field. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TbufferMask.</para>
            <para>Fullname: TbufferMask3DFX</para>
            <para>Extensions: 3DFX_tbuffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TexBumpParameteriv">
            <summary>
            <para>Fullname: TexBumpParameterivATI</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.TexBumpParameteriv(System.Int32,System.Int32[])" -->
        <member name="F:OpenGL4NET.gl._TexBumpParameterfv">
            <summary>
            <para>Fullname: TexBumpParameterfvATI</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.TexBumpParameterfv(System.Int32,System.Single[])" -->
        <member name="F:OpenGL4NET.gl._GetTexBumpParameteriv">
            <summary>
            <para>Fullname: GetTexBumpParameterivATI</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.GetTexBumpParameteriv(System.Int32,System.Int32[])" -->
        <member name="F:OpenGL4NET.gl._GetTexBumpParameterfv">
            <summary>
            <para>Fullname: GetTexBumpParameterfvATI</para>
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "M:OpenGL4NET.gl.GetTexBumpParameterfv(System.Int32,System.Single[])" -->
        <member name="F:OpenGL4NET.gl._GenFragmentShaders">
            <summary>
            <para>Fullname: GenFragmentShadersATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenFragmentShaders(System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenFragmentShaders.</para>
            <para>Fullname: GenFragmentShadersATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BindFragmentShader">
            <summary>
            <para>Fullname: BindFragmentShaderATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BindFragmentShader(System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BindFragmentShader.</para>
            <para>Fullname: BindFragmentShaderATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteFragmentShader">
            <summary>
            <para>Fullname: DeleteFragmentShaderATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteFragmentShader(System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteFragmentShader.</para>
            <para>Fullname: DeleteFragmentShaderATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BeginFragmentShader">
            <summary>
            <para>Fullname: BeginFragmentShaderATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginFragmentShader">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginFragmentShader.</para>
            <para>Fullname: BeginFragmentShaderATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EndFragmentShader">
            <summary>
            <para>Fullname: EndFragmentShaderATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndFragmentShader">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndFragmentShader.</para>
            <para>Fullname: EndFragmentShaderATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PassTexCoord">
            <summary>
            <para>Fullname: PassTexCoordATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PassTexCoord(System.UInt32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PassTexCoord.</para>
            <para>Fullname: PassTexCoordATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SampleMap">
            <summary>
            <para>Fullname: SampleMapATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SampleMap(System.UInt32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SampleMap.</para>
            <para>Fullname: SampleMapATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorFragmentOp1">
            <summary>
            <para>Fullname: ColorFragmentOp1ATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorFragmentOp1(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorFragmentOp1.</para>
            <para>Fullname: ColorFragmentOp1ATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorFragmentOp2">
            <summary>
            <para>Fullname: ColorFragmentOp2ATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorFragmentOp2(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorFragmentOp2.</para>
            <para>Fullname: ColorFragmentOp2ATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ColorFragmentOp3">
            <summary>
            <para>Fullname: ColorFragmentOp3ATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ColorFragmentOp3(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ColorFragmentOp3.</para>
            <para>Fullname: ColorFragmentOp3ATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._AlphaFragmentOp1">
            <summary>
            <para>Fullname: AlphaFragmentOp1ATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AlphaFragmentOp1(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AlphaFragmentOp1.</para>
            <para>Fullname: AlphaFragmentOp1ATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._AlphaFragmentOp2">
            <summary>
            <para>Fullname: AlphaFragmentOp2ATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AlphaFragmentOp2(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AlphaFragmentOp2.</para>
            <para>Fullname: AlphaFragmentOp2ATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._AlphaFragmentOp3">
            <summary>
            <para>Fullname: AlphaFragmentOp3ATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.AlphaFragmentOp3(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _AlphaFragmentOp3.</para>
            <para>Fullname: AlphaFragmentOp3ATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SetFragmentShaderConstant">
            <summary>
            <para>Fullname: SetFragmentShaderConstantATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SetFragmentShaderConstant(System.UInt32,System.Single[])">
            <summary>
            <para>This extension exposes a powerful fragment shading model which provides a very general means of expressing fragment color blending and dependent texture address modification.  The programming is a register-based model in which there is a fixed number of instructions, texture lookups, read/write registers, and constants. The fragment shader extension provides a unified instruction set for operating on address or color data and eliminates the distinction between the two.  This extension provides all the interfaces necessary to fully expose this programmable fragment shader in GL. Although conceived as a device-independent extension which would expose the capabilities of future generations of hardware, changing trends in programmable hardware have affected the lifespan of this extension.  For this reason you will now find a fixed set of features and resources exposed, and the queries to determine this set have been deprecated. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SetFragmentShaderConstant.</para>
            <para>Fullname: SetFragmentShaderConstantATI</para>
            <para>Extensions: ATI_fragment_shader</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PNTrianglesi">
            <summary>
            <para>Fullname: PNTrianglesiATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PNTrianglesi(System.Int32,System.Int32)">
            <summary>
            <para>ATI_pn_triangles provides a path for enabling the GL to internally tessellate input geometry into curved patches.  The extension allows the user to tune the amount of tessellation to be performed on each triangle as a global state value.  The intent of PN Triangle tessellation is typically to produce geometry with a smoother silhouette and more organic shape. The tessellated patch will replace the triangles input into the GL. The GL will generate new vertices in object-space, prior to geometry transformation.  Only the vertices and normals are required to produce proper results, and the rest of the information per vertex is interpolated linearly across the patch. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PNTrianglesi.</para>
            <para>Fullname: PNTrianglesiATI</para>
            <para>Extensions: ATI_pn_triangles</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._PNTrianglesf">
            <summary>
            <para>Fullname: PNTrianglesfATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.PNTrianglesf(System.Int32,System.Single)">
            <summary>
            <para>ATI_pn_triangles provides a path for enabling the GL to internally tessellate input geometry into curved patches.  The extension allows the user to tune the amount of tessellation to be performed on each triangle as a global state value.  The intent of PN Triangle tessellation is typically to produce geometry with a smoother silhouette and more organic shape. The tessellated patch will replace the triangles input into the GL. The GL will generate new vertices in object-space, prior to geometry transformation.  Only the vertices and normals are required to produce proper results, and the rest of the information per vertex is interpolated linearly across the patch. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _PNTrianglesf.</para>
            <para>Fullname: PNTrianglesfATI</para>
            <para>Extensions: ATI_pn_triangles</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NewObjectBuffer">
            <summary>
            <para>Fullname: NewObjectBufferATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NewObjectBuffer(System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NewObjectBuffer.</para>
            <para>Fullname: NewObjectBufferATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsObjectBuffer">
            <summary>
            <para>Fullname: IsObjectBufferATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsObjectBuffer(System.UInt32)">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsObjectBuffer.</para>
            <para>Fullname: IsObjectBufferATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UpdateObjectBuffer">
            <summary>
            <para>Fullname: UpdateObjectBufferATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UpdateObjectBuffer(System.UInt32,System.UInt32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UpdateObjectBuffer.</para>
            <para>Fullname: UpdateObjectBufferATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetObjectBufferfv">
            <summary>
            <para>Fullname: GetObjectBufferfvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetObjectBufferfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetObjectBufferfv.</para>
            <para>Fullname: GetObjectBufferfvATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetObjectBufferiv">
            <summary>
            <para>Fullname: GetObjectBufferivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetObjectBufferiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetObjectBufferiv.</para>
            <para>Fullname: GetObjectBufferivATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FreeObjectBuffer">
            <summary>
            <para>Fullname: FreeObjectBufferATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FreeObjectBuffer(System.UInt32)">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FreeObjectBuffer.</para>
            <para>Fullname: FreeObjectBufferATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ArrayObject">
            <summary>
            <para>Fullname: ArrayObjectATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ArrayObject(System.Int32,System.Int32,System.Int32,System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ArrayObject.</para>
            <para>Fullname: ArrayObjectATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetArrayObjectfv">
            <summary>
            <para>Fullname: GetArrayObjectfvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetArrayObjectfv(System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetArrayObjectfv.</para>
            <para>Fullname: GetArrayObjectfvATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetArrayObjectiv">
            <summary>
            <para>Fullname: GetArrayObjectivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetArrayObjectiv(System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetArrayObjectiv.</para>
            <para>Fullname: GetArrayObjectivATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VariantArrayObject">
            <summary>
            <para>Fullname: VariantArrayObjectATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VariantArrayObject(System.UInt32,System.Int32,System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VariantArrayObject.</para>
            <para>Fullname: VariantArrayObjectATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVariantArrayObjectfv">
            <summary>
            <para>Fullname: GetVariantArrayObjectfvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVariantArrayObjectfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVariantArrayObjectfv.</para>
            <para>Fullname: GetVariantArrayObjectfvATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVariantArrayObjectiv">
            <summary>
            <para>Fullname: GetVariantArrayObjectivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVariantArrayObjectiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of vertex array data to be cached in persistent server-side memory. It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVariantArrayObjectiv.</para>
            <para>Fullname: GetVariantArrayObjectivATI</para>
            <para>Extensions: ATI_vertex_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1s">
            <summary>
            <para>Fullname: VertexStream1sATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1s(System.Int32,System.Int16)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1s.</para>
            <para>Fullname: VertexStream1sATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1sv">
            <summary>
            <para>Fullname: VertexStream1svATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1sv(System.Int32,System.Int16[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1sv.</para>
            <para>Fullname: VertexStream1svATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1i">
            <summary>
            <para>Fullname: VertexStream1iATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1i(System.Int32,System.Int32)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1i.</para>
            <para>Fullname: VertexStream1iATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1iv">
            <summary>
            <para>Fullname: VertexStream1ivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1iv(System.Int32,System.Int32[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1iv.</para>
            <para>Fullname: VertexStream1ivATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1f">
            <summary>
            <para>Fullname: VertexStream1fATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1f(System.Int32,System.Single)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1f.</para>
            <para>Fullname: VertexStream1fATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1fv">
            <summary>
            <para>Fullname: VertexStream1fvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1fv(System.Int32,System.Single[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1fv.</para>
            <para>Fullname: VertexStream1fvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1d">
            <summary>
            <para>Fullname: VertexStream1dATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1d(System.Int32,System.Double)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1d.</para>
            <para>Fullname: VertexStream1dATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream1dv">
            <summary>
            <para>Fullname: VertexStream1dvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream1dv(System.Int32,System.Double[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream1dv.</para>
            <para>Fullname: VertexStream1dvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2s">
            <summary>
            <para>Fullname: VertexStream2sATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2s(System.Int32,System.Int16,System.Int16)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2s.</para>
            <para>Fullname: VertexStream2sATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2sv">
            <summary>
            <para>Fullname: VertexStream2svATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2sv(System.Int32,System.Int16[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2sv.</para>
            <para>Fullname: VertexStream2svATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2i">
            <summary>
            <para>Fullname: VertexStream2iATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2i(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2i.</para>
            <para>Fullname: VertexStream2iATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2iv">
            <summary>
            <para>Fullname: VertexStream2ivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2iv(System.Int32,System.Int32[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2iv.</para>
            <para>Fullname: VertexStream2ivATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2f">
            <summary>
            <para>Fullname: VertexStream2fATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2f(System.Int32,System.Single,System.Single)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2f.</para>
            <para>Fullname: VertexStream2fATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2fv">
            <summary>
            <para>Fullname: VertexStream2fvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2fv(System.Int32,System.Single[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2fv.</para>
            <para>Fullname: VertexStream2fvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2d">
            <summary>
            <para>Fullname: VertexStream2dATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2d(System.Int32,System.Double,System.Double)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2d.</para>
            <para>Fullname: VertexStream2dATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream2dv">
            <summary>
            <para>Fullname: VertexStream2dvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream2dv(System.Int32,System.Double[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream2dv.</para>
            <para>Fullname: VertexStream2dvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3s">
            <summary>
            <para>Fullname: VertexStream3sATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3s(System.Int32,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3s.</para>
            <para>Fullname: VertexStream3sATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3sv">
            <summary>
            <para>Fullname: VertexStream3svATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3sv(System.Int32,System.Int16[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3sv.</para>
            <para>Fullname: VertexStream3svATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3i">
            <summary>
            <para>Fullname: VertexStream3iATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3i.</para>
            <para>Fullname: VertexStream3iATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3iv">
            <summary>
            <para>Fullname: VertexStream3ivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3iv(System.Int32,System.Int32[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3iv.</para>
            <para>Fullname: VertexStream3ivATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3f">
            <summary>
            <para>Fullname: VertexStream3fATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3f(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3f.</para>
            <para>Fullname: VertexStream3fATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3fv">
            <summary>
            <para>Fullname: VertexStream3fvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3fv(System.Int32,System.Single[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3fv.</para>
            <para>Fullname: VertexStream3fvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3d">
            <summary>
            <para>Fullname: VertexStream3dATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3d(System.Int32,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3d.</para>
            <para>Fullname: VertexStream3dATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream3dv">
            <summary>
            <para>Fullname: VertexStream3dvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream3dv(System.Int32,System.Double[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream3dv.</para>
            <para>Fullname: VertexStream3dvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4s">
            <summary>
            <para>Fullname: VertexStream4sATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4s(System.Int32,System.Int16,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4s.</para>
            <para>Fullname: VertexStream4sATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4sv">
            <summary>
            <para>Fullname: VertexStream4svATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4sv(System.Int32,System.Int16[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4sv.</para>
            <para>Fullname: VertexStream4svATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4i">
            <summary>
            <para>Fullname: VertexStream4iATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4i(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4i.</para>
            <para>Fullname: VertexStream4iATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4iv">
            <summary>
            <para>Fullname: VertexStream4ivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4iv(System.Int32,System.Int32[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4iv.</para>
            <para>Fullname: VertexStream4ivATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4f">
            <summary>
            <para>Fullname: VertexStream4fATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4f(System.Int32,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4f.</para>
            <para>Fullname: VertexStream4fATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4fv">
            <summary>
            <para>Fullname: VertexStream4fvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4fv(System.Int32,System.Single[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4fv.</para>
            <para>Fullname: VertexStream4fvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4d">
            <summary>
            <para>Fullname: VertexStream4dATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4d(System.Int32,System.Double,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4d.</para>
            <para>Fullname: VertexStream4dATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexStream4dv">
            <summary>
            <para>Fullname: VertexStream4dvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexStream4dv(System.Int32,System.Double[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexStream4dv.</para>
            <para>Fullname: VertexStream4dvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3b">
            <summary>
            <para>Fullname: NormalStream3bATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3b(System.Int32,System.Byte,System.Byte,System.Byte)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3b.</para>
            <para>Fullname: NormalStream3bATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3bv">
            <summary>
            <para>Fullname: NormalStream3bvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3bv(System.Int32,System.Byte[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3bv.</para>
            <para>Fullname: NormalStream3bvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3s">
            <summary>
            <para>Fullname: NormalStream3sATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3s(System.Int32,System.Int16,System.Int16,System.Int16)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3s.</para>
            <para>Fullname: NormalStream3sATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3sv">
            <summary>
            <para>Fullname: NormalStream3svATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3sv(System.Int32,System.Int16[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3sv.</para>
            <para>Fullname: NormalStream3svATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3i">
            <summary>
            <para>Fullname: NormalStream3iATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3i(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3i.</para>
            <para>Fullname: NormalStream3iATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3iv">
            <summary>
            <para>Fullname: NormalStream3ivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3iv(System.Int32,System.Int32[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3iv.</para>
            <para>Fullname: NormalStream3ivATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3f">
            <summary>
            <para>Fullname: NormalStream3fATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3f(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3f.</para>
            <para>Fullname: NormalStream3fATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3fv">
            <summary>
            <para>Fullname: NormalStream3fvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3fv(System.Int32,System.Single[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3fv.</para>
            <para>Fullname: NormalStream3fvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3d">
            <summary>
            <para>Fullname: NormalStream3dATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3d(System.Int32,System.Double,System.Double,System.Double)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3d.</para>
            <para>Fullname: NormalStream3dATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._NormalStream3dv">
            <summary>
            <para>Fullname: NormalStream3dvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.NormalStream3dv(System.Int32,System.Double[])">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _NormalStream3dv.</para>
            <para>Fullname: NormalStream3dvATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ClientActiveVertexStream">
            <summary>
            <para>Fullname: ClientActiveVertexStreamATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ClientActiveVertexStream(System.Int32)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ClientActiveVertexStream.</para>
            <para>Fullname: ClientActiveVertexStreamATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexBlendEnvi">
            <summary>
            <para>Fullname: VertexBlendEnviATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexBlendEnvi(System.Int32,System.Int32)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexBlendEnvi.</para>
            <para>Fullname: VertexBlendEnviATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexBlendEnvf">
            <summary>
            <para>Fullname: VertexBlendEnvfATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexBlendEnvf(System.Int32,System.Single)">
            <summary>
            <para>This extension adds the ability to handle sets of auxilliary vertex and normal coordinates. These sets of auxilliary coordinates are termed streams, and can be routed selectively into the blend stages provided by the vertex blending extension. This functionality enables software animation techniques such as keyframe vertex morphing.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexBlendEnvf.</para>
            <para>Fullname: VertexBlendEnvfATI</para>
            <para>Extensions: ATI_vertex_streams</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ElementPointer">
            <summary>
            <para>Fullname: ElementPointerATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ElementPointer(System.Int32,System.IntPtr)">
            <summary>
            <para>This extension provides a mechanism for an application to create an array of index data for use in specifying geometric primitives.  This extension is most useful when used in conjunction with the ATI_vertex_array_object extension. ATI_vertex_array_object provides an interface for storing vertex array data in persistent, hardware-addressable memory. In cases where large amounts of vertex data are in use, the index data used to construct primitives (typically as passed to the GL through DrawElements) can impose a significant bandwidth burden. ATI_element_array allows the application to specify independent arrays of elements, which can then be cached using ATI_vertex_array_object.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ElementPointer.</para>
            <para>Fullname: ElementPointerATI</para>
            <para>Aliases: ElementPointerAPPLE, </para>
            <para>Extensions: ATI_element_array APPLE_element_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementArray">
            <summary>
            <para>Fullname: DrawElementArrayATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementArray(System.Int32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism for an application to create an array of index data for use in specifying geometric primitives.  This extension is most useful when used in conjunction with the ATI_vertex_array_object extension. ATI_vertex_array_object provides an interface for storing vertex array data in persistent, hardware-addressable memory. In cases where large amounts of vertex data are in use, the index data used to construct primitives (typically as passed to the GL through DrawElements) can impose a significant bandwidth burden. ATI_element_array allows the application to specify independent arrays of elements, which can then be cached using ATI_vertex_array_object.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawElementArray.</para>
            <para>Fullname: DrawElementArrayATI</para>
            <para>Extensions: ATI_element_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawRangeElementArray">
            <summary>
            <para>Fullname: DrawRangeElementArrayATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawRangeElementArray(System.Int32,System.UInt32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension provides a mechanism for an application to create an array of index data for use in specifying geometric primitives.  This extension is most useful when used in conjunction with the ATI_vertex_array_object extension. ATI_vertex_array_object provides an interface for storing vertex array data in persistent, hardware-addressable memory. In cases where large amounts of vertex data are in use, the index data used to construct primitives (typically as passed to the GL through DrawElements) can impose a significant bandwidth burden. ATI_element_array allows the application to specify independent arrays of elements, which can then be cached using ATI_vertex_array_object.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawRangeElementArray.</para>
            <para>Fullname: DrawRangeElementArrayATI</para>
            <para>Extensions: ATI_element_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapObjectBuffer">
            <summary>
            <para>Fullname: MapObjectBufferATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapObjectBuffer(System.UInt32)">
            <summary>
            <para>This extension provides a mechanism for an application to obtain the virtual address of an object buffer. This allows the application to directly update the contents of an object buffer and avoid any intermediate copies.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapObjectBuffer.</para>
            <para>Fullname: MapObjectBufferATI</para>
            <para>Extensions: ATI_map_object_buffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._UnmapObjectBuffer">
            <summary>
            <para>Fullname: UnmapObjectBufferATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.UnmapObjectBuffer(System.UInt32)">
            <summary>
            <para>This extension provides a mechanism for an application to obtain the virtual address of an object buffer. This allows the application to directly update the contents of an object buffer and avoid any intermediate copies.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _UnmapObjectBuffer.</para>
            <para>Fullname: UnmapObjectBufferATI</para>
            <para>Extensions: ATI_map_object_buffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexAttribArrayObject">
            <summary>
            <para>Fullname: VertexAttribArrayObjectATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexAttribArrayObject(System.UInt32,System.Int32,System.Int32,System.Boolean,System.Int32,System.UInt32,System.UInt32)">
            <summary>
            <para>This extension defines an interface that allows multiple sets of generic vertex attribute data to be cached in persistent server-side memory.  It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexAttribArrayObject.</para>
            <para>Fullname: VertexAttribArrayObjectATI</para>
            <para>Extensions: ATI_vertex_attrib_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribArrayObjectfv">
            <summary>
            <para>Fullname: GetVertexAttribArrayObjectfvATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribArrayObjectfv(System.UInt32,System.Int32,System.Single[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of generic vertex attribute data to be cached in persistent server-side memory.  It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribArrayObjectfv.</para>
            <para>Fullname: GetVertexAttribArrayObjectfvATI</para>
            <para>Extensions: ATI_vertex_attrib_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetVertexAttribArrayObjectiv">
            <summary>
            <para>Fullname: GetVertexAttribArrayObjectivATI</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetVertexAttribArrayObjectiv(System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension defines an interface that allows multiple sets of generic vertex attribute data to be cached in persistent server-side memory.  It is intended to allow client data to be stored in memory that can be directly accessed by graphics hardware. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetVertexAttribArrayObjectiv.</para>
            <para>Fullname: GetVertexAttribArrayObjectivATI</para>
            <para>Extensions: ATI_vertex_attrib_array_object</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawElementArrayAPPLE">
            <summary>
            <para>Fullname: DrawElementArrayAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawElementArrayAPPLE(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides facilities to improve DrawElements style vertex indices submission performance by allowing index arrays.  Using this extension these arrays can be contained inside a vertex array range and thus pulled directly by the graphics processor, avoiding the CPU overhead of touching the index data. This extension is most useful when used in conjunction with the APPLE_vertex_array_range extension. APPLE_vertex_array_range provides an interface for storing vertex array data. In cases where large amounts of vertex data are in use, the index data used to construct primitives (typically as passed to the GL through DrawElements) can impose a significant bandwidth burden. APPLE_element_array allows the application to specify independent arrays of elements, which can then be cached using APPLE_vertex_array_range.  In effect this creates a more orthogonal interface for both vertex indices and data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawElementArrayAPPLE.</para>
            <para>Fullname: DrawElementArrayAPPLE</para>
            <para>Extensions: APPLE_element_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DrawRangeElementArrayAPPLE">
            <summary>
            <para>Fullname: DrawRangeElementArrayAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DrawRangeElementArrayAPPLE(System.Int32,System.UInt32,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension provides facilities to improve DrawElements style vertex indices submission performance by allowing index arrays.  Using this extension these arrays can be contained inside a vertex array range and thus pulled directly by the graphics processor, avoiding the CPU overhead of touching the index data. This extension is most useful when used in conjunction with the APPLE_vertex_array_range extension. APPLE_vertex_array_range provides an interface for storing vertex array data. In cases where large amounts of vertex data are in use, the index data used to construct primitives (typically as passed to the GL through DrawElements) can impose a significant bandwidth burden. APPLE_element_array allows the application to specify independent arrays of elements, which can then be cached using APPLE_vertex_array_range.  In effect this creates a more orthogonal interface for both vertex indices and data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DrawRangeElementArrayAPPLE.</para>
            <para>Fullname: DrawRangeElementArrayAPPLE</para>
            <para>Extensions: APPLE_element_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiDrawElementArray">
            <summary>
            <para>Fullname: MultiDrawElementArrayAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiDrawElementArray(System.Int32,System.Int32[],System.Int32[],System.Int32)">
            <summary>
            <para>This extension provides facilities to improve DrawElements style vertex indices submission performance by allowing index arrays.  Using this extension these arrays can be contained inside a vertex array range and thus pulled directly by the graphics processor, avoiding the CPU overhead of touching the index data. This extension is most useful when used in conjunction with the APPLE_vertex_array_range extension. APPLE_vertex_array_range provides an interface for storing vertex array data. In cases where large amounts of vertex data are in use, the index data used to construct primitives (typically as passed to the GL through DrawElements) can impose a significant bandwidth burden. APPLE_element_array allows the application to specify independent arrays of elements, which can then be cached using APPLE_vertex_array_range.  In effect this creates a more orthogonal interface for both vertex indices and data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiDrawElementArray.</para>
            <para>Fullname: MultiDrawElementArrayAPPLE</para>
            <para>Extensions: APPLE_element_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiDrawRangeElementArray">
            <summary>
            <para>Fullname: MultiDrawRangeElementArrayAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiDrawRangeElementArray(System.Int32,System.UInt32,System.UInt32,System.Int32[],System.Int32[],System.Int32)">
            <summary>
            <para>This extension provides facilities to improve DrawElements style vertex indices submission performance by allowing index arrays.  Using this extension these arrays can be contained inside a vertex array range and thus pulled directly by the graphics processor, avoiding the CPU overhead of touching the index data. This extension is most useful when used in conjunction with the APPLE_vertex_array_range extension. APPLE_vertex_array_range provides an interface for storing vertex array data. In cases where large amounts of vertex data are in use, the index data used to construct primitives (typically as passed to the GL through DrawElements) can impose a significant bandwidth burden. APPLE_element_array allows the application to specify independent arrays of elements, which can then be cached using APPLE_vertex_array_range.  In effect this creates a more orthogonal interface for both vertex indices and data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MultiDrawRangeElementArray.</para>
            <para>Fullname: MultiDrawRangeElementArrayAPPLE</para>
            <para>Extensions: APPLE_element_array</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SetFenceAPPLE">
            <summary>
            <para>Fullname: SetFenceAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SetFenceAPPLE(System.UInt32)">
            <summary>
            <para>This extension is provided a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which currently offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed forcing completely synchronous operation, which most often not the desired result. This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream with SetFenceAPPLE.  Once the fence is inserted into the command stream, it can be tested for its completion with TestFenceAPPLE. Moreover, the application may also request a partial Finish up to a particular "fence" usin...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SetFenceAPPLE.</para>
            <para>Fullname: SetFenceAPPLE</para>
            <para>Extensions: APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TestObject">
            <summary>
            <para>Fullname: TestObjectAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TestObject(System.Int32,System.UInt32)">
            <summary>
            <para>This extension is provided a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which currently offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed forcing completely synchronous operation, which most often not the desired result. This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream with SetFenceAPPLE.  Once the fence is inserted into the command stream, it can be tested for its completion with TestFenceAPPLE. Moreover, the application may also request a partial Finish up to a particular "fence" usin...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TestObject.</para>
            <para>Fullname: TestObjectAPPLE</para>
            <para>Extensions: APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FinishObject">
            <summary>
            <para>Fullname: FinishObjectAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FinishObject(System.Int32,System.Int32)">
            <summary>
            <para>This extension is provided a finer granularity of synchronizing GL command completion than offered by standard OpenGL, which currently offers only two mechanisms for synchronization: Flush and Finish. Since Flush merely assures the user that the commands complete in a finite (though undetermined) amount of time, it is, thus, of only modest utility.  Finish, on the other hand, stalls CPU execution until all pending GL commands have completed forcing completely synchronous operation, which most often not the desired result. This extension offers a middle ground - the ability to "finish" a subset of the command stream, and the ability to determine whether a given command has completed or not. This extension introduces the concept of a "fence" to the OpenGL command stream with SetFenceAPPLE.  Once the fence is inserted into the command stream, it can be tested for its completion with TestFenceAPPLE. Moreover, the application may also request a partial Finish up to a particular "fence" usin...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FinishObject.</para>
            <para>Fullname: FinishObjectAPPLE</para>
            <para>Extensions: APPLE_fence</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FlushVertexArrayRangeAPPLE">
            <summary>
            <para>Fullname: FlushVertexArrayRangeAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FlushVertexArrayRangeAPPLE(System.Int32,System.IntPtr)">
            <summary>
            <para>This extension is designed to allow very high vertex processing rates which are facilitated both by relieving the CPU of as much processing burden as possible and by allowing graphics hardware to directly access vertex data. Because this extension is implemented as an addition to the vertex array specification provided by OpenGL 1.1, applications can continue to use existing vertex submission logic while taking advantage of vertex array ranges to more efficiently process those arrays. The vertex array coherency model provided by OpenGL 1.1 requires that vertex data specified in vertex arrays be transferred from system memory each time Begin, DrawArrays, or DrawElements is called.  Further, OpenGL 1.1 requires that the transfer of data be completed by the time End, DrawArrays, or DrawElements returns.  Both of these requirements are relaxed by the vertex array range extension.  Vertex data may be cached by the GL so there is no guarantee that changes to the vertex data will be reflected...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FlushVertexArrayRangeAPPLE.</para>
            <para>Fullname: FlushVertexArrayRangeAPPLE</para>
            <para>Extensions: APPLE_vertex_array_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._VertexArrayParameteri">
            <summary>
            <para>Fullname: VertexArrayParameteriAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.VertexArrayParameteri(System.Int32,System.Int32)">
            <summary>
            <para>This extension is designed to allow very high vertex processing rates which are facilitated both by relieving the CPU of as much processing burden as possible and by allowing graphics hardware to directly access vertex data. Because this extension is implemented as an addition to the vertex array specification provided by OpenGL 1.1, applications can continue to use existing vertex submission logic while taking advantage of vertex array ranges to more efficiently process those arrays. The vertex array coherency model provided by OpenGL 1.1 requires that vertex data specified in vertex arrays be transferred from system memory each time Begin, DrawArrays, or DrawElements is called.  Further, OpenGL 1.1 requires that the transfer of data be completed by the time End, DrawArrays, or DrawElements returns.  Both of these requirements are relaxed by the vertex array range extension.  Vertex data may be cached by the GL so there is no guarantee that changes to the vertex data will be reflected...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _VertexArrayParameteri.</para>
            <para>Fullname: VertexArrayParameteriAPPLE</para>
            <para>Extensions: APPLE_vertex_array_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BufferParameteri">
            <summary>
            <para>Fullname: BufferParameteriAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BufferParameteri(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>APPLE_flush_buffer_range expands the buffer object API to allow greater performance when a client application only needs to write to a sub-range of a buffer object. To that end, this extension introduces two new buffer object features: non-serialized buffer modification and explicit sub-range flushing for mapped buffer objects. OpenGL requires that commands occur in a FIFO manner meaning that any changes to buffer objects either block until the data has been processed by the OpenGL pipeline or else create extra copies to avoid such a block.  By providing a method to asynchronously modify buffer object data, an application is then able to manage the synchronization points themselves and modify ranges of data contained by a buffer object even though OpenGL might still be using other parts of it. This extension also provides a method for explicitly flushing ranges of a mapped buffer object so OpenGL does not have to assume that the entire range may have been modified. Affects ARB_vertex_b...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BufferParameteri.</para>
            <para>Fullname: BufferParameteriAPPLE</para>
            <para>Extensions: APPLE_flush_buffer_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TextureRange">
            <summary>
            <para>Fullname: TextureRangeAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TextureRange(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension provides a method to specify the range of client address space that may be used by a texture.  In general, the storage size of a texture may be easily determined by the texture's data type and geometry. However, driver optimizations may be realized if an extended address range is specified to encompass the storage of multiple textures, or to encompass potential future changes in the size of a texture.  A typical usage of this extension is to specify an identical address range for several textures in a particular working set that encompasses the storage of all the textures in the set.  This allows the driver to make a single memory mapping for all of the textures. Further, a mechanism is provided to allow the application to give the GL driver a hint regarding the storage requirements of the texture data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _TextureRange.</para>
            <para>Fullname: TextureRangeAPPLE</para>
            <para>Extensions: APPLE_texture_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetTexParameterPointerv">
            <summary>
            <para>Fullname: GetTexParameterPointervAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetTexParameterPointerv(System.Int32,System.Int32,System.IntPtr[])">
            <summary>
            <para>This extension provides a method to specify the range of client address space that may be used by a texture.  In general, the storage size of a texture may be easily determined by the texture's data type and geometry. However, driver optimizations may be realized if an extended address range is specified to encompass the storage of multiple textures, or to encompass potential future changes in the size of a texture.  A typical usage of this extension is to specify an identical address range for several textures in a particular working set that encompasses the storage of all the textures in the set.  This allows the driver to make a single memory mapping for all of the textures. Further, a mechanism is provided to allow the application to give the GL driver a hint regarding the storage requirements of the texture data. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetTexParameterPointerv.</para>
            <para>Fullname: GetTexParameterPointervAPPLE</para>
            <para>Extensions: APPLE_texture_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EnableVertexAttrib">
            <summary>
            <para>Fullname: EnableVertexAttribAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EnableVertexAttrib(System.UInt32,System.Int32)">
            <summary>
            <para>This extension allows the one- and two-dimensional evaluators to be used with vertex program attributes.  The operation of this extension is precisely analogous to the operation of the normal evaluators. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EnableVertexAttrib.</para>
            <para>Fullname: EnableVertexAttribAPPLE</para>
            <para>Extensions: APPLE_vertex_program_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DisableVertexAttrib">
            <summary>
            <para>Fullname: DisableVertexAttribAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DisableVertexAttrib(System.UInt32,System.Int32)">
            <summary>
            <para>This extension allows the one- and two-dimensional evaluators to be used with vertex program attributes.  The operation of this extension is precisely analogous to the operation of the normal evaluators. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DisableVertexAttrib.</para>
            <para>Fullname: DisableVertexAttribAPPLE</para>
            <para>Extensions: APPLE_vertex_program_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsVertexAttribEnabled">
            <summary>
            <para>Fullname: IsVertexAttribEnabledAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsVertexAttribEnabled(System.UInt32,System.Int32)">
            <summary>
            <para>This extension allows the one- and two-dimensional evaluators to be used with vertex program attributes.  The operation of this extension is precisely analogous to the operation of the normal evaluators. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsVertexAttribEnabled.</para>
            <para>Fullname: IsVertexAttribEnabledAPPLE</para>
            <para>Extensions: APPLE_vertex_program_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapVertexAttrib1d">
            <summary>
            <para>Fullname: MapVertexAttrib1dAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapVertexAttrib1d(System.UInt32,System.UInt32,System.Double,System.Double,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension allows the one- and two-dimensional evaluators to be used with vertex program attributes.  The operation of this extension is precisely analogous to the operation of the normal evaluators. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapVertexAttrib1d.</para>
            <para>Fullname: MapVertexAttrib1dAPPLE</para>
            <para>Extensions: APPLE_vertex_program_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapVertexAttrib1f">
            <summary>
            <para>Fullname: MapVertexAttrib1fAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapVertexAttrib1f(System.UInt32,System.UInt32,System.Single,System.Single,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension allows the one- and two-dimensional evaluators to be used with vertex program attributes.  The operation of this extension is precisely analogous to the operation of the normal evaluators. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapVertexAttrib1f.</para>
            <para>Fullname: MapVertexAttrib1fAPPLE</para>
            <para>Extensions: APPLE_vertex_program_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapVertexAttrib2d">
            <summary>
            <para>Fullname: MapVertexAttrib2dAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapVertexAttrib2d(System.UInt32,System.UInt32,System.Double,System.Double,System.Int32,System.Int32,System.Double,System.Double,System.Int32,System.Int32,System.Double[])">
            <summary>
            <para>This extension allows the one- and two-dimensional evaluators to be used with vertex program attributes.  The operation of this extension is precisely analogous to the operation of the normal evaluators. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapVertexAttrib2d.</para>
            <para>Fullname: MapVertexAttrib2dAPPLE</para>
            <para>Extensions: APPLE_vertex_program_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._MapVertexAttrib2f">
            <summary>
            <para>Fullname: MapVertexAttrib2fAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MapVertexAttrib2f(System.UInt32,System.UInt32,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Single,System.Int32,System.Int32,System.Single[])">
            <summary>
            <para>This extension allows the one- and two-dimensional evaluators to be used with vertex program attributes.  The operation of this extension is precisely analogous to the operation of the normal evaluators. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _MapVertexAttrib2f.</para>
            <para>Fullname: MapVertexAttrib2fAPPLE</para>
            <para>Extensions: APPLE_vertex_program_evaluators</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ObjectPurgeable">
            <summary>
            <para>Fullname: ObjectPurgeableAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ObjectPurgeable(System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension provides the ability to mark the storage of OpenGL objects as "purgeable". Many of today's modern virtual memory systems include the concept of purgeability in order to avoid unnecessary paging when the object contents are no longer needed.  In OpenGL, objects such as textures, vertex buffers, pixel buffers, and renderbuffers all have significant storage requirements.  By default, the OpenGL is required to preserve the contents of these objects regardless of system resource stress, such as vram shortage or physical memory shortage.  Often this is accomplished by temporarily paging the contents of objects that are not currently needed to some kind of secondary storage area.  This paging operation can be an unnecessary computational expense in the cases where the data is not going to be used again or where the content can be reproduced by the application with less expense than the paging operation would require.  This extension defines a mechanism for the application to ma...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ObjectPurgeable.</para>
            <para>Fullname: ObjectPurgeableAPPLE</para>
            <para>Extensions: APPLE_object_purgeable</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._ObjectUnpurgeable">
            <summary>
            <para>Fullname: ObjectUnpurgeableAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.ObjectUnpurgeable(System.Int32,System.UInt32,System.Int32)">
            <summary>
            <para>This extension provides the ability to mark the storage of OpenGL objects as "purgeable". Many of today's modern virtual memory systems include the concept of purgeability in order to avoid unnecessary paging when the object contents are no longer needed.  In OpenGL, objects such as textures, vertex buffers, pixel buffers, and renderbuffers all have significant storage requirements.  By default, the OpenGL is required to preserve the contents of these objects regardless of system resource stress, such as vram shortage or physical memory shortage.  Often this is accomplished by temporarily paging the contents of objects that are not currently needed to some kind of secondary storage area.  This paging operation can be an unnecessary computational expense in the cases where the data is not going to be used again or where the content can be reproduced by the application with less expense than the paging operation would require.  This extension defines a mechanism for the application to ma...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _ObjectUnpurgeable.</para>
            <para>Fullname: ObjectUnpurgeableAPPLE</para>
            <para>Extensions: APPLE_object_purgeable</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetObjectParameterivAPPLE">
            <summary>
            <para>Fullname: GetObjectParameterivAPPLE</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetObjectParameterivAPPLE(System.Int32,System.UInt32,System.Int32,System.Int32[])">
            <summary>
            <para>This extension provides the ability to mark the storage of OpenGL objects as "purgeable". Many of today's modern virtual memory systems include the concept of purgeability in order to avoid unnecessary paging when the object contents are no longer needed.  In OpenGL, objects such as textures, vertex buffers, pixel buffers, and renderbuffers all have significant storage requirements.  By default, the OpenGL is required to preserve the contents of these objects regardless of system resource stress, such as vram shortage or physical memory shortage.  Often this is accomplished by temporarily paging the contents of objects that are not currently needed to some kind of secondary storage area.  This paging operation can be an unnecessary computational expense in the cases where the data is not going to be used again or where the content can be reproduced by the application with less expense than the paging operation would require.  This extension defines a mechanism for the application to ma...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetObjectParameterivAPPLE.</para>
            <para>Fullname: GetObjectParameterivAPPLE</para>
            <para>Extensions: APPLE_object_purgeable</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._StringMarker">
            <summary>
            <para>Fullname: StringMarkerGREMEDY</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.StringMarker(System.Int32,System.IntPtr)">
            <summary>
            <para>This extension defines a mechanism to insert textual markers into the OpenGL stream. When debugging or profiling an OpenGL application some of the most important tools are stream loggers, which just output a list of the called OpenGL commands, and profilers, which show at which points the pipeline is bottlenecked for a given part of the frame. The problem in using these is that there is a definite loss of information between the application and the used debugger/profiler. The application generally has a pretty good idea what is rendered when (e.g. rendering background, landscape, building, players, particle effects, bullets etc.), but the debugger/profiler only sees the OpenGL stream. To analyze the stream developers have to guess what is done when by following the program code and the log output in parallel, which can get difficult for systems that restructure their internal pipeline or do lazy changes. This extension is really only useful for these debuggers and profilers, and not fo...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _StringMarker.</para>
            <para>Fullname: StringMarkerGREMEDY</para>
            <para>Extensions: GREMEDY_string_marker</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._FrameTerminator">
            <summary>
            <para>Fullname: FrameTerminatorGREMEDY</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.FrameTerminator">
            <summary>
            <para>This extension defines a mechanism that enables marking the end of render frames within the OpenGL stream.  When debugging or profiling an OpenGL application, the debuggers and profilers needs to know when a render frame is ended. This is important for frame per second measurements, statistical analysis, marking and clearing stream loggers logs, performance counters sampling and more.  When an application uses off screen buffers, the debugger / profiler cannot be guaranteed that the application will call a certain function at the end of each off-screen frame (e.g: SwapBuffers / glClear / etc). This extension enables the application to notify the debugger / profiler whenever a render frame is ended.  This extension is mainly useful for debuggers and profilers. It is not expected that standard drivers would implement this extension. The main point of having this extension is to allow applications to have a clean way of accessing this functionality only when they are run under the control...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _FrameTerminator.</para>
            <para>Fullname: FrameTerminatorGREMEDY</para>
            <para>Extensions: GREMEDY_frame_terminator</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPerfMonitorGroups">
            <summary>
            <para>Fullname: GetPerfMonitorGroupsAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPerfMonitorGroups(System.Int32[],System.Int32,System.UInt32[])">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPerfMonitorGroups.</para>
            <para>Fullname: GetPerfMonitorGroupsAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPerfMonitorCounters">
            <summary>
            <para>Fullname: GetPerfMonitorCountersAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPerfMonitorCounters(System.UInt32,System.Int32[],System.Int32[],System.Int32,System.UInt32[])">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPerfMonitorCounters.</para>
            <para>Fullname: GetPerfMonitorCountersAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPerfMonitorGroupString">
            <summary>
            <para>Fullname: GetPerfMonitorGroupStringAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPerfMonitorGroupString(System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPerfMonitorGroupString.</para>
            <para>Fullname: GetPerfMonitorGroupStringAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPerfMonitorCounterString">
            <summary>
            <para>Fullname: GetPerfMonitorCounterStringAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPerfMonitorCounterString(System.UInt32,System.UInt32,System.Int32,System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPerfMonitorCounterString.</para>
            <para>Fullname: GetPerfMonitorCounterStringAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPerfMonitorCounterInfo">
            <summary>
            <para>Fullname: GetPerfMonitorCounterInfoAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPerfMonitorCounterInfo(System.UInt32,System.UInt32,System.Int32,System.IntPtr)">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPerfMonitorCounterInfo.</para>
            <para>Fullname: GetPerfMonitorCounterInfoAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenPerfMonitors">
            <summary>
            <para>Fullname: GenPerfMonitorsAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenPerfMonitors(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenPerfMonitors.</para>
            <para>Fullname: GenPerfMonitorsAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeletePerfMonitors">
            <summary>
            <para>Fullname: DeletePerfMonitorsAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeletePerfMonitors(System.Int32,System.UInt32[])">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeletePerfMonitors.</para>
            <para>Fullname: DeletePerfMonitorsAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SelectPerfMonitorCounters">
            <summary>
            <para>Fullname: SelectPerfMonitorCountersAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SelectPerfMonitorCounters(System.UInt32,System.Boolean,System.UInt32,System.Int32,System.UInt32[])">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _SelectPerfMonitorCounters.</para>
            <para>Fullname: SelectPerfMonitorCountersAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BeginPerfMonitor">
            <summary>
            <para>Fullname: BeginPerfMonitorAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BeginPerfMonitor(System.UInt32)">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BeginPerfMonitor.</para>
            <para>Fullname: BeginPerfMonitorAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._EndPerfMonitor">
            <summary>
            <para>Fullname: EndPerfMonitorAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.EndPerfMonitor(System.UInt32)">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _EndPerfMonitor.</para>
            <para>Fullname: EndPerfMonitorAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetPerfMonitorCounterData">
            <summary>
            <para>Fullname: GetPerfMonitorCounterDataAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetPerfMonitorCounterData(System.UInt32,System.Int32,System.Int32,System.UInt32[],System.Int32[])">
            <summary>
            <para>This extension enables the capture and reporting of performance monitors. Performance monitors contain groups of counters which hold arbitrary counted data.  Typically, the counters hold information on performance-related counters in the underlying hardware.  The extension is general enough to allow the implementation to choose which counters to expose and pick the data type and range of the counters.  The extension also allows counting to start and end on arbitrary boundaries during rendering. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetPerfMonitorCounterData.</para>
            <para>Fullname: GetPerfMonitorCounterDataAMD</para>
            <para>Extensions: AMD_performance_monitor</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._TessellationFactor">
            <summary>
            <para>Fullname: TessellationFactorAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TessellationFactor(System.Single)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._TessellationMode">
            <summary>
            <para>Fullname: TessellationModeAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.TessellationMode(System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._BlendFuncIndexed">
            <summary>
            <para>Fullname: BlendFuncIndexedAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendFuncIndexed(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers and EXT_draw_buffers2 extensions. In ARB_draw_buffers (part of OpenGL 2.0), separate values could be written to each color buffer.  This was further enhanced by EXT_draw_buffers2 by adding in the ability to enable blending and to set color write masks independently per color output. This extension provides the ability to set individual blend equations and blend functions for each color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendFuncIndexed.</para>
            <para>Fullname: BlendFuncIndexedAMD</para>
            <para>Extensions: AMD_draw_buffers_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BlendFuncSeparateIndexed">
            <summary>
            <para>Fullname: BlendFuncSeparateIndexedAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendFuncSeparateIndexed(System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers and EXT_draw_buffers2 extensions. In ARB_draw_buffers (part of OpenGL 2.0), separate values could be written to each color buffer.  This was further enhanced by EXT_draw_buffers2 by adding in the ability to enable blending and to set color write masks independently per color output. This extension provides the ability to set individual blend equations and blend functions for each color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendFuncSeparateIndexed.</para>
            <para>Fullname: BlendFuncSeparateIndexedAMD</para>
            <para>Extensions: AMD_draw_buffers_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BlendEquationIndexed">
            <summary>
            <para>Fullname: BlendEquationIndexedAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendEquationIndexed(System.UInt32,System.Int32)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers and EXT_draw_buffers2 extensions. In ARB_draw_buffers (part of OpenGL 2.0), separate values could be written to each color buffer.  This was further enhanced by EXT_draw_buffers2 by adding in the ability to enable blending and to set color write masks independently per color output. This extension provides the ability to set individual blend equations and blend functions for each color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendEquationIndexed.</para>
            <para>Fullname: BlendEquationIndexedAMD</para>
            <para>Extensions: AMD_draw_buffers_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._BlendEquationSeparateIndexed">
            <summary>
            <para>Fullname: BlendEquationSeparateIndexedAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.BlendEquationSeparateIndexed(System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>This extension builds upon the ARB_draw_buffers and EXT_draw_buffers2 extensions. In ARB_draw_buffers (part of OpenGL 2.0), separate values could be written to each color buffer.  This was further enhanced by EXT_draw_buffers2 by adding in the ability to enable blending and to set color write masks independently per color output. This extension provides the ability to set individual blend equations and blend functions for each color output. </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _BlendEquationSeparateIndexed.</para>
            <para>Fullname: BlendEquationSeparateIndexedAMD</para>
            <para>Extensions: AMD_draw_buffers_blend</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GenNames">
            <summary>
            <para>Fullname: GenNamesAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GenNames(System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This extension simply creates 2 new entry-points that name generic creation and deletion of names.  The intent is to go away from API functionality that provides a create/delete function for each specific object. For example: glGenTextures/glDeleteTextures/glIsTexture glGenBuffers/glDeleteBuffers/IsBuffer glGenFramebuffers/glDeleteFramebuffers/IsFramebuffer Instead, everything is created using one entry-point GenNamesAMD and everything is now deleted with another entry-point DeleteNamesAMD with the appropriate identifier set.  In addition, everything can now be queried with IsNameAMD. This alleviates the problem we may eventually encounter where we have many Gen/Delete/Is functions where 3 might suffice.  All that is needed in the new case is to add a valid identifier to the accepted parameters list.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GenNames.</para>
            <para>Fullname: GenNamesAMD</para>
            <para>Extensions: AMD_name_gen_delete</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DeleteNames">
            <summary>
            <para>Fullname: DeleteNamesAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DeleteNames(System.Int32,System.UInt32,System.UInt32[])">
            <summary>
            <para>This extension simply creates 2 new entry-points that name generic creation and deletion of names.  The intent is to go away from API functionality that provides a create/delete function for each specific object. For example: glGenTextures/glDeleteTextures/glIsTexture glGenBuffers/glDeleteBuffers/IsBuffer glGenFramebuffers/glDeleteFramebuffers/IsFramebuffer Instead, everything is created using one entry-point GenNamesAMD and everything is now deleted with another entry-point DeleteNamesAMD with the appropriate identifier set.  In addition, everything can now be queried with IsNameAMD. This alleviates the problem we may eventually encounter where we have many Gen/Delete/Is functions where 3 might suffice.  All that is needed in the new case is to add a valid identifier to the accepted parameters list.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DeleteNames.</para>
            <para>Fullname: DeleteNamesAMD</para>
            <para>Extensions: AMD_name_gen_delete</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._IsName">
            <summary>
            <para>Fullname: IsNameAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.IsName(System.Int32,System.UInt32)">
            <summary>
            <para>This extension simply creates 2 new entry-points that name generic creation and deletion of names.  The intent is to go away from API functionality that provides a create/delete function for each specific object. For example: glGenTextures/glDeleteTextures/glIsTexture glGenBuffers/glDeleteBuffers/IsBuffer glGenFramebuffers/glDeleteFramebuffers/IsFramebuffer Instead, everything is created using one entry-point GenNamesAMD and everything is now deleted with another entry-point DeleteNamesAMD with the appropriate identifier set.  In addition, everything can now be queried with IsNameAMD. This alleviates the problem we may eventually encounter where we have many Gen/Delete/Is functions where 3 might suffice.  All that is needed in the new case is to add a valid identifier to the accepted parameters list.  </para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _IsName.</para>
            <para>Fullname: IsNameAMD</para>
            <para>Extensions: AMD_name_gen_delete</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DebugMessageEnable">
            <summary>
            <para>Fullname: DebugMessageEnableAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DebugMessageEnable(System.Int32,System.Int32,System.Int32,System.UInt32[],System.Boolean)">
            <summary>
            <para>This extension allows the GL to notify applications when various debug events occur in contexts that have been created with the debug flag, as provided by WGL_ARB_create_context and GLX_ARB_create_context.  These events are represented in the form of enumerable messages with an included human-readable translation.  Examples of debug events include incorrect use of the GL, warnings of undefined behavior, and performance warnings.  A message is uniquely identified by a category and an implementation- dependent ID within that category.  Message categories are general and are used to organize large groups of similar messages together.  Examples of categories include GL errors, performance warnings, and deprecated functionality warnings.  Each message is also assigned a severity level that denotes roughly how "important" that message is in comparison to other messages across all categories.  For example, notification of a GL error would have a higher severity than a performance warning due ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DebugMessageEnable.</para>
            <para>Fullname: DebugMessageEnableAMD</para>
            <para>Extensions: AMD_debug_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._DebugMessageInsertAMD">
            <summary>
            <para>Fullname: DebugMessageInsertAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.DebugMessageInsertAMD(System.Int32,System.Int32,System.UInt32,System.Int32,System.Text.StringBuilder)">
            <summary>
            <para>This extension allows the GL to notify applications when various debug events occur in contexts that have been created with the debug flag, as provided by WGL_ARB_create_context and GLX_ARB_create_context.  These events are represented in the form of enumerable messages with an included human-readable translation.  Examples of debug events include incorrect use of the GL, warnings of undefined behavior, and performance warnings.  A message is uniquely identified by a category and an implementation- dependent ID within that category.  Message categories are general and are used to organize large groups of similar messages together.  Examples of categories include GL errors, performance warnings, and deprecated functionality warnings.  Each message is also assigned a severity level that denotes roughly how "important" that message is in comparison to other messages across all categories.  For example, notification of a GL error would have a higher severity than a performance warning due ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _DebugMessageInsertAMD.</para>
            <para>Fullname: DebugMessageInsertAMD</para>
            <para>Extensions: AMD_debug_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._GetDebugMessageLogAMD">
            <summary>
            <para>Fullname: GetDebugMessageLogAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.GetDebugMessageLogAMD(System.UInt32,System.Int32,System.Int32[],System.UInt32[],System.UInt32[],System.Int32[],System.Text.StringBuilder)">
            <summary>
            <para>This extension allows the GL to notify applications when various debug events occur in contexts that have been created with the debug flag, as provided by WGL_ARB_create_context and GLX_ARB_create_context.  These events are represented in the form of enumerable messages with an included human-readable translation.  Examples of debug events include incorrect use of the GL, warnings of undefined behavior, and performance warnings.  A message is uniquely identified by a category and an implementation- dependent ID within that category.  Message categories are general and are used to organize large groups of similar messages together.  Examples of categories include GL errors, performance warnings, and deprecated functionality warnings.  Each message is also assigned a severity level that denotes roughly how "important" that message is in comparison to other messages across all categories.  For example, notification of a GL error would have a higher severity than a performance warning due ...</para>
            <para>Wrapped gl function. If the function is not provided by the GL, nothing happens. If you'd like to call the function directly, use _GetDebugMessageLogAMD.</para>
            <para>Fullname: GetDebugMessageLogAMD</para>
            <para>Extensions: AMD_debug_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.gl._SetMultisamplefv">
            <summary>
            <para>Fullname: SetMultisamplefvAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.SetMultisamplefv(System.Int32,System.UInt32,System.Single[])">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiDrawArraysIndirect">
            <summary>
            <para>Fullname: MultiDrawArraysIndirectAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiDrawArraysIndirect(System.Int32,System.IntPtr,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.gl._MultiDrawElementsIndirect">
            <summary>
            <para>Fullname: MultiDrawElementsIndirectAMD</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.gl.MultiDrawElementsIndirect(System.Int32,System.Int32,System.IntPtr,System.Int32,System.Int32)">
            <summary>Documentation not found...</summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreateBufferRegion">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreateBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreateBufferRegion(System.IntPtr,System.Int32,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreateBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DeleteBufferRegion">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DeleteBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DeleteBufferRegion(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DeleteBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SaveBufferRegion">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SaveBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SaveBufferRegion(System.IntPtr,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SaveBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._RestoreBufferRegion">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: RestoreBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.RestoreBufferRegion(System.IntPtr,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: RestoreBufferRegionARB</para>
            <para>Extensions: ARB_buffer_region</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetExtensionsString">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetExtensionsStringARB</para>
            <para>Extensions: ARB_extensions_string</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetExtensionsString(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetExtensionsStringARB</para>
            <para>Extensions: ARB_extensions_string</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetPixelFormatAttribiv">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetPixelFormatAttribivARB</para>
            <para>Aliases: GetPixelFormatAttribivEXT</para>
            <para>Extensions: ARB_pixel_format EXT_pixel_format</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetPixelFormatAttribiv(System.IntPtr,System.Int32,System.Int32,System.UInt32,System.Int32[],System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetPixelFormatAttribivARB</para>
            <para>Aliases: GetPixelFormatAttribivEXT</para>
            <para>Extensions: ARB_pixel_format EXT_pixel_format</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetPixelFormatAttribfv">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetPixelFormatAttribfvARB</para>
            <para>Aliases: GetPixelFormatAttribfvEXT</para>
            <para>Extensions: ARB_pixel_format EXT_pixel_format</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetPixelFormatAttribfv(System.IntPtr,System.Int32,System.Int32,System.UInt32,System.Int32[],System.Single[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetPixelFormatAttribfvARB</para>
            <para>Aliases: GetPixelFormatAttribfvEXT</para>
            <para>Extensions: ARB_pixel_format EXT_pixel_format</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ChoosePixelFormat">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ChoosePixelFormatARB</para>
            <para>Aliases: ChoosePixelFormatEXT</para>
            <para>Extensions: ARB_pixel_format EXT_pixel_format</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ChoosePixelFormat(System.IntPtr,System.Int32[],System.Single[],System.UInt32,System.Int32[],System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ChoosePixelFormatARB</para>
            <para>Aliases: ChoosePixelFormatEXT</para>
            <para>Extensions: ARB_pixel_format EXT_pixel_format</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._MakeContextCurrent">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: MakeContextCurrentARB</para>
            <para>Aliases: MakeContextCurrentEXT</para>
            <para>Extensions: ARB_make_current_read EXT_make_current_read</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.MakeContextCurrent(System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: MakeContextCurrentARB</para>
            <para>Aliases: MakeContextCurrentEXT</para>
            <para>Extensions: ARB_make_current_read EXT_make_current_read</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetCurrentReadDC">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetCurrentReadDCARB</para>
            <para>Aliases: GetCurrentReadDCEXT</para>
            <para>Extensions: ARB_make_current_read EXT_make_current_read</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetCurrentReadDC">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetCurrentReadDCARB</para>
            <para>Aliases: GetCurrentReadDCEXT</para>
            <para>Extensions: ARB_make_current_read EXT_make_current_read</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreatePbuffer">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreatePbufferARB</para>
            <para>Aliases: CreatePbufferEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreatePbuffer(System.IntPtr,System.Int32,System.Int32,System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreatePbufferARB</para>
            <para>Aliases: CreatePbufferEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetPbufferDC">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetPbufferDCARB</para>
            <para>Aliases: GetPbufferDCEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetPbufferDC(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetPbufferDCARB</para>
            <para>Aliases: GetPbufferDCEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ReleasePbufferDC">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ReleasePbufferDCARB</para>
            <para>Aliases: ReleasePbufferDCEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ReleasePbufferDC(System.IntPtr,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ReleasePbufferDCARB</para>
            <para>Aliases: ReleasePbufferDCEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DestroyPbuffer">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DestroyPbufferARB</para>
            <para>Aliases: DestroyPbufferEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DestroyPbuffer(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DestroyPbufferARB</para>
            <para>Aliases: DestroyPbufferEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryPbuffer">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryPbufferARB</para>
            <para>Aliases: QueryPbufferEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryPbuffer(System.IntPtr,System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryPbufferARB</para>
            <para>Aliases: QueryPbufferEXT</para>
            <para>Extensions: ARB_pbuffer EXT_pbuffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BindTexImage">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BindTexImageARB</para>
            <para>Extensions: ARB_render_texture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BindTexImage(System.IntPtr,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BindTexImageARB</para>
            <para>Extensions: ARB_render_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ReleaseTexImage">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ReleaseTexImageARB</para>
            <para>Extensions: ARB_render_texture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ReleaseTexImage(System.IntPtr,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ReleaseTexImageARB</para>
            <para>Extensions: ARB_render_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SetPbufferAttrib">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SetPbufferAttribARB</para>
            <para>Extensions: ARB_render_texture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SetPbufferAttrib(System.IntPtr,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SetPbufferAttribARB</para>
            <para>Extensions: ARB_render_texture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreateContextAttribs">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreateContextAttribsARB</para>
            <para>Extensions: ARB_create_context</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreateContextAttribs(System.IntPtr,System.IntPtr,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreateContextAttribsARB</para>
            <para>Extensions: ARB_create_context</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreateDisplayColorTable">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreateDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreateDisplayColorTable(System.UInt16)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreateDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._LoadDisplayColorTable">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: LoadDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.LoadDisplayColorTable(System.UInt16[],System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: LoadDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BindDisplayColorTable">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BindDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BindDisplayColorTable(System.UInt16)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BindDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DestroyDisplayColorTable">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DestroyDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DestroyDisplayColorTable(System.UInt16)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DestroyDisplayColorTableEXT</para>
            <para>Extensions: EXT_display_color_table</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetExtensionsStringEXT">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetExtensionsStringEXT</para>
            <para>Extensions: EXT_extensions_string</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetExtensionsStringEXT">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetExtensionsStringEXT</para>
            <para>Extensions: EXT_extensions_string</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SwapInterval">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SwapIntervalEXT</para>
            <para>Extensions: EXT_swap_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SwapInterval(System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SwapIntervalEXT</para>
            <para>Extensions: EXT_swap_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetSwapInterval">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetSwapIntervalEXT</para>
            <para>Extensions: EXT_swap_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetSwapInterval">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetSwapIntervalEXT</para>
            <para>Extensions: EXT_swap_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._AllocateMemory">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: AllocateMemoryNV</para>
            <para>Extensions: NV_vertex_array_range</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.AllocateMemory(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: AllocateMemoryNV</para>
            <para>Extensions: NV_vertex_array_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._FreeMemory">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: FreeMemoryNV</para>
            <para>Extensions: NV_vertex_array_range</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.FreeMemory(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: FreeMemoryNV</para>
            <para>Extensions: NV_vertex_array_range</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EnumerateVideoDevices">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EnumerateVideoDevicesNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EnumerateVideoDevices(System.IntPtr,System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EnumerateVideoDevicesNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BindVideoDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BindVideoDeviceNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BindVideoDevice(System.IntPtr,System.UInt32,System.IntPtr,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BindVideoDeviceNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryCurrentContext">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryCurrentContextNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryCurrentContext(System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryCurrentContextNV</para>
            <para>Extensions: NV_present_video</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetVideoDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetVideoDeviceNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetVideoDevice(System.IntPtr,System.Int32,System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetVideoDeviceNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ReleaseVideoDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ReleaseVideoDeviceNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ReleaseVideoDevice(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ReleaseVideoDeviceNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BindVideoImage">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BindVideoImageNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BindVideoImage(System.IntPtr,System.IntPtr,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BindVideoImageNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ReleaseVideoImage">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ReleaseVideoImageNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ReleaseVideoImage(System.IntPtr,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ReleaseVideoImageNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SendPbufferToVideo">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SendPbufferToVideoNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SendPbufferToVideo(System.IntPtr,System.Int32,System.UInt64[],System.Boolean)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SendPbufferToVideoNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetVideoInfo">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetVideoInfoNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetVideoInfo(System.IntPtr,System.UInt64[],System.UInt64[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetVideoInfoNV</para>
            <para>Extensions: NV_video_output</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._JoinSwapGroup">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: JoinSwapGroupNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.JoinSwapGroup(System.IntPtr,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: JoinSwapGroupNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BindSwapBarrier">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BindSwapBarrierNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BindSwapBarrier(System.UInt32,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BindSwapBarrierNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QuerySwapGroup">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QuerySwapGroupNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QuerySwapGroup(System.IntPtr,System.UInt32[],System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QuerySwapGroupNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryMaxSwapGroups">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryMaxSwapGroupsNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryMaxSwapGroups(System.IntPtr,System.UInt32[],System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryMaxSwapGroupsNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryFrameCount">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryFrameCountNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryFrameCount(System.IntPtr,System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryFrameCountNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ResetFrameCount">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ResetFrameCountNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ResetFrameCount(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ResetFrameCountNV</para>
            <para>Extensions: NV_swap_group</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EnumGpus">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EnumGpusNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EnumGpus(System.UInt32,System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EnumGpusNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EnumGpuDevices">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EnumGpuDevicesNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EnumGpuDevices(System.IntPtr,System.UInt32,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EnumGpuDevicesNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreateAffinityDC">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreateAffinityDCNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreateAffinityDC(System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreateAffinityDCNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EnumGpusFromAffinityDC">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EnumGpusFromAffinityDCNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EnumGpusFromAffinityDC(System.IntPtr,System.UInt32,System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EnumGpusFromAffinityDCNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DeleteDC">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DeleteDCNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DeleteDC(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DeleteDCNV</para>
            <para>Extensions: NV_gpu_affinity</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BindVideoCaptureDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BindVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BindVideoCaptureDevice(System.UInt32,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BindVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EnumerateVideoCaptureDevices">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EnumerateVideoCaptureDevicesNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EnumerateVideoCaptureDevices(System.IntPtr,System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EnumerateVideoCaptureDevicesNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._LockVideoCaptureDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: LockVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.LockVideoCaptureDevice(System.IntPtr,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: LockVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryVideoCaptureDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryVideoCaptureDevice(System.IntPtr,System.IntPtr,System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ReleaseVideoCaptureDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ReleaseVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ReleaseVideoCaptureDevice(System.IntPtr,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ReleaseVideoCaptureDeviceNV</para>
            <para>Extensions: NV_video_capture</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CopyImageSubData">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CopyImageSubDataNV</para>
            <para>Extensions: NV_copy_image</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CopyImageSubData(System.IntPtr,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.IntPtr,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CopyImageSubDataNV</para>
            <para>Extensions: NV_copy_image</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXSetResourceShareHandle">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXSetResourceShareHandleNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXSetResourceShareHandle(System.IntPtr,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXSetResourceShareHandleNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXOpenDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXOpenDeviceNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXOpenDevice(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXOpenDeviceNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXCloseDevice">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXCloseDeviceNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXCloseDevice(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXCloseDeviceNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXRegisterObject">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXRegisterObjectNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXRegisterObject(System.IntPtr,System.IntPtr,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXRegisterObjectNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXUnregisterObject">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXUnregisterObjectNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXUnregisterObject(System.IntPtr,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXUnregisterObjectNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXObjectAccess">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXObjectAccessNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXObjectAccess(System.IntPtr,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXObjectAccessNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXLockObjects">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXLockObjectsNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXLockObjects(System.IntPtr,System.Int32,System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXLockObjectsNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DXUnlockObjects">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DXUnlockObjectsNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DXUnlockObjects(System.IntPtr,System.Int32,System.IntPtr[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DXUnlockObjectsNV</para>
            <para>Extensions: NV_DX_interop</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetSyncValues">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetSyncValuesOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetSyncValues(System.IntPtr,System.Int64[],System.Int64[],System.Int64[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetSyncValuesOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetMscRate">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetMscRateOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetMscRate(System.IntPtr,System.Int32[],System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetMscRateOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SwapBuffersMsc">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SwapBuffersMscOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SwapBuffersMsc(System.IntPtr,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SwapBuffersMscOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SwapLayerBuffersMsc">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SwapLayerBuffersMscOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SwapLayerBuffersMsc(System.IntPtr,System.Int32,System.Int64,System.Int64,System.Int64)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SwapLayerBuffersMscOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._WaitForMsc">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: WaitForMscOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.WaitForMsc(System.IntPtr,System.Int64,System.Int64,System.Int64,System.Int64[],System.Int64[],System.Int64[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: WaitForMscOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._WaitForSbc">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: WaitForSbcOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.WaitForSbc(System.IntPtr,System.Int64,System.Int64[],System.Int64[],System.Int64[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: WaitForSbcOML</para>
            <para>Extensions: OML_sync_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetDigitalVideoParameters">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetDigitalVideoParametersI3D</para>
            <para>Extensions: I3D_digital_video_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetDigitalVideoParameters(System.IntPtr,System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetDigitalVideoParametersI3D</para>
            <para>Extensions: I3D_digital_video_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SetDigitalVideoParameters">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SetDigitalVideoParametersI3D</para>
            <para>Extensions: I3D_digital_video_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SetDigitalVideoParameters(System.IntPtr,System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SetDigitalVideoParametersI3D</para>
            <para>Extensions: I3D_digital_video_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGammaTableParameters">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGammaTableParametersI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGammaTableParameters(System.IntPtr,System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGammaTableParametersI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SetGammaTableParameters">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SetGammaTableParametersI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SetGammaTableParameters(System.IntPtr,System.Int32,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SetGammaTableParametersI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGammaTable">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGammaTableI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGammaTable(System.IntPtr,System.Int32,System.UInt16[],System.UInt16[],System.UInt16[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGammaTableI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SetGammaTable">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SetGammaTableI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SetGammaTable(System.IntPtr,System.Int32,System.UInt16[],System.UInt16[],System.UInt16[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SetGammaTableI3D</para>
            <para>Extensions: I3D_gamma</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EnableGenlock">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EnableGenlockI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EnableGenlock(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EnableGenlockI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DisableGenlock">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DisableGenlockI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DisableGenlock(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DisableGenlockI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._IsEnabledGenlock">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: IsEnabledGenlockI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.IsEnabledGenlock(System.IntPtr,System.Boolean[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: IsEnabledGenlockI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GenlockSource">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GenlockSourceI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GenlockSource(System.IntPtr,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GenlockSourceI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGenlockSource">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGenlockSourceI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGenlockSource(System.IntPtr,System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGenlockSourceI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GenlockSourceEdge">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GenlockSourceEdgeI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GenlockSourceEdge(System.IntPtr,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GenlockSourceEdgeI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGenlockSourceEdge">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGenlockSourceEdgeI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGenlockSourceEdge(System.IntPtr,System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGenlockSourceEdgeI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GenlockSampleRate">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GenlockSampleRateI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GenlockSampleRate(System.IntPtr,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GenlockSampleRateI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGenlockSampleRate">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGenlockSampleRateI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGenlockSampleRate(System.IntPtr,System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGenlockSampleRateI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GenlockSourceDelay">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GenlockSourceDelayI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GenlockSourceDelay(System.IntPtr,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GenlockSourceDelayI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGenlockSourceDelay">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGenlockSourceDelayI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGenlockSourceDelay(System.IntPtr,System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGenlockSourceDelayI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryGenlockMaxSourceDelay">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryGenlockMaxSourceDelayI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryGenlockMaxSourceDelay(System.IntPtr,System.UInt32[],System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryGenlockMaxSourceDelayI3D</para>
            <para>Extensions: I3D_genlock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreateImageBuffer">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreateImageBufferI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreateImageBuffer(System.IntPtr,System.UInt32,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreateImageBufferI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DestroyImageBuffer">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DestroyImageBufferI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DestroyImageBuffer(System.IntPtr,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DestroyImageBufferI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._AssociateImageBufferEvents">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: AssociateImageBufferEventsI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.AssociateImageBufferEvents(System.IntPtr,System.IntPtr[],System.IntPtr[],System.UInt32[],System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: AssociateImageBufferEventsI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._ReleaseImageBufferEvents">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: ReleaseImageBufferEventsI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.ReleaseImageBufferEvents(System.IntPtr,System.IntPtr[],System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: ReleaseImageBufferEventsI3D</para>
            <para>Extensions: I3D_image_buffer</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EnableFrameLock">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EnableFrameLockI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EnableFrameLock">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EnableFrameLockI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DisableFrameLock">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DisableFrameLockI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DisableFrameLock">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DisableFrameLockI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._IsEnabledFrameLock">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: IsEnabledFrameLockI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.IsEnabledFrameLock(System.Boolean[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: IsEnabledFrameLockI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryFrameLockMaster">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryFrameLockMasterI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryFrameLockMaster(System.Boolean[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryFrameLockMasterI3D</para>
            <para>Extensions: I3D_swap_frame_lock</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetFrameUsage">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetFrameUsageI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetFrameUsage(System.Single[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetFrameUsageI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BeginFrameTracking">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BeginFrameTrackingI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BeginFrameTracking">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BeginFrameTrackingI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._EndFrameTracking">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: EndFrameTrackingI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.EndFrameTracking">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: EndFrameTrackingI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._QueryFrameTracking">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: QueryFrameTrackingI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.QueryFrameTracking(System.UInt32[],System.UInt32[],System.Single[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: QueryFrameTrackingI3D</para>
            <para>Extensions: I3D_swap_frame_usage</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._SetStereoEmitterState">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: SetStereoEmitterState3DL</para>
            <para>Extensions: 3DL_stereo_control</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.SetStereoEmitterState(System.IntPtr,System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: SetStereoEmitterState3DL</para>
            <para>Extensions: 3DL_stereo_control</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGPUIDs">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGPUIDsAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGPUIDs(System.UInt32,System.UInt32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGPUIDsAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetGPUInfo">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetGPUInfoAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetGPUInfo(System.UInt32,System.Int32,System.Int32,System.UInt32,System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetGPUInfoAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetContextGPUID">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetContextGPUIDAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetContextGPUID(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetContextGPUIDAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreateAssociatedContext">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreateAssociatedContextAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreateAssociatedContext(System.UInt32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreateAssociatedContextAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._CreateAssociatedContextAttribs">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: CreateAssociatedContextAttribsAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.CreateAssociatedContextAttribs(System.UInt32,System.IntPtr,System.Int32[])">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: CreateAssociatedContextAttribsAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._DeleteAssociatedContext">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: DeleteAssociatedContextAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.DeleteAssociatedContext(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: DeleteAssociatedContextAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._MakeAssociatedContextCurrent">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: MakeAssociatedContextCurrentAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.MakeAssociatedContextCurrent(System.IntPtr)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: MakeAssociatedContextCurrentAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._GetCurrentAssociatedContext">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: GetCurrentAssociatedContextAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.GetCurrentAssociatedContext">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: GetCurrentAssociatedContextAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="F:OpenGL4NET.wgl._BlitContextFramebuffer">
            <summary>
            <para>Direct call of gl function. If the function is not provided by the GL, the NullReferenceException occurs.</para>
            <para>Fullname: BlitContextFramebufferAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="M:OpenGL4NET.wgl.BlitContextFramebuffer(System.IntPtr,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Wrapped gl function. If the function is not provided by the WGL, nothing happens.</para>
            <para>Fullname: BlitContextFramebufferAMD</para>
            <para>Extensions: AMD_gpu_association</para>
            </summary>
        </member>
        <member name="T:OpenGL4NET.RenderingContextSetting">
            <summary>
            Represents rendering context setting. 
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.colorBits">
            <summary>
            Number of color bits. [default 24]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.alphaBits">
            <summary>
            Number of alpha bits. [default 8]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.depthBits">
            <summary>
            Number of depth bits. [default 24]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.stencilBits">
            <summary>
            Number of stencil bits. [default 8]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.minorVersion">
            <summary>
            Minimal requested OpenGL minor version. [default 0]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.majorVersion">
            <summary>
            Minimal requested OpenGL major version. [default 2]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.profile">
            <summary>
            Context profile mask. [default Compatibility]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.context">
            <summary>
            Context flags. [default None]
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.multisample">
            <summary>
            Number of samples. If set to 0xff, the context uses a maximal possible number of samples. [default 0xff]
            </summary>
        </member>
        <member name="T:OpenGL4NET.RenderingContextSetting.ProfileEnum">
            <summary>
            Enumeration for Profile setting (OpenGL >3.0)
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.ProfileEnum.Core">
            <summary>
             If the WGL_CONTEXT_CORE_PROFILE_BIT_ARB bit is set in the attribute value,
             then a context implementing the core profile of OpenGL is
             returned. 
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.ProfileEnum.Compatibility">
            <summary>
            If the WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB bit is
            set, then a context implementing the compatibility profile is
            returned.
            </summary>
        </member>
        <member name="T:OpenGL4NET.RenderingContextSetting.ContextEnum">
            <summary>
            Enumeration for Context setting (OpenGL >3.0)
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.ContextEnum.Debug">
            <summary>
            If the WGL_CONTEXT_DEBUG_BIT_ARB flag bit is set in 
            WGL_CONTEXT_FLAGS_ARB, then a debug context will be created. Debug
            contexts are intended for use during application development, and
            provide additional runtime checking, validation, and logging
            functionality while possibly incurring performance penalties. The
            additional functionality provided by debug contexts may vary
            according to the implementation(fn). In some cases a debug context
            may be identical to a non-debug context.
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContextSetting.ContextEnum.ForwardCompatible">
            <summary>
            If the WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB is set in
            WGL_CONTEXT_FLAGS_ARB, then a forward-compatible context will be
            created. Forward-compatible contexts are defined only for OpenGL
            versions 3.0 and later. They must not support functionality marked
            as deprecated by that version of the API, while a
            non-forward-compatible context must support all functionality in
            that version, deprecated or not.
            </summary>
        </member>
        <member name="T:OpenGL4NET.RenderingContext">
            <summary>
            Abstract rendering context. Should serve for platform independent context creation. Currently only Win32 platform is supported.
            </summary>
        </member>
        <member name="F:OpenGL4NET.RenderingContext.setting">
            <summary>
            Context setting.
            </summary>
        </member>
        <member name="M:OpenGL4NET.RenderingContext.MakeCurrent">
            <summary>
            Makes the context current.
            </summary>
        </member>
        <member name="M:OpenGL4NET.RenderingContext.UnmakeCurrent">
            <summary>
            Makes the zero context current.
            </summary>
        </member>
        <member name="M:OpenGL4NET.RenderingContext.SwapBuffers">
            <summary>
            Swaps the front and back buffers.
            </summary>
        </member>
        <member name="M:OpenGL4NET.RenderingContext.CreateContext(System.Windows.Forms.Control)">
            <summary>
            Create context using the default setting.
            </summary>
            <param name="c">Control to host the rendering context</param>
            <returns>Rendering context</returns>
        </member>
        <member name="M:OpenGL4NET.RenderingContext.CreateContext(System.Windows.Forms.Control,OpenGL4NET.RenderingContextSetting)">
            <summary>
            Create context using user setting.
            </summary>
            <param name="c">Control to host the rendering context</param>
            <param name="setting">Context setting parameters</param>
            <returns>Rendering context</returns>
        </member>
        <member name="T:OpenGL4NET.RenderingContextWin">
            <summary>
            Preliminary Win32 context class. Subject to change.
            </summary>
        </member>
        <member name="M:OpenGL4NET.RenderingContextWin.Dispose">
            <summary>
            Deletes the rendering context and releases the device context.
            </summary>
        </member>
        <member name="P:OpenGL4NET.RenderingContextWin.DC">
            <summary>
            Returns the device context handle.
            </summary>
        </member>
        <member name="P:OpenGL4NET.RenderingContextWin.RC">
            <summary>
            Returns the rendering context handle.
            </summary>
        </member>
        <member name="T:OpenGL4NET.GLEntry">
            <summary>
            Attribute for OpenGL entries
            </summary>
        </member>
        <member name="P:OpenGL4NET.GLEntry.Name">
            <summary>
            Function name
            </summary>
        </member>
        <member name="P:OpenGL4NET.GLEntry.Category">
            <summary>
            GL category (used extension)
            </summary>
        </member>
        <member name="P:OpenGL4NET.GLEntry.Alias">
            <summary>
            List of possible alias names of function
            </summary>
        </member>
        <member name="T:OpenGL4NET.GLException">
            <summary>
            Graphics librabry exception
            </summary>
        </member>
        <member name="M:OpenGL4NET.Loader.#cctor">
            <summary>
            Load the provider
            </summary>
        </member>
        <member name="M:OpenGL4NET.Loader.Load(System.Type)">
            <summary>
            Load class 
            </summary>
        </member>
        <member name="T:OpenGL4NET.ILoadingProvider">
            <summary>
            Interface to provide a way to load GL entries
            </summary>
        </member>
        <member name="T:OpenGL4NET.LoadingProviderWin">
            <summary>
            ILoadingProvider implementation for Windows
            </summary>
        </member>
        <member name="F:OpenGL4NET.LoadingProviderWin.GLLib">
            <summary>
            OpenGL library handle
            </summary>
        </member>
        <member name="M:OpenGL4NET.LoadingProviderWin.#ctor">
            <summary>
            Loads OpenGL library and test the functionality
            </summary>
        </member>
        <member name="M:OpenGL4NET.LoadingProviderWin.Finalize">
            <summary>
            Free the OpenGL library
            </summary>
        </member>
        <member name="T:OpenGL4NET.Matrix">
            <summary>
            Matrix struct. The matrix is stored in column notation.
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m11">
            <summary>
            element 1,1
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m13">
            <summary>
            element 1,3
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m14">
            <summary>
            element 1,4
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m21">
            <summary>
            element 2,1
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m22">
            <summary>
            element 2,2
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m23">
            <summary>
            element 2,3
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m24">
            <summary>
            element 2,4
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m31">
            <summary>
            element 3,1
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m32">
            <summary>
            element 3,2
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m33">
            <summary>
            element 3,3
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m34">
            <summary>
            element 3,4
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m41">
            <summary>
            element 4,1
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m42">
            <summary>
            element 4,2
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m43">
            <summary>
            element 4,3
            </summary>
        </member>
        <member name="F:OpenGL4NET.Matrix.m44">
            <summary>
            element 4,4
            </summary>
        </member>
        <member name="M:OpenGL4NET.Matrix.Translation(System.Single,System.Single,System.Single)">
            <summary>
            Translation matrix.
            </summary>
            <param name="x">X-coord of translation vector</param>
            <param name="y">Y-coord of translation vector</param>
            <param name="z">Z-coord of translation vector</param>
            <returns>Translation matrix.</returns>
        </member>
        <member name="M:OpenGL4NET.Matrix.Rotation(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Rotation matrix.
            </summary>
            <param name="angle">Angle</param>
            <param name="x">X-coord of rotation vector</param>
            <param name="y">Y-coord of rotation vector</param>
            <param name="z">Z-coord of rotation vector</param>
            <returns>Rotation matrix</returns>
        </member>
        <member name="M:OpenGL4NET.Matrix.RotationZYX(System.Single,System.Single,System.Single)">
            <summary>
            Rotation matrix around X,Y and Z axes.
            </summary>
            <param name="xAngle">X-angle</param>
            <param name="yAngle">Y-angle</param>
            <param name="zAngle">Z-angle</param>
            <returns>Composed rotation matrix</returns>
        </member>
        <member name="M:OpenGL4NET.Matrix.Scaling(System.Single,System.Single,System.Single)">
            <summary>
            Scaling matrix.
            </summary>
            <param name="sx">Scale in X direction</param>
            <param name="sy">Scale in Y direction</param>
            <param name="sz">Scale in Z direction</param>
            <returns>Scaling matrix</returns>
        </member>
        <member name="M:OpenGL4NET.Matrix.Ortho(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Matrix for orthographic projection.
            </summary>
            <param name="left">Left clipping plane</param>
            <param name="right">Right clipping plane</param>
            <param name="bottom">Bottom clipping plane</param>
            <param name="top">Top clipping plane</param>
            <param name="near">Near clipping plane</param>
            <param name="far">Far clipping plane</param>
            <returns>Orthographic matrix</returns>
        </member>
        <member name="M:OpenGL4NET.Matrix.Frustum(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Matrix for perspective projection.
            </summary>
            <param name="left">Left clipping plane</param>
            <param name="right">Right clipping plane</param>
            <param name="bottom">Bottom clipping plane</param>
            <param name="top">Top clipping plane</param>
            <param name="near">Near clipping plane</param>
            <param name="far">Far clipping plane</param>
            <returns>Perspective matrix</returns>
        </member>
        <member name="M:OpenGL4NET.Matrix.Perspective(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Matrix for perspective projection.
            </summary>
            <param name="fovy">Field of view angle in y direction in degrees</param>
            <param name="aspect">The aspect ratio of width to height</param>
            <param name="near">Near clipping plane</param>
            <param name="far">Far clipping plane</param>
            <returns>Perspective matrix</returns>
        </member>
        <member name="M:OpenGL4NET.Matrix.LookAt(OpenGL4NET.Vector3@,OpenGL4NET.Vector3@,OpenGL4NET.Vector3@)">
            <summary>
            Creates a viewing matrix derived from an eye point, a reference point indicating the center of the scene, and an UP vector.
            </summary>
            <param name="eye">Specifies the position of the eye point</param>
            <param name="center">Specifies the position of the reference point</param>
            <param name="up">Specifies the direction of the up vector</param>
            <returns></returns>
            <remarks>
            This matrix is not fully equivalent to gluLookAt, as it does not multiply current matrix.
            To get the same behavior, you should use this code:
            <code>
            Matrix modelview;
            ...
            
            Matrix lookAt = Matrix.LookAt(ref eye, ref center, ref up);
            modelview.Mult(ref lookAt);
            </code>
            </remarks>
        </member>
        <member name="M:OpenGL4NET.Matrix.Copy(OpenGL4NET.Matrix@)">
            <summary>
            Matrix copy. 
            </summary>
            <param name="matrix">Source matrix.</param>
        </member>
        <member name="M:OpenGL4NET.Matrix.SetIdentity">
            <summary>
            Sets matrix to identity.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Matrix.Translate(System.Single,System.Single,System.Single)">
            <summary>
            Multiply current matric with translation matrix.
            </summary>
            <param name="x">X-coord of translation vector</param>
            <param name="y">Y-coord of translation vector</param>
            <param name="z">Z-coord of translation vector</param>
        </member>
        <member name="M:OpenGL4NET.Matrix.Rotate(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Multiply current matrix with rotation matrix.
            </summary>
            <param name="angle">Angle</param>
            <param name="x">X-coord of rotation vector</param>
            <param name="y">Y-coord of rotation vector</param>
            <param name="z">Z-coord of rotation vector</param>
        </member>
        <member name="M:OpenGL4NET.Matrix.RotateZYX(System.Single,System.Single,System.Single)">
            <summary>
            Multiply current matrix with rotation XYZ matrix.
            </summary>
            <param name="xAngle">X-angle</param>
            <param name="yAngle">Y-angle</param>
            <param name="zAngle">Z-angle</param>
        </member>
        <member name="M:OpenGL4NET.Matrix.Scale(System.Single,System.Single,System.Single)">
            <summary>
            Multiply current matrix with scaling matrix.
            </summary>
            <param name="sx">Scale in X direction</param>
            <param name="sy">Scale in Y direction</param>
            <param name="sz">Scale in Z direction</param>
        </member>
        <member name="M:OpenGL4NET.Matrix.Transpose">
            <summary>
            Transpose matrix.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Matrix.Mult(OpenGL4NET.Matrix@)">
            <summary>
            Matrix multiplication.
            </summary>
            <param name="matrix">Multiplicator</param>
        </member>
        <member name="M:OpenGL4NET.Matrix.InvertOrthonormal">
            <summary>
            Fast inversion of orthonormal matrix. Do use with care! If not sure 
            about the matrix, use Invert
            </summary>
        </member>
        <member name="M:OpenGL4NET.Matrix.InvertAffine">
            <summary>
            Fast inversion of affine matrix. Do use with care! If not sure 
            about the matrix, use Invert
            </summary>
        </member>
        <member name="M:OpenGL4NET.Matrix.InvertFast">
            <summary>
            Inversion using the matrix partitioning method. Should work for majority of 
            transofrmation matrices, otherwise, the InvertGeneric is called.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Matrix.InvertGeneric">
            <summary>
            Generic matrix 4x4 inversion using Cramer's rule.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Matrix.Invert">
            <summary>
            Inversion of matrix.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Matrix.FloatArray">
            <summary>
            Returns a copy of matrix in a float array.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Matrix.Identity">
            <summary>
            Creates identity matrix.
            </summary>
            <returns></returns>
        </member>
        <member name="T:OpenGL4NET.ShaderState">
            <summary>
            Shader states are used for program and shader compilation results.
            </summary>
        </member>
        <member name="F:OpenGL4NET.ShaderState.OK">
            <summary>
            Shader is completly OK
            </summary>
        </member>
        <member name="F:OpenGL4NET.ShaderState.WARNING">
            <summary>
            Shader contains some warnings
            </summary>
        </member>
        <member name="F:OpenGL4NET.ShaderState.ERROR">
            <summary>
            Shader contains some errors
            </summary>
        </member>
        <member name="T:OpenGL4NET.Shader">
            <summary>
            Class represents a shader identified by gl indetifier and gl shader type.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Shader.#ctor(System.String,System.String,System.Int32)">
            <summary>
            Creates shader from a source code.
            </summary>
            <param name="shaderSource">Shader source code.</param>
            <param name="glShaderType">OpenGL shader type.</param>
        </member>
        <member name="M:OpenGL4NET.Shader.Delete">
            <summary>
            Marks the shader for deletion.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Shader.Dispose">
            <summary>
            Implementing IDisposible
            </summary>
        </member>
        <member name="P:OpenGL4NET.Shader.name">
            <summary>
            Shader name. Can be used for debugging.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Shader.id">
            <summary>
            OpenGL shader id.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Shader.glShaderType">
            <summary>
            OpenGL shader type. 
            </summary>
            <remarks>
            Must be GL.VERTEX_SHADER, GL.GEOMETRY_SHADER, GL.FRAGMENT_SHADER, GL.TESS_CONTROL_SHADER or GL.TESS_EVALUATION_SHADER.
            </remarks>
        </member>
        <member name="P:OpenGL4NET.Shader.log">
            <summary>
            Shader info log.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Shader.state">
            <summary>
            Shader state. Is either OK, WARNING or ERROR depending on the compilation result.
            </summary>
        </member>
        <member name="T:OpenGL4NET.Program">
            <summary>
            Represents shader program.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Program.#ctor(System.String,OpenGL4NET.Shader[])">
            <summary>
            Creates shader program, using the array of shader objects.
            </summary>
            <param name="name">Shader name.</param>
            <param name="shaders">Array of shader objects.</param>
        </member>
        <member name="M:OpenGL4NET.Program.#ctor(System.String,System.String,System.String)">
            <summary>
            Creates shader program, using vertex and fragment shader sourcecodes.
            </summary>
            <param name="name">Shader name.</param>
            <param name="vertexShader">Vertex shader source code.</param>
            <param name="fragmentShader">Fragment shader source code.</param>
        </member>
        <member name="M:OpenGL4NET.Program.#ctor(System.String,System.String,System.String,System.String)">
            <summary>
            Creates shader program, using vertex, fragment and geometry shader sourcecodes.
            </summary>
            <param name="name">Shader name.</param>
            <param name="vertexShader">Vertex shader source code.</param>
            <param name="fragmentShader">Fragment shader source code.</param>
            <param name="geometryShader">Geometry shader source code.</param>
        </member>
        <member name="M:OpenGL4NET.Program.Build">
            <summary>
            Builds the program.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Program.Delete">
            <summary>
            Delete the program and all shaders
            </summary>
        </member>
        <member name="P:OpenGL4NET.Program.id">
            <summary>
            Reference to program
            </summary>
        </member>
        <member name="P:OpenGL4NET.Program.name">
            <summary>
            Program name. This name is used for identification in info log.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Program.state">
            <summary>
            Shader state. Depends on the result of building - OK, WARNING, ERROR.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Program.log">
            <summary>
            Program info log.
            </summary>
        </member>
        <member name="T:OpenGL4NET.Time">
            <summary>
            Time class allows to measure time between frames, from the start, etc.
            </summary>
        </member>
        <member name="F:OpenGL4NET.Time.TimeFunc">
            <summary>
            The time measuring routine. If not changed, it uses DateTime.Now.Ticks / 10000 (ie. time in miliseconds).
            </summary>
        </member>
        <member name="M:OpenGL4NET.Time.DefaultTimeFunc">
            <summary>
            The default time measure uses DateTime.Now.Ticks / 10000.
            </summary>
            <returns>Time in miliseconds.</returns>
        </member>
        <member name="M:OpenGL4NET.Time.#ctor">
            <summary>
            Starts the timer.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Time.Reset">
            <summary>
            Resets the timer.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Time.NextFrame">
            <summary>
            Starts next frame.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Time.Pause">
            <summary>
            Pauses the time.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Time.Unpause">
            <summary>
            Unpauses the time.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Time.Frame">
            <summary>
            Number of frames since Reset
            </summary>
        </member>
        <member name="P:OpenGL4NET.Time.FrameTime">
            <summary>
            Common frame time. The time is constant till NextFrame.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Time.LastFrameDuration">
            <summary>
            The duration of last frame. If the timer was paused, the pause time is subtracted.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Time.IsPaused">
            <summary>
            Returns true, if time is paused.
            </summary>
        </member>
        <member name="T:OpenGL4NET.Time.TimeFuncDelegate">
            <summary>
            Delegate for time measuring routine. 
            </summary>
            <returns>Time.</returns>
        </member>
        <member name="T:OpenGL4NET.Vector4">
            <summary>
            Vector struct - 4 components. 
            </summary>
        </member>
        <member name="F:OpenGL4NET.Vector4.x">
            <summary>
            Vector coordinates.
            </summary>
        </member>
        <member name="F:OpenGL4NET.Vector4.y">
            <summary>
            Vector coordinates.
            </summary>
        </member>
        <member name="F:OpenGL4NET.Vector4.z">
            <summary>
            Vector coordinates.
            </summary>
        </member>
        <member name="F:OpenGL4NET.Vector4.w">
            <summary>
            Vector coordinates.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Vector4 constructor.
            </summary>
            <param name="x">x coordinate</param>
            <param name="y">y coordinate</param>
            <param name="z">z coordinate</param>
            <param name="w">w coordinate</param>
        </member>
        <member name="M:OpenGL4NET.Vector4.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Vector4 constructor. W is set to 0.
            </summary>
            <param name="x">x coordinate</param>
            <param name="y">y coordinate</param>
            <param name="z">z coordinate</param>
        </member>
        <member name="M:OpenGL4NET.Vector4.#ctor(OpenGL4NET.Vector3)">
            <summary>
            Vector4 constructor from Vector3. W is set to 0.
            </summary>
            <param name="v">Vector3</param>
        </member>
        <member name="M:OpenGL4NET.Vector4.#ctor(OpenGL4NET.Vector3,System.Single)">
            <summary>
            Vector4 constructor from Vector3 and w.
            </summary>
            <param name="v">Vector3</param>
            <param name="w">Homogeneous coord.</param>
        </member>
        <member name="M:OpenGL4NET.Vector4.Normalize">
            <summary>
            Normalization of vector.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Vector4.Dot(OpenGL4NET.Vector4@)">
            <summary>
            Vector dot product.
            </summary>
            <param name="v">Second operand</param>
            <returns>Dot product</returns>
        </member>
        <member name="M:OpenGL4NET.Vector4.Cross(OpenGL4NET.Vector4@)">
            <summary>
            Cross product of xyz coords. W is set to zero.
            </summary>
            <param name="v">Second operand</param>
            <returns>Cross product</returns>
        </member>
        <member name="M:OpenGL4NET.Vector4.Mult(OpenGL4NET.Matrix@)">
            <summary>
            Matrix - Vector prodcut.
            </summary>
            <param name="m">Matrix</param>
        </member>
        <member name="M:OpenGL4NET.Vector4.Mult(OpenGL4NET.Matrix@,OpenGL4NET.Vector4@)">
            <summary>
            Matrix - Vector product.
            </summary>
            <param name="m">Matrix</param>
            <param name="v">Vector</param>
            <returns></returns>
        </member>
        <member name="P:OpenGL4NET.Vector4.Zero">
            <summary>
            Zero vector.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Vector4.SqrLength">
            <summary>
            Squared length of vector.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Vector4.Length">
            <summary>
            Length of vector.
            </summary>
        </member>
        <member name="T:OpenGL4NET.Vector3">
            <summary>
            Vector struct - 3 components. 
            </summary>
        </member>
        <member name="F:OpenGL4NET.Vector3.x">
            <summary>
            Vector coordinates.
            </summary>
        </member>
        <member name="F:OpenGL4NET.Vector3.y">
            <summary>
            Vector coordinates.
            </summary>
        </member>
        <member name="F:OpenGL4NET.Vector3.z">
            <summary>
            Vector coordinates.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Vector3.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Vector3 constructor.
            </summary>
            <param name="x">x coordinate</param>
            <param name="y">y coordinate</param>
            <param name="z">z coordinate</param>
        </member>
        <member name="M:OpenGL4NET.Vector3.#ctor(OpenGL4NET.Vector4)">
            <summary>
            Vector3 constructor from Vector4. 
            </summary>
            <param name="v">Vector4</param>
        </member>
        <member name="M:OpenGL4NET.Vector3.Normalize">
            <summary>
            Normalization of vector.
            </summary>
        </member>
        <member name="M:OpenGL4NET.Vector3.Dot(OpenGL4NET.Vector3@,OpenGL4NET.Vector3@)">
            <summary>
            Vector dot product.
            </summary>
            <param name="v">Second operand</param>
            <returns>Dot product</returns>
        </member>
        <member name="M:OpenGL4NET.Vector3.Cross(OpenGL4NET.Vector3@,OpenGL4NET.Vector3@)">
            <summary>
            Cross product.
            </summary>
            <param name="v">Second operand</param>
            <returns>Cross product</returns>
        </member>
        <member name="M:OpenGL4NET.Vector3.Mult(OpenGL4NET.Matrix@)">
            <summary>
            Matrix - Vector prodcut.
            </summary>
            <param name="m">Matrix</param>
        </member>
        <member name="M:OpenGL4NET.Vector3.Mult(OpenGL4NET.Matrix@,OpenGL4NET.Vector3@)">
            <summary>
            Matrix - Vector product.
            </summary>
            <param name="m">Matrix</param>
            <param name="v">Vector</param>
            <returns></returns>
        </member>
        <member name="M:OpenGL4NET.Vector3.MultW(OpenGL4NET.Matrix@)">
            <summary>
            Matrix - Vector prodcut. Using homogenous coord set to 1.
            </summary>
            <param name="m">Matrix</param>
        </member>
        <member name="M:OpenGL4NET.Vector3.MultW(OpenGL4NET.Matrix@,OpenGL4NET.Vector3@)">
            <summary>
            Matrix - Vector product. Using homogenous coord set to 1.
            </summary>
            <param name="m">Matrix</param>
            <param name="v">Vector</param>
            <returns></returns>
        </member>
        <member name="P:OpenGL4NET.Vector3.Zero">
            <summary>
            Zero vecotr.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Vector3.SqrLength">
            <summary>
            Squared length of vector.
            </summary>
        </member>
        <member name="P:OpenGL4NET.Vector3.Length">
            <summary>
            Length of vector.
            </summary>
        </member>
    </members>
</doc>
