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<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glGet - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glGet"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glGet — return the value or values of a selected parameter</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetBooleanv</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLboolean *  </td><td><var class="pdparam">params</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetDoublev</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLdouble *  </td><td><var class="pdparam">params</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetFloatv</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLfloat *  </td><td><var class="pdparam">params</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetIntegerv</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLint *  </td><td><var class="pdparam">params</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetInteger64v</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLint64 *  </td><td><var class="pdparam">params</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>pname</code></em></span></dt><dd><p>
                    Specifies the parameter value to be returned.
                    The symbolic constants in the list below are accepted.
                </p></dd><dt><span class="term"><em class="parameter"><code>params</code></em></span></dt><dd><p>
                    Returns the value or values of the specified parameter.
                </p></dd></dl></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetBooleani_v</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLboolean *  </td><td><var class="pdparam">data</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetIntegeri_v</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLint *  </td><td><var class="pdparam">data</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetFloati_v</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLfloat *  </td><td><var class="pdparam">data</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetDoublei_v</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLdouble *  </td><td><var class="pdparam">data</var><code>)</code>;</td></tr></table></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glGetInteger64i_v</b>(</code></td><td>GLenum  </td><td><var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLint64 *  </td><td><var class="pdparam">data</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters2"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>pname</code></em></span></dt><dd><p>
                    Specifies the parameter value to be returned.
                    The symbolic constants in the list below are accepted.
                </p></dd><dt><span class="term"><em class="parameter"><code>index</code></em></span></dt><dd><p>
                    Specifies the index of the particular element being queried.
                </p></dd><dt><span class="term"><em class="parameter"><code>data</code></em></span></dt><dd><p>
                    Returns the value or values of the specified parameter.
                </p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
            These four commands return values for simple state variables in GL.
            <em class="parameter"><code>pname</code></em> is a symbolic constant indicating the state variable to be returned,
            and <em class="parameter"><code>params</code></em> is a pointer to an array of the indicated type in
            which to place the returned data.
        </p><p>
            Type conversion is performed if <em class="parameter"><code>params</code></em> has a different type than
            the state variable value being requested.
            If <code class="function">glGetBooleanv</code> is called,
            a floating-point (or integer) value is converted to <code class="constant">GL_FALSE</code> if
            and only if it is 0.0 (or 0).
            Otherwise,
            it is converted to <code class="constant">GL_TRUE</code>.
            If <code class="function">glGetIntegerv</code> is called, boolean values are returned as
            <code class="constant">GL_TRUE</code> or <code class="constant">GL_FALSE</code>, and most floating-point values are
            rounded to the nearest integer value. Floating-point colors and
            normals, however, are returned with a linear mapping that maps 1.0 to
            the most positive representable integer value
            and 
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                <mml:mn>-1.0</mml:mn>
            </mml:math>
            to the most negative representable integer value.
            If <code class="function">glGetFloatv</code> or <code class="function">glGetDoublev</code> is called,
            boolean values are returned as <code class="constant">GL_TRUE</code> or <code class="constant">GL_FALSE</code>,
            and integer values are converted to floating-point values.
        </p><p>
            The following symbolic constants are accepted by <em class="parameter"><code>pname</code></em>:
        </p><div class="variablelist"><dl><dt><span class="term"><code class="constant">GL_ACTIVE_TEXTURE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value indicating the active multitexture unit.
                        The initial value is <code class="constant">GL_TEXTURE0</code>.
                        See <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_ALIASED_LINE_WIDTH_RANGE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a pair of values indicating the range of
                        widths supported for aliased lines. See <a href="glLineWidth.xml"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_ARRAY_BUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_ARRAY_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.  The initial value is 0.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether blending is
                        enabled. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND_COLOR</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns four values,
                        the red, green, blue, and alpha values which are the components of
                        the blend color.
                        See <a href="glBlendColor.xml"><span class="citerefentry"><span class="refentrytitle">glBlendColor</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND_DST_ALPHA</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the symbolic constant identifying the alpha destination blend
                        function. The initial value is <code class="constant">GL_ZERO</code>.
                        See <a href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a href="glBlendFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND_DST_RGB</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the symbolic constant identifying the RGB destination blend
                        function. The initial value is <code class="constant">GL_ZERO</code>.
                        See <a href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a href="glBlendFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND_EQUATION_RGB</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, a symbolic constant indicating whether
                        the RGB blend equation is <code class="constant">GL_FUNC_ADD</code>, <code class="constant">GL_FUNC_SUBTRACT</code>, 
                        <code class="constant">GL_FUNC_REVERSE_SUBTRACT</code>, <code class="constant">GL_MIN</code> or <code class="constant">GL_MAX</code>.
                        See <a href="glBlendEquationSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendEquationSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND_EQUATION_ALPHA</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, a symbolic constant indicating whether
                        the Alpha blend equation is <code class="constant">GL_FUNC_ADD</code>, <code class="constant">GL_FUNC_SUBTRACT</code>, 
                        <code class="constant">GL_FUNC_REVERSE_SUBTRACT</code>, <code class="constant">GL_MIN</code> or <code class="constant">GL_MAX</code>.
                        See <a href="glBlendEquationSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendEquationSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND_SRC_ALPHA</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the symbolic constant identifying the alpha source blend function. The initial
                        value is <code class="constant">GL_ONE</code>.
                        See <a href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a href="glBlendFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLEND_SRC_RGB</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the symbolic constant identifying the RGB source blend function. The initial
                        value is <code class="constant">GL_ONE</code>.
                        See <a href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a href="glBlendFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_COLOR_CLEAR_VALUE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns four values:
                        the red, green, blue, and alpha values used to clear the color buffers.
                        Integer values,
                        if requested,
                        are linearly mapped from the internal floating-point representation such
                        that 1.0 returns the most positive representable integer value,
                        and 
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                            <mml:mn>-1.0</mml:mn>
                        </mml:math>
                        returns the most negative representable integer
                        value. The initial value is (0, 0, 0, 0).
                        See <a href="glClearColor.xml"><span class="citerefentry"><span class="refentrytitle">glClearColor</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_COLOR_LOGIC_OP</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether a fragment's
                        RGBA color values are merged into the framebuffer using a logical
                        operation. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glLogicOp.xml"><span class="citerefentry"><span class="refentrytitle">glLogicOp</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_COLOR_WRITEMASK</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns four boolean values:
                        the red, green, blue, and alpha write enables for the color
                        buffers. The initial value is (<code class="constant">GL_TRUE</code>, <code class="constant">GL_TRUE</code>,
                        <code class="constant">GL_TRUE</code>, <code class="constant">GL_TRUE</code>).
                        See <a href="glColorMask.xml"><span class="citerefentry"><span class="refentrytitle">glColorMask</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_COMPRESSED_TEXTURE_FORMATS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a list of symbolic
                        constants of length <code class="constant">GL_NUM_COMPRESSED_TEXTURE_FORMATS</code> 
                        indicating which compressed texture formats are available.
                        See <a href="glCompressedTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of active shader storage blocks that may be accessed by a compute shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum total number of active shader storage blocks that may be accessed by all active shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_UNIFORM_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of uniform blocks per compute shader.  The value must be at least 14.
                        See <a href="glUniformBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum supported texture image units that 
                        can be used to access texture maps from the compute shader. The value may be at least 16.
                        See <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_UNIFORM_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of individual floating-point, integer, or boolean values that can be held 
                        in uniform variable storage for a compute shader. The value must be at least 1024.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_ATOMIC_COUNTERS</code></span></dt><dd><p>
                    </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counters available to compute shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS</code></span></dt><dd><p>
                    </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counter buffers that may be accessed by a compute shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS</code></span></dt><dd><p>
                    </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of words for compute shader uniform variables in all uniform
                        blocks (including default). The value must be at least 1.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS</code></span></dt><dd><p>
                    </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of invocations in a single local work group
                        (i.e., the product of the three dimensions) that may
                        be dispatched to a compute shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_WORK_GROUP_COUNT</code></span></dt><dd><p>
                    </p><p>
                        Accepted by the indexed versions of <code class="function">glGet</code>.
                        <em class="parameter"><code>params</code></em> the maximum number of work
                        groups that may be dispatched to a compute shader. Indices
                        0, 1, and 2 correspond to the X, Y and Z dimensions, respectively.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMPUTE_WORK_GROUP_SIZE</code></span></dt><dd><p>
                    </p><p>
                        Accepted by the indexed versions of <code class="function">glGet</code>.
                        <em class="parameter"><code>params</code></em> the maximum size of a work
                        groups that may be used during compilation of a compute shader. Indices
                        0, 1, and 2 correspond to the X, Y and Z dimensions, respectively.
                    </p></dd><dt><span class="term"><code class="constant">GL_DISPATCH_INDIRECT_BUFFER_BINDING</code></span></dt><dd><p>
                    </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_DISPATCH_INDIRECT_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.  The initial value is 0.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_DEBUG_GROUP_STACK_DEPTH</code></span></dt><dd><p>
                    </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum depth of the
                        debug message group stack.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEBUG_GROUP_STACK_DEPTH</code></span></dt><dd><p>
                    </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the current depth of the
                        debug message group stack.
                    </p></dd><dt><span class="term"><code class="constant">GL_CONTEXT_FLAGS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the flags with which the context was created (such as debugging functionality).
                    </p></dd><dt><span class="term"><code class="constant">GL_CULL_FACE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether polygon culling
                        is enabled. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glCullFace.xml"><span class="citerefentry"><span class="refentrytitle">glCullFace</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_CURRENT_PROGRAM</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the name of the program object that is currently active, or 0 if no program object is active.
                        See <a href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_CLEAR_VALUE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the value that is used to clear the depth buffer.
                        Integer values,
                        if requested,
                        are linearly mapped from the internal floating-point representation such
                        that 1.0 returns the most positive representable integer value,
                        and 
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                            <mml:mn>-1.0</mml:mn>
                        </mml:math>
                        returns the most negative representable integer
                        value. The initial value is 1.
                        See <a href="glClearDepth.xml"><span class="citerefentry"><span class="refentrytitle">glClearDepth</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_FUNC</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the symbolic constant that indicates the depth comparison
                        function. The initial value is <code class="constant">GL_LESS</code>.
                        See <a href="glDepthFunc.xml"><span class="citerefentry"><span class="refentrytitle">glDepthFunc</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_RANGE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns two values:
                        the near and far mapping limits for the depth buffer.
                        Integer values,
                        if requested,
                        are linearly mapped from the internal floating-point representation such
                        that 1.0 returns the most positive representable integer value,
                        and 
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                            <mml:mn>-1.0</mml:mn>
                        </mml:math>
                        returns the most negative representable integer
                        value. The initial value is (0, 1).
                        See <a href="glDepthRange.xml"><span class="citerefentry"><span class="refentrytitle">glDepthRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_TEST</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether depth testing
                        of fragments is enabled. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glDepthFunc.xml"><span class="citerefentry"><span class="refentrytitle">glDepthFunc</span></span></a> and <a href="glDepthRange.xml"><span class="citerefentry"><span class="refentrytitle">glDepthRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_WRITEMASK</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating if the depth buffer
                        is enabled for writing. The initial value is <code class="constant">GL_TRUE</code>.
                        See <a href="glDepthMask.xml"><span class="citerefentry"><span class="refentrytitle">glDepthMask</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DITHER</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether dithering of
                        fragment colors and indices is enabled. The initial value is <code class="constant">GL_TRUE</code>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DOUBLEBUFFER</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether double buffering
                        is supported.
                    </p></dd><dt><span class="term"><code class="constant">GL_DRAW_BUFFER</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating which buffers are being drawn to.
                        See <a href="glDrawBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glDrawBuffer</span></span></a>. The initial value is <code class="constant">GL_BACK</code> if there
                        are back buffers, otherwise it is <code class="constant">GL_FRONT</code>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DRAW_BUFFER</code><span class="emphasis"><em>i</em></span></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating which buffers are being drawn to by the corresponding output color.
                        See <a href="glDrawBuffers.xml"><span class="citerefentry"><span class="refentrytitle">glDrawBuffers</span></span></a>. 
                        The initial value of <code class="constant">GL_DRAW_BUFFER0</code> is <code class="constant">GL_BACK</code> if there
                        are back buffers, otherwise it is <code class="constant">GL_FRONT</code>.  The
                        initial values of draw buffers for all other output colors is <code class="constant">GL_NONE</code>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DRAW_FRAMEBUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the name of the framebuffer object currently bound to the <code class="constant">GL_DRAW_FRAMEBUFFER</code> target.
                        If the default framebuffer is bound, this value will be zero. The initial value is zero.
                        See <a href="glBindFramebuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_READ_FRAMEBUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the name of the framebuffer object currently bound to the <code class="constant">GL_READ_FRAMEBUFFER</code> target.
                        If the default framebuffer is bound, this value will be zero. The initial value is zero.
                        See <a href="glBindFramebuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_ELEMENT_ARRAY_BUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_ELEMENT_ARRAY_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.  The initial value is 0.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_FRAGMENT_SHADER_DERIVATIVE_HINT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating the mode of the derivative accuracy hint 
                        for fragment shaders. The initial value
                        is <code class="constant">GL_DONT_CARE</code>.
                        See <a href="glHint.xml"><span class="citerefentry"><span class="refentrytitle">glHint</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_IMPLEMENTATION_COLOR_READ_FORMAT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single GLenum value indicating
                        the implementation's preferred pixel data format.
                        See <a href="glReadPixels.xml"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_IMPLEMENTATION_COLOR_READ_TYPE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single GLenum value indicating
                        the implementation's preferred pixel data type.
                        See <a href="glReadPixels.xml"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_LINE_SMOOTH</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether antialiasing of
                        lines is enabled. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glLineWidth.xml"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_LINE_SMOOTH_HINT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating the mode of the line antialiasing
                        hint. The initial value is <code class="constant">GL_DONT_CARE</code>.
                        See <a href="glHint.xml"><span class="citerefentry"><span class="refentrytitle">glHint</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_LINE_WIDTH</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the line width as specified with <a href="glLineWidth.xml"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>. The initial value is
                        1.
                    </p></dd><dt><span class="term"><code class="constant">GL_LAYER_PROVOKING_VERTEX</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the implementation dependent specifc vertex of a primitive that is used to select the rendering layer.  
                        If the value returned is equivalent to <code class="constant">GL_PROVOKING_VERTEX</code>, then the vertex 
                        selection follows the convention specified by
                        <a href="glProvokingVertex.xml"><span class="citerefentry"><span class="refentrytitle">glProvokingVertex</span></span></a>.
                        If the value returned is equivalent to <code class="constant">GL_FIRST_VERTEX_CONVENTION</code>, then the 
                        selection is always taken from the first vertex in the primitive.
                        If the value returned is equivalent to <code class="constant">GL_LAST_VERTEX_CONVENTION</code>, then the 
                        selection is always taken from the last vertex in the primitive.
                        If the value returned is equivalent to <code class="constant">GL_UNDEFINED_VERTEX</code>, then the 
                        selection is not guaranteed to be taken from any specific vertex in the primitive.
                    </p></dd><dt><span class="term"><code class="constant">GL_LINE_WIDTH_GRANULARITY</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the width difference between adjacent supported widths for antialiased lines.
                        See <a href="glLineWidth.xml"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_LINE_WIDTH_RANGE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns two values:
                        the smallest and largest supported widths for antialiased
                        lines.
                        See <a href="glLineWidth.xml"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_LOGIC_OP_MODE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating the selected logic operation
                        mode. The initial value is <code class="constant">GL_COPY</code>.
                        See <a href="glLogicOp.xml"><span class="citerefentry"><span class="refentrytitle">glLogicOp</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAJOR_VERSION</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the major version number of the OpenGL API supported by the current context.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_3D_TEXTURE_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a rough estimate of the largest 3D texture that the GL can handle.
                        The value must be at least 64.
                        Use <code class="constant">GL_PROXY_TEXTURE_3D</code> to determine if a texture is too large.
                        See <a href="glTexImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_ARRAY_TEXTURE_LAYERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        The value indicates the maximum number of layers allowed in an array texture, and must be at least 256.
                        See <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_CLIP_DISTANCES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of application-defined clipping distances. The value must be at least 8.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COLOR_TEXTURE_SAMPLES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of samples in a color multisample texture.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_ATOMIC_COUNTERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counters available to all active shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of words for fragment shader uniform variables in all uniform
                        blocks (including default). The value must be at least 1.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of words for geometry shader uniform variables in all uniform
                        blocks (including default). The value must be at least 1.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum supported texture image units that 
                        can be used to access texture maps from the vertex shader and the fragment processor combined. 
                        If both the vertex shader and the fragment processing stage access the same texture image
                        unit, then that counts as using two texture image units against this limit.
                        The value must be at least 48.
                        See <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_UNIFORM_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of uniform blocks per program.  The value must be at least 36.
                        See <a href="glUniformBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of words for vertex shader uniform variables in all uniform
                        blocks (including default). The value must be at least 1.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_CUBE_MAP_TEXTURE_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        The value gives a rough estimate of the largest cube-map texture that
                        the GL can handle. The value must be at least 1024.
                        Use <code class="constant">GL_PROXY_TEXTURE_CUBE_MAP</code>
                        to determine if a texture is too large.
                        See <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_DEPTH_TEXTURE_SAMPLES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of samples in a multisample depth or depth-stencil texture.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_DRAW_BUFFERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum number
                        of simultaneous outputs that may be written in a fragment shader.
                        The value must be at least 8.
                        See <a href="glDrawBuffers.xml"><span class="citerefentry"><span class="refentrytitle">glDrawBuffers</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_DUAL_SOURCE_DRAW_BUFFERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum number
                        of active draw buffers when using dual-source  blending. The value must be at least 1.
                        See <a href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and 
                        <a href="glBlendFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_ELEMENTS_INDICES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the recommended maximum number of vertex array indices.
                        See <a href="glDrawRangeElements.xml"><span class="citerefentry"><span class="refentrytitle">glDrawRangeElements</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_ELEMENTS_VERTICES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the recommended maximum number of vertex array vertices.
                        See <a href="glDrawRangeElements.xml"><span class="citerefentry"><span class="refentrytitle">glDrawRangeElements</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_ATOMIC_COUNTERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counters available to fragment shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of active shader storage blocks that may be accessed by a fragment shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_INPUT_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of components of the inputs read by the fragment shader, which must be at least 128.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_UNIFORM_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of individual floating-point, integer, or boolean values that can be held 
                        in uniform variable storage for a fragment shader. The value must be at least 1024.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_UNIFORM_VECTORS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of individual 4-vectors of floating-point, integer, or boolean values
                        that can be held
                        in uniform variable storage for a fragment shader. The value is equal to the value of
                        <code class="constant">GL_MAX_FRAGMENT_UNIFORM_COMPONENTS</code> divided by 4 and must be at least 256.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_UNIFORM_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of uniform blocks per fragment shader.  The value must be at least 12.
                        See <a href="glUniformBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAMEBUFFER_WIDTH</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum width for a framebuffer that has no attachments, which must be at least 16384.
                        See <a href="glFramebufferParameter.xml"><span class="citerefentry"><span class="refentrytitle">glFramebufferParameter</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAMEBUFFER_HEIGHT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum height for a framebuffer that has no attachments, which must be at least 16384.
                        See <a href="glFramebufferParameter.xml"><span class="citerefentry"><span class="refentrytitle">glFramebufferParameter</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAMEBUFFER_LAYERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of layers for a framebuffer that has no attachments, which must be at least 2048.
                        See <a href="glFramebufferParameter.xml"><span class="citerefentry"><span class="refentrytitle">glFramebufferParameter</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAMEBUFFER_SAMPLES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum samples in a framebuffer that has no attachments, which must be at least 4.
                        See <a href="glFramebufferParameter.xml"><span class="citerefentry"><span class="refentrytitle">glFramebufferParameter</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_ATOMIC_COUNTERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counters available to geometry shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of active shader storage blocks that may be accessed by a geometry shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_INPUT_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of components of inputs read by a geometry shader, which must be at least 64.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_OUTPUT_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of components of outputs written by a geometry shader, which must be at least 128.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum supported texture image units that 
                        can be used to access texture maps from the geometry shader. The value must be at least 16.
                        See <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_UNIFORM_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of uniform blocks per geometry shader.  The value must be at least 12.
                        See <a href="glUniformBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_UNIFORM_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of individual floating-point, integer, or boolean values that can be held 
                        in uniform variable storage for a geometry shader. The value must be at least 1024.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_INTEGER_SAMPLES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of samples supported in integer format multisample buffers.
                    </p></dd><dt><span class="term"><code class="constant">GL_MIN_MAP_BUFFER_ALIGNMENT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the minimum alignment in basic machine units of pointers returned from<a href="glMapBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glMapBuffer</span></span></a>
                        and <a href="glMapBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glMapBufferRange</span></span></a>. This value must be a power of two and must
                        be at least 64.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_LABEL_LENGTH</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum length of a label that may be assigned to an object.
                        See <a href="glObjectLabel.xml"><span class="citerefentry"><span class="refentrytitle">glObjectLabel</span></span></a> and
                        <a href="glObjectPtrLabel.xml"><span class="citerefentry"><span class="refentrytitle">glObjectPtrLabel</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_PROGRAM_TEXEL_OFFSET</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum texel offset allowed in a texture lookup, which must be at least 7.
                    </p></dd><dt><span class="term"><code class="constant">GL_MIN_PROGRAM_TEXEL_OFFSET</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the minimum texel offset allowed in a texture lookup, which must be at most -8.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_RECTANGLE_TEXTURE_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        The value gives a rough estimate of the largest rectangular texture that
                        the GL can handle. The value must be at least 1024.
                        Use <code class="constant">GL_PROXY_TEXTURE_RECTANGLE</code>
                        to determine if a texture is too large.
                        See <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_RENDERBUFFER_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        The value indicates the maximum supported size for renderbuffers.
                        See <a href="glFramebufferRenderbuffer.xml"><span class="citerefentry"><span class="refentrytitle">glFramebufferRenderbuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_SAMPLE_MASK_WORDS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of sample mask words.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_SERVER_WAIT_TIMEOUT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum <a href="glWaitSync.xml"><span class="citerefentry"><span class="refentrytitle">glWaitSync</span></span></a> timeout interval.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of shader storage buffer binding points on the context, which must be at least 8.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counters available to tessellation control shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counters available to tessellation evaluation shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of active shader storage blocks that may be accessed by a tessellation control shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of active shader storage blocks that may be accessed by a tessellation evaluation shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_BUFFER_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        The value gives the maximum number of texels allowed in the texel array of a texture buffer object.
                        Value must be at least 65536.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum supported texture image units that 
                        can be used to access texture maps from the fragment shader. 
                        The value must be at least 16.
                        See <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_LOD_BIAS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum, absolute value of the texture level-of-detail bias.  The
                        value must be at least 2.0.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        The value gives a rough estimate of the largest texture that
                        the GL can handle. The value must be at least 1024.
                        Use a proxy texture target such as <code class="constant">GL_PROXY_TEXTURE_1D</code> or <code class="constant">GL_PROXY_TEXTURE_2D</code>
                        to determine if a texture is too large.
                        See <a href="glTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a> and <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_UNIFORM_BUFFER_BINDINGS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of uniform buffer binding points on the context, which must be at least 36.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_UNIFORM_BLOCK_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum size in basic machine units of a uniform block, which must be at least 16384.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_UNIFORM_LOCATIONS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of explicitly assignable uniform locations, which must be at least 1024.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VARYING_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number components for varying variables, which must be at least 60.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VARYING_VECTORS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number 4-vectors for varying variables, which is equal to the value of
                        <code class="constant">GL_MAX_VARYING_COMPONENTS</code> and must be at least 15.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VARYING_FLOATS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of interpolators available for processing varying variables used by
                        vertex and fragment shaders. This value represents the number of individual floating-point 
                        values that can be interpolated; varying variables declared as vectors, matrices, and arrays 
                        will all consume multiple interpolators. The value must be at least 32.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_ATOMIC_COUNTERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the maximum number of atomic counters available to vertex shaders.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_ATTRIBS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of 4-component generic vertex attributes accessible to a vertex shader. 
                        The value must be at least 16.
                        See <a href="glVertexAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glVertexAttrib</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of active shader storage blocks that may be accessed by a vertex shader.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum supported texture image units that 
                        can be used to access texture maps from the vertex shader. The value may be at least 16.
                        See <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_UNIFORM_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of individual floating-point, integer, or boolean values that can be held 
                        in uniform variable storage for a vertex shader. The value must be at least 1024.
                        See <a href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_UNIFORM_VECTORS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of 4-vectors that may be held in uniform variable storage for the vertex
                        shader. The value of <code class="constant">GL_MAX_VERTEX_UNIFORM_VECTORS</code> is equal to the
                        value of <code class="constant">GL_MAX_VERTEX_UNIFORM_COMPONENTS</code> and must be at least
                        256.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_OUTPUT_COMPONENTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of components of output written by a vertex shader, which must be at least 64.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_UNIFORM_BLOCKS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of uniform blocks per vertex shader.  The value must be at least 12.
                        See <a href="glUniformBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VIEWPORT_DIMS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns two values:
                        the maximum supported width and height of the viewport.
                        These must be at least as large as the visible dimensions of the display
                        being rendered to.
                        See <a href="glViewport.xml"><span class="citerefentry"><span class="refentrytitle">glViewport</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VIEWPORTS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value, the maximum number
                        of simultaneous viewports that are supported.
                        The value must be at least 16.
                        See <a href="glViewportIndexed.xml"><span class="citerefentry"><span class="refentrytitle">glViewportIndexed</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MINOR_VERSION</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the minor version number of the OpenGL API supported by the current context.
                    </p></dd><dt><span class="term"><code class="constant">GL_NUM_COMPRESSED_TEXTURE_FORMATS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value indicating the number of available
                        compressed texture formats.  The minimum value is 4.
                        See <a href="glCompressedTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_NUM_EXTENSIONS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of extensions supported by the GL implementation for the current context.
                        See <a href="glGetString.xml"><span class="citerefentry"><span class="refentrytitle">glGetString</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_NUM_PROGRAM_BINARY_FORMATS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of program binary formats supported by the implementation.
                    </p></dd><dt><span class="term"><code class="constant">GL_NUM_SHADER_BINARY_FORMATS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of binary shader formats supported by the implementation. If this value is
                        greater than zero, then the implementation supports loading binary shaders. If it is
                        zero, then the loading of binary shaders by the implementation is not supported.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_ALIGNMENT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the byte alignment used for writing pixel data to memory. The initial
                        value is 4.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_IMAGE_HEIGHT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the image height used for writing pixel data to memory.  The initial
                        value is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_LSB_FIRST</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether single-bit
                        pixels being written to memory are written first to the least significant
                        bit of each unsigned byte. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_ROW_LENGTH</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the row length used for writing pixel data to memory. The initial value is
                        0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_SKIP_IMAGES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of pixel images skipped before the first pixel is written
                        into memory. The initial value is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_SKIP_PIXELS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of pixel locations skipped before the first pixel is written
                        into memory. The initial value is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_SKIP_ROWS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of rows of pixel locations skipped before the first pixel is written
                        into memory. The initial value is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_SWAP_BYTES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether the bytes of
                        two-byte and four-byte pixel indices and components are swapped before being
                        written to memory. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PIXEL_PACK_BUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_PIXEL_PACK_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.  The initial value is 0.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PIXEL_UNPACK_BUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_PIXEL_UNPACK_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.  The initial value is 0.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POINT_FADE_THRESHOLD_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the point size threshold for determining the point size.
                        See <a href="glPointParameter.xml"><span class="citerefentry"><span class="refentrytitle">glPointParameter</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PRIMITIVE_RESTART_INDEX</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the current primitive restart index. The initial value is 0.
                        See <a href="glPrimitiveRestartIndex.xml"><span class="citerefentry"><span class="refentrytitle">glPrimitiveRestartIndex</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PROGRAM_BINARY_FORMATS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> an array of <code class="constant">GL_NUM_PROGRAM_BINARY_FORMATS</code> values,
                        indicating the proram binary formats supported by the implementation.
                    </p></dd><dt><span class="term"><code class="constant">GL_PROGRAM_PIPELINE_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> a single value, the name of the currently bound program pipeline
                        object, or zero if no program pipeline object is bound.
                        See <a href="glBindProgramPipeline.xml"><span class="citerefentry"><span class="refentrytitle">glBindProgramPipeline</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PROVOKING_VERTEX</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the currently selected provoking vertex convention. The initial value is <code class="constant">GL_LAST_VERTEX_CONVENTION</code>.
                        See <a href="glProvokingVertex.xml"><span class="citerefentry"><span class="refentrytitle">glProvokingVertex</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POINT_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the point size as specified by <a href="glPointSize.xml"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
                        The initial value is 1.
                    </p></dd><dt><span class="term"><code class="constant">GL_POINT_SIZE_GRANULARITY</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the size difference between adjacent supported sizes for antialiased points.
                        See <a href="glPointSize.xml"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POINT_SIZE_RANGE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns two values:
                        the smallest and largest supported sizes for antialiased
                        points. The smallest size must be at most 1, and the largest size must
                        be at least 1.
                        See <a href="glPointSize.xml"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_FACTOR</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the scaling factor used to determine the variable offset that is added
                        to the depth value of each fragment generated when a polygon is
                        rasterized. The initial value is 0.
                        See <a href="glPolygonOffset.xml"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_UNITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        This value is multiplied by an implementation-specific value and then
                        added to the depth value of each fragment
                        generated when a polygon is rasterized. The initial value is 0.
                        See <a href="glPolygonOffset.xml"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_FILL</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether polygon offset
                        is enabled for polygons in fill mode. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPolygonOffset.xml"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_LINE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether polygon offset
                        is enabled for polygons in line mode. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPolygonOffset.xml"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_POINT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether polygon offset
                        is enabled for polygons in point mode. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPolygonOffset.xml"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_SMOOTH</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether antialiasing of
                        polygons is enabled. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPolygonMode.xml"><span class="citerefentry"><span class="refentrytitle">glPolygonMode</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_SMOOTH_HINT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating the mode of the polygon antialiasing
                        hint. The initial value is <code class="constant">GL_DONT_CARE</code>.
                        See <a href="glHint.xml"><span class="citerefentry"><span class="refentrytitle">glHint</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_READ_BUFFER</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating which color buffer is selected for
                        reading. The initial value is <code class="constant">GL_BACK</code> if there is a back buffer,
                        otherwise it is <code class="constant">GL_FRONT</code>.
                        See
                        <a href="glReadPixels.xml"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_RENDERBUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the renderbuffer object
                        currently bound to the target <code class="constant">GL_RENDERBUFFER</code>. If no renderbuffer object
                        is bound to this target, 0 is returned.  The initial value is 0.
                        See <a href="glBindRenderbuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindRenderbuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLE_BUFFERS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value indicating the number of sample buffers
                        associated with the framebuffer.
                        See <a href="glSampleCoverage.xml"><span class="citerefentry"><span class="refentrytitle">glSampleCoverage</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLE_COVERAGE_VALUE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single positive floating-point value indicating the
                        current sample coverage value.
                        See <a href="glSampleCoverage.xml"><span class="citerefentry"><span class="refentrytitle">glSampleCoverage</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLE_COVERAGE_INVERT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating if the temporary
                        coverage value should be inverted.
                        See <a href="glSampleCoverage.xml"><span class="citerefentry"><span class="refentrytitle">glSampleCoverage</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLER_BINDING</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the sampler object
                        currently bound to the active texture unit.  The initial value is 0.
                        See <a href="glBindSampler.xml"><span class="citerefentry"><span class="refentrytitle">glBindSampler</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value indicating the coverage mask size.
                        See <a href="glSampleCoverage.xml"><span class="citerefentry"><span class="refentrytitle">glSampleCoverage</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SCISSOR_BOX</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns four values:
                        the 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">x</mml:mi></mml:math>
                        and 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">y</mml:mi></mml:math>
                        window coordinates of the scissor box,
                        followed by its width and height.
                        Initially the 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">x</mml:mi></mml:math>
                        and 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">y</mml:mi></mml:math>
                        window coordinates are both 0 and the
                        width and height are set to the size of the window.
                        See <a href="glScissor.xml"><span class="citerefentry"><span class="refentrytitle">glScissor</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SCISSOR_TEST</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether scissoring is
                        enabled. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glScissor.xml"><span class="citerefentry"><span class="refentrytitle">glScissor</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SHADER_COMPILER</code></span></dt><dd><p>
                </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether an online shader
                        compiler is present in the implementation. All desktop OpenGL implementations must support
                        online shader compilations, and therefore the value of <code class="constant">GL_SHADER_COMPILER</code>
                        will always be <code class="constant">GL_TRUE</code>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SHADER_STORAGE_BUFFER_BINDING</code></span></dt><dd><p>
                </p><p>
                        When used with non-indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegerv</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_SHADER_STORAGE_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegeri_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        bound to the indexed shader storage buffer binding points. The initial value is 0 for all targets.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>, <a href="glBindBufferBase.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>, and
                        <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the minimum required alignment
                        for shader storage buffer sizes and offset.  The initial value is 1.
                        See <a href="glShaderStorateBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glShaderStorateBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SHADER_STORAGE_BUFFER_START</code></span></dt><dd><p>
                </p><p>
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the start offset of the binding range for each
                        indexed shader storage buffer binding. The initial value is 0 for all bindings.
                        See <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SHADER_STORAGE_BUFFER_SIZE</code></span></dt><dd><p>
                </p><p>
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the size of the binding range for each
                        indexed shader storage buffer binding. The initial value is 0 for all bindings.
                        See <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SMOOTH_LINE_WIDTH_RANGE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a pair of values indicating the range of
                        widths supported for smooth (antialiased) lines. See <a href="glLineWidth.xml"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SMOOTH_LINE_WIDTH_GRANULARITY</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value indicating the level of
                        quantization applied to smooth line width parameters.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_FAIL</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what action is taken for back-facing polygons when the stencil
                        test fails. The initial value is <code class="constant">GL_KEEP</code>.
                        See <a href="glStencilOpSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOpSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_FUNC</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what function is used for back-facing polygons to compare the
                        stencil reference value with the stencil buffer value. The initial value
                        is <code class="constant">GL_ALWAYS</code>.
                        See <a href="glStencilFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_PASS_DEPTH_FAIL</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what action is taken for back-facing polygons when the stencil
                        test passes,
                        but the depth test fails. The initial value is <code class="constant">GL_KEEP</code>.
                        See <a href="glStencilOpSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOpSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_PASS_DEPTH_PASS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what action is taken for back-facing polygons when the stencil
                        test passes and the depth test passes. The initial value is <code class="constant">GL_KEEP</code>.
                        See <a href="glStencilOpSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOpSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_REF</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the reference value that is compared with the contents of the stencil
                        buffer for back-facing polygons. The initial value is 0.
                        See <a href="glStencilFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_VALUE_MASK</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the mask that is used for back-facing polygons to mask both the stencil reference value and the
                        stencil buffer value before they are compared. The initial value is all 1's.
                        See <a href="glStencilFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_WRITEMASK</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the mask that controls writing of the stencil bitplanes for back-facing polygons. The initial value
                        is all 1's.
                        See <a href="glStencilMaskSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilMaskSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_CLEAR_VALUE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the index to which the stencil bitplanes are cleared. The initial value is
                        0.
                        See <a href="glClearStencil.xml"><span class="citerefentry"><span class="refentrytitle">glClearStencil</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_FAIL</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what action is taken when the stencil
                        test fails. The initial value is <code class="constant">GL_KEEP</code>.
                        See <a href="glStencilOp.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a>.
                        This stencil state only affects non-polygons
                        and front-facing polygons.  Back-facing polygons use separate stencil state.
                        See <a href="glStencilOpSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOpSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_FUNC</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what function is used to compare the
                        stencil reference value with the stencil buffer value. The initial value
                        is <code class="constant">GL_ALWAYS</code>.
                        See <a href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a>.
                        This stencil state only affects non-polygons
                        and front-facing polygons.  Back-facing polygons use separate stencil state.
                        See <a href="glStencilFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_PASS_DEPTH_FAIL</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what action is taken when the stencil
                        test passes,
                        but the depth test fails. The initial value is <code class="constant">GL_KEEP</code>.
                        See <a href="glStencilOp.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a>.
                        This stencil state only affects non-polygons
                        and front-facing polygons.  Back-facing polygons use separate stencil state.
                        See <a href="glStencilOpSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOpSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_PASS_DEPTH_PASS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what action is taken when the stencil
                        test passes and the depth test passes. The initial value is <code class="constant">GL_KEEP</code>.
                        See <a href="glStencilOp.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a>.
                        This stencil state only affects non-polygons
                        and front-facing polygons.  Back-facing polygons use separate stencil state.
                        See <a href="glStencilOpSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOpSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_REF</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the reference value that is compared with the contents of the stencil
                        buffer. The initial value is 0.
                        See <a href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a>.
                        This stencil state only affects non-polygons
                        and front-facing polygons.  Back-facing polygons use separate stencil state.
                        See <a href="glStencilFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_TEST</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether stencil testing
                        of fragments is enabled. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a> and <a href="glStencilOp.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_VALUE_MASK</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the mask that is used to mask both the stencil reference value and the
                        stencil buffer value before they are compared. The initial value is all 1's.
                        See <a href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a>.
                        This stencil state only affects non-polygons
                        and front-facing polygons.  Back-facing polygons use separate stencil state.
                        See <a href="glStencilFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_WRITEMASK</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the mask that controls writing of the stencil bitplanes. The initial value
                        is all 1's.
                        See <a href="glStencilMask.xml"><span class="citerefentry"><span class="refentrytitle">glStencilMask</span></span></a>.
                        This stencil state only affects non-polygons
                        and front-facing polygons.  Back-facing polygons use separate stencil state.
                        See <a href="glStencilMaskSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilMaskSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STEREO</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether stereo buffers
                        (left and right) are supported.
                    </p></dd><dt><span class="term"><code class="constant">GL_SUBPIXEL_BITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        an estimate of the number of bits of subpixel resolution that are used to
                        position rasterized geometry in window coordinates. The value must be at least 4.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_1D</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_1D</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_1D_ARRAY</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_1D_ARRAY</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_2D</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D_ARRAY</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_2D_ARRAY</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D_MULTISAMPLE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_2D_MULTISAMPLE_ARRAY</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_3D</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_3D</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_BUFFER</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_BUFFER</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_CUBE_MAP</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_CUBE_MAP</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_RECTANGLE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the texture
                        currently bound to the target <code class="constant">GL_TEXTURE_RECTANGLE</code>. The initial value is 0.
                        See <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_COMPRESSION_HINT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value indicating the mode of the texture
                        compression hint.  The initial value is <code class="constant">GL_DONT_CARE</code>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_BUFFER</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the <code class="constant">GL_TEXTURE_BUFFER</code> buffer binding point. The initial value is 0.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the minimum required alignment
                        for texture buffer sizes and offset.  The initial value is 1.
                        See <a href="glUniformBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TIMESTAMP</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the 64-bit value of the current
                        GL time.
                        See <a href="glQueryCounter.xml"><span class="citerefentry"><span class="refentrytitle">glQueryCounter</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        When used with non-indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegerv</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegeri_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        bound to the indexed transform feedback attribute stream. The initial value is 0 for all targets.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>, <a href="glBindBufferBase.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>, and
                        <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER_START</code></span></dt><dd><p>
              </p><p>
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the start offset of the binding range for each
                        transform feedback attribute stream. The initial value is 0 for all streams.
                        See <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER_SIZE</code></span></dt><dd><p>
              </p><p>
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the size of the binding range for each
                        transform feedback attribute stream. The initial value is 0 for all streams.
                        See <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_BINDING</code></span></dt><dd><p>
              </p><p>
                        When used with non-indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegerv</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        currently bound to the target <code class="constant">GL_UNIFORM_BUFFER</code>. If no buffer object
                        is bound to this target, 0 is returned.
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegeri_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
                        bound to the indexed uniform buffer binding point. The initial value is 0 for all targets.
                        See <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>, <a href="glBindBufferBase.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>, and
                        <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the minimum required alignment
                        for uniform buffer sizes and offset.  The initial value is 1.
                        See <a href="glUniformBlockBinding.xml"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_SIZE</code></span></dt><dd><p>
              </p><p>
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the size of the binding range for each
                        indexed uniform buffer binding. The initial value is 0 for all bindings.
                        See <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_START</code></span></dt><dd><p>
              </p><p>
                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
                        <em class="parameter"><code>params</code></em> returns a single value, the start offset of the binding range for each
                        indexed uniform buffer binding. The initial value is 0 for all bindings.
                        See <a href="glBindBufferRange.xml"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_ALIGNMENT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the byte alignment used for reading pixel data from memory. The initial
                        value is 4.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_IMAGE_HEIGHT</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the image height used for reading pixel data from memory.  The initial
                        is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_LSB_FIRST</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether single-bit
                        pixels being read from memory are read first from the least significant
                        bit of each unsigned byte. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_ROW_LENGTH</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the row length used for reading pixel data from memory. The initial value
                        is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_SKIP_IMAGES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of pixel images skipped before the first pixel is read
                        from memory. The initial value is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_SKIP_PIXELS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of pixel locations skipped before the first pixel is read
                        from memory. The initial value is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_SKIP_ROWS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of rows of pixel locations skipped before the first pixel is read
                        from memory. The initial value is 0.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_SWAP_BYTES</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether the bytes of
                        two-byte and four-byte pixel indices and components are swapped after being
                        read from memory. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_VERTEX_PROGRAM_POINT_SIZE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether vertex
                        program point size mode is enabled. If enabled, and a vertex shader is active, then the
                        point size is taken from the shader built-in <code class="code">gl_PointSize</code>. If disabled,
                        and a vertex shader is active, then the point size is taken from the point state as specified
                        by <a href="glPointSize.xml"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
                        The initial value is <code class="constant">GL_FALSE</code>.
                    </p></dd><dt><span class="term"><code class="constant">GL_VERTEX_BINDING_DIVISOR</code></span></dt><dd><p>
              </p><p>
                        Accepted by the indexed forms. <em class="parameter"><code>params</code></em> returns a single integer value representing the instance step
                        divisor of the first element in the bound buffer's data store for vertex attribute bound to <em class="parameter"><code>index</code></em>.
                    </p></dd><dt><span class="term"><code class="constant">GL_VERTEX_BINDING_OFFSET</code></span></dt><dd><p>
              </p><p>
                        Accepted by the indexed forms. <em class="parameter"><code>params</code></em> returns a single integer value representing the byte offset
                        of the first element in the bound buffer's data store for vertex attribute bound to <em class="parameter"><code>index</code></em>.
                    </p></dd><dt><span class="term"><code class="constant">GL_VERTEX_BINDING_STRIDE</code></span></dt><dd><p>
              </p><p>
                        Accepted by the indexed forms. <em class="parameter"><code>params</code></em> returns a single integer value representing the byte offset
                        between the start of each element in the bound buffer's data store for vertex attribute bound to <em class="parameter"><code>index</code></em>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value containing the maximum offset that may be added to a vertex binding
                        offset.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_ATTRIB_BINDINGS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value containing the maximum number of vertex buffers that may be bound.
                    </p></dd><dt><span class="term"><code class="constant">GL_VIEWPORT</code></span></dt><dd><p>
              </p><p>
                        When used with non-indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegerv</code>),
                        <em class="parameter"><code>params</code></em> returns four values:
                        the 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">x</mml:mi></mml:math>
                        and 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">y</mml:mi></mml:math>
                        window coordinates of the viewport, followed by its width and height.
                        Initially the 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">x</mml:mi></mml:math>
                        and 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">y</mml:mi></mml:math>
                        window coordinates are both set to 0,
                        and the width and height are set to the width and height of the window into
                        which the GL will do its rendering.
                        See <a href="glViewport.xml"><span class="citerefentry"><span class="refentrytitle">glViewport</span></span></a>.

                        When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegeri_v</code>),
                        <em class="parameter"><code>params</code></em> returns four values:
                        the 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">x</mml:mi></mml:math>
                        and 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">y</mml:mi></mml:math>
                        window coordinates of the indexed viewport, followed by its width and height.
                        Initially the 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">x</mml:mi></mml:math>
                        and 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">y</mml:mi></mml:math>
                        window coordinates are both set to 0,
                        and the width and height are set to the width and height of the window into
                        which the GL will do its rendering.
                        See <a href="glViewportIndexedf.xml"><span class="citerefentry"><span class="refentrytitle">glViewportIndexedf</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_VIEWPORT_BOUNDS_RANGE</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns two values, the minimum and maximum viewport bounds range.
                        The minimum range should be at least [-32768, 32767].
                    </p></dd><dt><span class="term"><code class="constant">GL_VIEWPORT_INDEX_PROVOKING_VERTEX</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the implementation dependent specifc vertex of a primitive that is used to select the viewport index.  
                        If the value returned is equivalent to <code class="constant">GL_PROVOKING_VERTEX</code>, then the vertex 
                        selection follows the convention specified by
                        <a href="glProvokingVertex.xml"><span class="citerefentry"><span class="refentrytitle">glProvokingVertex</span></span></a>.
                        If the value returned is equivalent to <code class="constant">GL_FIRST_VERTEX_CONVENTION</code>, then the 
                        selection is always taken from the first vertex in the primitive.
                        If the value returned is equivalent to <code class="constant">GL_LAST_VERTEX_CONVENTION</code>, then the 
                        selection is always taken from the last vertex in the primitive.
                        If the value returned is equivalent to <code class="constant">GL_UNDEFINED_VERTEX</code>, then the 
                        selection is not guaranteed to be taken from any specific vertex in the primitive.
                    </p></dd><dt><span class="term"><code class="constant">GL_VIEWPORT_SUBPIXEL_BITS</code></span></dt><dd><p>
              </p><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the number of bits of sub-pixel precision which the GL 
                        uses to interpret the floating point viewport bounds. The minimum value is 0.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_ELEMENT_INDEX</code></span></dt><dd><p>
                    </p><p>
                            <em class="parameter"><code>params</code></em> returns a single value, the maximum index that may be specified during the
                            transfer of generic vertex attributes to the GL.
                        </p></dd></dl></div><p>
            Many of the boolean parameters can also be queried more easily using
            <a href="glIsEnabled.xml"><span class="citerefentry"><span class="refentrytitle">glIsEnabled</span></span></a>.
        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p>
            The following parameters return the associated value for the active texture unit:
            <code class="constant">GL_TEXTURE_1D</code>, <code class="constant">GL_TEXTURE_BINDING_1D</code>,
            <code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_TEXTURE_BINDING_2D</code>,
            <code class="constant">GL_TEXTURE_3D</code> and <code class="constant">GL_TEXTURE_BINDING_3D</code>.
        </p><p>
            <code class="constant">GL_MAX_VIEWPORTS</code>, <code class="constant">GL_VIEWPORT_SUBPIXEL_BITS</code>, 
            <code class="constant">GL_VIEWPORT_BOUNDS_RANGE</code>, <code class="constant">GL_LAYER_PROVOKING_VERTEX</code>,
            and <code class="constant">GL_VIEWPORT_INDEX_PROVOKING_VERTEX</code>
            are available only if the GL version is 4.1 or greater.
        </p><p>
            <code class="constant">GL_MAX_VERTEX_ATOMIC_COUNTERS</code>,
            <code class="constant">GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS</code>,
            <code class="constant">GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS</code>,
            <code class="constant">GL_MAX_GEOMETRY_ATOMIC_COUNTERS</code>,
            <code class="constant">GL_MAX_FRAMGENT_ATOMIC_COUNTERS</code>, and
            <code class="constant">GL_MIN_MAP_BUFFER_ALIGNMENT</code> are accepted by <em class="parameter"><code>pname</code></em>
            only if the GL version is 4.2 or greater.
        </p><p>
            <code class="constant">GL_MAX_ELEMENT_INDEX</code> is accepted by <em class="parameter"><code>pname</code></em> only 
            if the GL version is 4.3 or greater.
        </p><p>
            <code class="constant">GL_MAX_COMPUTE_UNIFORM_BLOCKS</code>, <code class="constant">GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS</code>,
            <code class="constant">GL_MAX_COMPUTE_UNIFORM_COMPONENTS</code>, <code class="constant">GL_MAX_COMPUTE_ATOMIC_COUNTERS</code>,
            <code class="constant">GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS</code>, <code class="constant">GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS</code>,
            <code class="constant">GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS</code>, <code class="constant">GL_MAX_COMPUTE_WORK_GROUP_COUNT</code>, and
            <code class="constant">GL_MAX_COMPUTE_WORK_GROUP_SIZE</code> and <code class="constant">GL_DISPATCH_INDIRECT_BUFFER_BINDING</code> are available only if the GL version
            is 4.3 or greater.
        </p><p>
            <code class="constant">GL_MAX_DEBUG_GROUP_STACK_DEPTH</code>, <code class="constant">GL_DEBUG_GROUP_STACK_DEPTH</code> and <code class="constant">GL_MAX_LABEL_LENGTH</code> are accepted only if
            the GL version is 4.3 or greater.
        </p><p>
            <code class="constant">GL_MAX_UNIFORM_LOCATIONS</code> is accepted only if the GL version is 4.3 or greater.
        </p><p>
            <code class="constant">GL_MAX_FRAMEBUFFER_WIDTH</code>, <code class="constant">GL_MAX_FRAMEBUFFER_HEIGHT</code>, <code class="constant">GL_MAX_FRAMEBUFFER_LAYERS</code>,
            and <code class="constant">GL_MAX_FRAMEBUFFER_SAMPLES</code> are available only if the GL version is 4.3 or greater.
        </p><p>
            <code class="constant">GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS</code>, <code class="constant">GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS</code>,
            <code class="constant">GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS</code>, <code class="constant">GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS</code>,
            <code class="constant">GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS</code>, and <code class="constant">GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS</code> are available
            only if the GL version is 4.3 or higher.
        </p><p>
            <code class="constant">GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT</code> is available only if the GL version is 4.3 or greater.
        </p><p>
            <code class="constant">GL_VERTEX_BINDING_DIVISOR</code>, <code class="constant">GL_VERTEX_BINDING_OFFSET</code>, <code class="constant">GL_VERTEX_BINDING_STRIDE</code>,
            <code class="constant">GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET</code> and <code class="constant">GL_MAX_VERTEX_ATTRIB_BINDINGS</code> are available only if
            the GL version is 4.3 or greater.
        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>pname</code></em> is not an accepted value.
        </p><p>
            <code class="constant">GL_INVALID_VALUE</code> is generated on any of <code class="function">glGetBooleani_v</code>,
            <code class="function">glGetIntegeri_v</code>, or <code class="function">glGetInteger64i_v</code> if 
            <em class="parameter"><code>index</code></em> is outside of the valid range for the indexed state <em class="parameter"><code>target</code></em>.
        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p>
            <a href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>,
            <a href="glGetAttachedShaders.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>,
            <a href="glGetAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>,
            <a href="glGetBufferParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetBufferParameter</span></span></a>,
            <a href="glGetBufferPointerv.xml"><span class="citerefentry"><span class="refentrytitle">glGetBufferPointerv</span></span></a>,
            <a href="glGetBufferSubData.xml"><span class="citerefentry"><span class="refentrytitle">glGetBufferSubData</span></span></a>,
            <a href="glGetCompressedTexImage.xml"><span class="citerefentry"><span class="refentrytitle">glGetCompressedTexImage</span></span></a>,
            <a href="glGetError.xml"><span class="citerefentry"><span class="refentrytitle">glGetError</span></span></a>,
            <a href="glGetProgram.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgram</span></span></a>,
            <a href="glGetProgramInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>,
            <a href="glGetQueryiv.xml"><span class="citerefentry"><span class="refentrytitle">glGetQueryiv</span></span></a>,
            <a href="glGetQueryObject.xml"><span class="citerefentry"><span class="refentrytitle">glGetQueryObject</span></span></a>,
            <a href="glGetShader.xml"><span class="citerefentry"><span class="refentrytitle">glGetShader</span></span></a>,
            <a href="glGetShaderInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>,
            <a href="glGetShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>,
            <a href="glGetString.xml"><span class="citerefentry"><span class="refentrytitle">glGetString</span></span></a>,
            <a href="glGetTexImage.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexImage</span></span></a>,
            <a href="glGetTexLevelParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a>,
            <a href="glGetTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a>,
            <a href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>,
            <a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>,
            <a href="glGetVertexAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetVertexAttrib</span></span></a>,
            <a href="glGetVertexAttribPointerv.xml"><span class="citerefentry"><span class="refentrytitle">glGetVertexAttribPointerv</span></span></a>,
            <a href="glIsEnabled.xml"><span class="citerefentry"><span class="refentrytitle">glIsEnabled</span></span></a>
        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
            Copyright <span class="trademark"></span>© 1991-2006 Silicon Graphics, Inc.
            Copyright <span class="trademark"></span>© 2010-2011 Khronos Group.
            This document is licensed under the SGI Free Software B License. For details, see
            <a href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
        </p></div></div></body></html>
