# Render primitives from array data
fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
+# Render primitives from array data by their index
+fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{
+ glDrawElements(mode, count, typ, indices);
+`}
+
# Define an array of generic vertex attribute data
fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
glVertexAttribPointer(index, size, typ, normalized, stride, array);
# Specify the width of rasterized lines
fun glLineWidth(width: Float) `{ glLineWidth(width); `}
+
+# Get the value of the parameter `pname` at `offset`
+fun glGetBooleanv(pname: GLGetParameterName, offset: Int): Bool `{
+ GLboolean v[4];
+ glGetBooleanv(pname, v);
+ return v[offset];
+`}
+
+# Get the value of the parameter `pname` at `offset`
+fun glGetFloatv(pname: GLGetParameterName, offset: Int): Float `{
+ GLfloat v[4];
+ glGetFloatv(pname, v);
+ return v[offset];
+`}
+
+# Get the value of the parameter `pname` at `offset`
+fun glGetIntegerv(pname: GLGetParameterName, offset: Int): Int `{
+ GLint v[4];
+ glGetIntegerv(pname, v);
+ return v[offset];
+`}
+
+fun gl_COLOR_CLEAR_VALUE: GLGetParameterName `{ return GL_COLOR_CLEAR_VALUE; `}
+
+fun gl_MAX_TEXTURE_SIZE: GLGetParameterName `{ return GL_MAX_TEXTURE_SIZE; `}
+fun gl_MAX_VIEWPORT_DIMS: GLGetParameterName `{ return GL_MAX_VIEWPORT_DIMS; `}
+fun gl_MAX_VERTEX_ATTRIBS: GLGetParameterName `{ return GL_MAX_VERTEX_ATTRIBS; `}
+fun gl_MAX_VERTEX_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_VERTEX_UNIFORM_VECTORS; `}
+fun gl_MAX_VARYING_VECTORS: GLGetParameterName `{ return GL_MAX_VARYING_VECTORS; `}
+fun gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; `}
+fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `}
+fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `}
+fun gl_MAX_FRAGMENT_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `}