ACTION( IsBuffer ); ACTION( IsEnabled ); ACTION( IsFramebuffer ); ACTION( IsProgram ); ACTION( IsRenderbuffer ); ACTION( IsShader ); ACTION( IsTexture ); ACTION( CheckFramebufferStatus ); ACTION( GetError ); ACTION( GetAttribLocation ); ACTION( GetUniformLocation ); ACTION( CreateProgram ); ACTION( CreateShader ); ACTION( GetString ); ACTION( ActiveTexture ); ACTION( AlphaFunc ); ACTION( AttachShader ); ACTION( BindAttribLocation ); ACTION( BindBuffer ); ACTION( BindFramebuffer ); ACTION( BindRenderbuffer ); ACTION( BindTexture ); ACTION( BlendColor ); ACTION( BlendEquation ); ACTION( BlendEquationSeparate ); ACTION( BlendFunc ); ACTION( BlendFuncSeparate ); ACTION( BufferData ); ACTION( BufferSubData ); ACTION( Clear ); ACTION( ClearColor ); // ACTION( ClearColorx ); ACTION( ClearDepthf ); ACTION( ClearStencil ); ACTION( ClientActiveTexture ); ACTION( Color4f ); ACTION( Color4ub ); ACTION( ColorMask ); ACTION( ColorPointer ); ACTION( CompileShader ); ACTION( CompressedTexImage2D ); ACTION( CompressedTexSubImage2D ); ACTION( CopyTexImage2D ); ACTION( CopyTexSubImage2D ); ACTION( CullFace ); ACTION( DeleteBuffers ); ACTION( DeleteFramebuffers ); ACTION( DeleteProgram ); ACTION( DeleteRenderbuffers ); ACTION( DeleteShader ); ACTION( DeleteTextures ); ACTION( DepthFunc ); ACTION( DepthMask ); ACTION( DepthRangef ); ACTION( DetachShader ); ACTION( Disable ); ACTION( DisableClientState ); ACTION( DisableVertexAttribArray ); ACTION( DrawArrays ); ACTION( DrawElements ); ACTION( Enable ); ACTION( EnableClientState ); ACTION( EnableVertexAttribArray ); ACTION( Finish ); ACTION( Flush ); ACTION( Fogf ); ACTION( Fogfv ); ACTION( Fogi ); ACTION( FramebufferRenderbuffer ); ACTION( FramebufferTexture2D ); ACTION( FrontFace ); ACTION( GenBuffers ); ACTION( GenFramebuffers ); ACTION( GenRenderbuffers ); ACTION( GenTextures ); ACTION( GenerateMipmap ); ACTION( GetActiveAttrib ); ACTION( GetActiveUniform ); ACTION( GetAttachedShaders ); ACTION( GetBooleanv ); ACTION( GetBufferParameteriv ); ACTION( GetBufferSubData ); ACTION( GetFloatv ); ACTION( GetFramebufferAttachmentParameteriv ); ACTION( GetIntegerv ); ACTION( GetLightfv ); ACTION( GetMaterialfv ); ACTION( GetPointerv ); ACTION( GetProgramInfoLog ); ACTION( GetProgramiv ); ACTION( GetRenderbufferParameteriv ); ACTION( GetShaderInfoLog ); ACTION( GetShaderSource ); ACTION( GetShaderiv ); ACTION( GetTexEnvfv ); ACTION( GetTexEnviv ); ACTION( GetTexLevelParameteriv ); ACTION( GetTexParameterfv ); ACTION( GetTexParameteriv ); ACTION( GetUniformfv ); ACTION( GetUniformiv ); ACTION( GetVertexAttribPointerv ); ACTION( GetVertexAttribfv ); ACTION( GetVertexAttribiv ); ACTION( Hint ); ACTION( LightModelf ); ACTION( LightModelfv ); ACTION( Lightf ); ACTION( Lightfv ); ACTION( LineWidth ); ACTION( LinkProgram ); ACTION( LoadIdentity ); ACTION( LoadMatrixf ); ACTION( LogicOp ); ACTION( Materialf ); ACTION( Materialfv ); ACTION( MatrixMode ); ACTION( MultMatrixf ); ACTION( MultiTexCoord4f ); ACTION( Normal3f ); ACTION( NormalPointer ); ACTION( Ortho ); ACTION( Orthof ); // ACTION( Orthox ); ACTION( PixelStorei ); ACTION( PointParameterf ); ACTION( PointParameterfv ); ACTION( PointSize ); ACTION( PolygonOffset ); ACTION( PopMatrix ); ACTION( PushMatrix ); ACTION( ReadPixels ); ACTION( RenderbufferStorage ); ACTION( Rotatef ); // ACTION( Rotatex ); ACTION( SampleCoverage ); ACTION( Scalef ); ACTION( Scissor ); ACTION( ShadeModel ); ACTION( ShaderSource ); ACTION( StencilFunc ); ACTION( StencilFuncSeparate ); ACTION( StencilMask ); ACTION( StencilMaskSeparate ); ACTION( StencilOp ); ACTION( StencilOpSeparate ); ACTION( TexCoordPointer ); ACTION( TexEnvf ); ACTION( TexEnvfv ); ACTION( TexEnvi ); ACTION( TexEnviv ); ACTION( TexImage2D ); ACTION( TexParameterf ); ACTION( TexParameterfv ); ACTION( TexParameteri ); ACTION( TexParameteriv ); ACTION( TexSubImage2D ); ACTION( Translatef ); // ACTION( Translatex ); ACTION( Uniform1f ); ACTION( Uniform1fv ); ACTION( Uniform1i ); ACTION( Uniform1iv ); ACTION( Uniform2f ); ACTION( Uniform2fv ); ACTION( Uniform2i ); ACTION( Uniform2iv ); ACTION( Uniform3f ); ACTION( Uniform3fv ); ACTION( Uniform3i ); ACTION( Uniform3iv ); ACTION( Uniform4f ); ACTION( Uniform4fv ); ACTION( Uniform4i ); ACTION( Uniform4iv ); ACTION( UniformMatrix2fv ); ACTION( UniformMatrix3fv ); ACTION( UniformMatrix4fv ); ACTION( UseProgram ); ACTION( ValidateProgram ); ACTION( VertexAttrib1f ); ACTION( VertexAttrib1fv ); ACTION( VertexAttrib2f ); ACTION( VertexAttrib2fv ); ACTION( VertexAttrib3f ); ACTION( VertexAttrib3fv ); ACTION( VertexAttrib4f ); ACTION( VertexAttrib4fv ); ACTION( VertexAttribPointer ); ACTION( VertexPointer ); ACTION( Viewport );