+
+# Define front- and back-facing polygons, `gc_CCW` by default
+fun glFrontFace(mode: GLFrontFaceMode) `{ glFrontFace(mode); `}
+
+# Orientation of front-facing polygons
+extern class GLFrontFaceMode
+ super GLEnum
+end
+
+fun gl_CW: GLFrontFaceMode `{ return GL_CW; `}
+fun gl_CCW: GLFrontFaceMode `{ return GL_CCW; `}
+
+# Specify whether front- or back-facing polygons can be culled, default is `back` only
+fun glCullFace(mode: GLCullFaceMode) `{ glCullFace(mode); `}
+
+# Candidates for culling
+extern class GLCullFaceMode
+ super GLEnum
+end
+
+fun gl_FRONT: GLCullFaceMode `{ return GL_FRONT; `}
+fun gl_BACK: GLCullFaceMode `{ return GL_BACK; `}
+fun gl_FRONT_AND_BACK: GLCullFaceMode `{ return GL_FRONT_AND_BACK; `}
+
+# Specify mapping of depth values from normalized device coordinates to window coordinates
+#
+# Default at 0.0, 1.0.
+fun glDepthRangef(near, far: Float) `{ glDepthRangef(near, far); `}
+
+# Enable or disable writing into the depth buffer
+fun glDepthMask(value: Bool) `{ glDepthMask(value); `}
+
+# Specify the value used for depth buffer comparisons
+#
+# Default value is `gl_LESS`
+fun glDepthFunc(func: GLDepthFunc) `{ glDepthFunc(func); `}
+
+# Set the pixel arithmetic for the blending operations
+#
+# Default values:
+# * `src_factor`: `gl_ONE`
+# * `dst_factor`: `gl_ZERO`
+fun glBlendFunc(src_factor, dst_factor: GLBlendFactor) `{
+ glBlendFunc(src_factor, dst_factor);
+`}
+
+# Set the scale and units used to calculate depth values
+fun glPolygonOffset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
+
+# 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; `}