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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" /><title>glGet</title><meta name="generator" content="DocBook XSL Stylesheets V1.78.1" /></head><body><div class="refentry"><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" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetBooleanv</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLboolean * <var class="pdparam">params</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetFloatv</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLfloat * <var class="pdparam">params</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetIntegerv</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLint * <var class="pdparam">params</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl class="variablelist"><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="refsect1"><a id="description"></a><h2>Description</h2><p>
            These 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 
            <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
                
                <mml:mn>-1.0</mml:mn>
            </mml:math>
            to the most negative representable integer value.
            If <code class="function">glGetFloatv</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 class="variablelist"><dt><span class="term"><code class="constant">GL_ACTIVE_TEXTURE</code></span></dt><dd><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 class="citerefentry" 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>
                        <em class="parameter"><code>params</code></em> returns two values,
                        the smallest and largest supported widths for aliased lines.
                        The range must include width 1.
                    </p></dd><dt><span class="term"><code class="constant">GL_ALIASED_POINT_SIZE_RANGE</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns two values,
                        the smallest and largest supported sizes for aliased points.
                        The range must include size 1.
                    </p></dd><dt><span class="term"><code class="constant">GL_ALPHA_BITS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of alpha bitplanes in the color buffer of the
                        currently bound framebuffer.
                    </p></dd><dt><span class="term"><code class="constant">GL_ARRAY_BUFFER_BINDING</code></span></dt><dd><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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" 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>
                        <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 class="citerefentry" href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" 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_ALPHA</code></span></dt><dd><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>, or
                        <code class="constant">GL_FUNC_REVERSE_SUBTRACT</code>.
                        See <a class="citerefentry" 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_RGB</code></span></dt><dd><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>, or
                        <code class="constant">GL_FUNC_REVERSE_SUBTRACT</code>.
                        See <a class="citerefentry" 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>
                        <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 class="citerefentry" href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" 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>
                        <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 class="citerefentry" href="glBlendFunc.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" href="glBlendFuncSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_BLUE_BITS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of blue bitplanes in the color buffer of the
                        currently bound framebuffer.
                    </p></dd><dt><span class="term"><code class="constant">GL_COLOR_CLEAR_VALUE</code></span></dt><dd><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 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
                            
                            <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 class="citerefentry" href="glClearColor.xml"><span class="citerefentry"><span class="refentrytitle">glClearColor</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_COLOR_WRITEMASK</code></span></dt><dd><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 class="citerefentry" 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>
                        <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 class="citerefentry" href="glCompressedTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_CULL_FACE</code></span></dt><dd><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 class="citerefentry" href="glCullFace.xml"><span class="citerefentry"><span class="refentrytitle">glCullFace</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_CULL_FACE_MODE</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating which polygon faces are to be
                        culled. The initial value is <code class="constant">GL_BACK</code>.
                        See <a class="citerefentry" 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>
                        <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 class="citerefentry" href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_BITS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of bitplanes in the depth buffer of the
                        currently bound framebuffer.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_CLEAR_VALUE</code></span></dt><dd><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 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
                            
                            <mml:mn>-1.0</mml:mn>
                        </mml:math>
                        returns the most negative representable integer
                        value. The initial value is 1.
                        See <a class="citerefentry" href="glClearDepthf.xml"><span class="citerefentry"><span class="refentrytitle">glClearDepthf</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_FUNC</code></span></dt><dd><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 class="citerefentry" 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>
                        <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 
                        <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
                            
                            <mml:mn>-1.0</mml:mn>
                        </mml:math>
                        returns the most negative representable integer
                        value. The initial value is (0, 1).
                        See <a class="citerefentry" href="glDepthRangef.xml"><span class="citerefentry"><span class="refentrytitle">glDepthRangef</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_TEST</code></span></dt><dd><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 class="citerefentry" href="glDepthFunc.xml"><span class="citerefentry"><span class="refentrytitle">glDepthFunc</span></span></a> and <a class="citerefentry" href="glDepthRangef.xml"><span class="citerefentry"><span class="refentrytitle">glDepthRangef</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_WRITEMASK</code></span></dt><dd><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 class="citerefentry" 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>
                        <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_ELEMENT_ARRAY_BUFFER_BINDING</code></span></dt><dd><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 class="citerefentry" href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_FRAMEBUFFER_BINDING</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the currently bound
                        framebuffer. The initial value is 0, indicating the default framebuffer.
                        See <a class="citerefentry" href="glBindFramebuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_FRONT_FACE</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating whether clockwise or counterclockwise
                        polygon winding is treated as front-facing. The initial value is
                        <code class="constant">GL_CCW</code>.
                        See <a class="citerefentry" href="glFrontFace.xml"><span class="citerefentry"><span class="refentrytitle">glFrontFace</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_GENERATE_MIPMAP_HINT</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating the mode of the mipmap generation filtering
                        hint. The initial value is <code class="constant">GL_DONT_CARE</code>.
                        See <a class="citerefentry" href="glHint.xml"><span class="citerefentry"><span class="refentrytitle">glHint</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_GREEN_BITS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of green bitplanes in the color buffer of the
                        currently bound framebuffer.
                    </p></dd><dt><span class="term"><code class="constant">GL_IMPLEMENTATION_COLOR_READ_FORMAT</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value, the format
                        chosen by the implementation in which pixels may be read from the
                        color buffer of the currently bound framebuffer in conjunction with
                        <code class="constant">GL_IMPLEMENTATION_COLOR_READ_TYPE</code>.
                        In addition
                        to this implementation-dependent format/type pair, format 
                        <code class="constant">GL_RGBA</code> in conjunction with type 
                        <code class="constant">GL_UNSIGNED_BYTE</code> is always allowed by every
                        implementation, regardless of the currently bound render surface.
                        See <a class="citerefentry" 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>
                        <em class="parameter"><code>params</code></em> returns one value, the type
                        chosen by the implementation with which pixels may be read from the
                        color buffer of the currently bound framebuffer in conjunction with
                        <code class="constant">GL_IMPLEMENTATION_COLOR_READ_FORMAT</code>.
                        In addition
                        to this implementation-dependent format/type pair, format 
                        <code class="constant">GL_RGBA</code> in conjunction with type 
                        <code class="constant">GL_UNSIGNED_BYTE</code> is always allowed by every
                        implementation, regardless of the currently bound render surface.
                        See <a class="citerefentry" href="glReadPixels.xml"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_LINE_WIDTH</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the line width as specified with <a class="citerefentry" 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_MAX_COMBINED_TEXTURE_IMAGE_UNITS</code></span></dt><dd><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 8.
                        See <a class="citerefentry" href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_CUBE_MAP_TEXTURE_SIZE</code></span></dt><dd><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 16.
                        See <a class="citerefentry" href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_UNIFORM_VECTORS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of four-element floating-point, integer, or boolean vectors that can be held 
                        in uniform variable storage for a fragment shader. The value must be at least 16.
                        See <a class="citerefentry" href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_RENDERBUFFER_SIZE</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value.
                        The value indicates the largest renderbuffer width and height
                        that the GL can handle. The value must be at least 1.
                        See <a class="citerefentry" href="glRenderbufferStorage.xml"><span class="citerefentry"><span class="refentrytitle">glRenderbufferStorage</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_IMAGE_UNITS</code></span></dt><dd><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 8.
                        See <a class="citerefentry" 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_SIZE</code></span></dt><dd><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 64.
                        See <a class="citerefentry" href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VARYING_VECTORS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number four-element floating-point vectors available for interpolating varying variables used by
                        vertex and fragment shaders. Varying variables declared as matrices or arrays 
                        will consume multiple interpolators. The value must be at least 8.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_ATTRIBS</code></span></dt><dd><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 8.
                        See <a class="citerefentry" 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_TEXTURE_IMAGE_UNITS</code></span></dt><dd><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 0.
                        See <a class="citerefentry" 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_VECTORS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the maximum number of four-element floating-point, integer, or boolean vectors that can be held 
                        in uniform variable storage for a vertex shader. The value must be at least 128.
                        See <a class="citerefentry" href="glUniform.xml"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_MAX_VIEWPORT_DIMS</code></span></dt><dd><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 class="citerefentry" href="glViewport.xml"><span class="citerefentry"><span class="refentrytitle">glViewport</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_NUM_COMPRESSED_TEXTURE_FORMATS</code></span></dt><dd><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 0.
                        See <a class="citerefentry" href="glCompressedTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_NUM_SHADER_BINARY_FORMATS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value indicating the number of available
                        shader binary formats.  The minimum value is 0.
                        See <a class="citerefentry" href="glShaderBinary.xml"><span class="citerefentry"><span class="refentrytitle">glShaderBinary</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_PACK_ALIGNMENT</code></span></dt><dd><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 class="citerefentry" href="glPixelStorei.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStorei</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_FACTOR</code></span></dt><dd><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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" href="glPolygonOffset.xml"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_RED_BITS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of red bitplanes in the color buffer of the
                        currently bound framebuffer.
                    </p></dd><dt><span class="term"><code class="constant">GL_RENDERBUFFER_BINDING</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single value, the name of the currently bound
                        renderbuffer. The initial value is 0, indicating no renderbuffer is bound.
                        See <a class="citerefentry" href="glBindRenderbuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindRenderbuffer</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLE_ALPHA_TO_COVERAGE</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating if the 
                        fragment coverage value should be ANDed with a temporary coverage value based
                        on the fragment's alpha value. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a class="citerefentry" href="glSampleCoverage.xml"><span class="citerefentry"><span class="refentrytitle">glSampleCoverage</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLE_BUFFERS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value indicating the number of sample buffers
                        associated with the currently bound framebuffer.
                        See <a class="citerefentry" 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</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating if the 
                        fragment coverage value should be ANDed with a temporary coverage value based
                        on the current sample coverage value. The initial value is <code class="constant">GL_FALSE</code>.
                        See <a class="citerefentry" 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>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating if the temporary
                        coverage value should be inverted.
                        See <a class="citerefentry" 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>
                        <em class="parameter"><code>params</code></em> returns a single positive floating-point value indicating the
                        current sample coverage value.
                        See <a class="citerefentry" href="glSampleCoverage.xml"><span class="citerefentry"><span class="refentrytitle">glSampleCoverage</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SAMPLES</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single integer value 
                        indicating the coverage mask size of the currently bound framebuffer.
                        See <a class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" href="glScissor.xml"><span class="citerefentry"><span class="refentrytitle">glScissor</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SHADER_BINARY_FORMATS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a list of symbolic
                        constants of length <code class="constant">GL_NUM_SHADER_BINARY_FORMATS</code> 
                        indicating which shader binary formats are available.
                        See <a class="citerefentry" href="glShaderBinary.xml"><span class="citerefentry"><span class="refentrytitle">glShaderBinary</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SHADER_COMPILER</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns a single boolean value indicating whether a shader compiler
                        is supported. <code class="constant">GL_FALSE</code> indicates that any call to
                        <a class="citerefentry" href="glShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>, 
                        <a class="citerefentry" href="glCompileShader.xml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>, or 
                        <a class="citerefentry" href="glReleaseShaderCompiler.xml"><span class="citerefentry"><span class="refentrytitle">glReleaseShaderCompiler</span></span></a> will result in a
                        <code class="constant">GL_INVALID_OPERATION</code> error being generated.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_FAIL</code></span></dt><dd><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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" 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>
                        <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 class="citerefentry" href="glStencilMaskSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilMaskSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BITS</code></span></dt><dd><p>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the number of bitplanes in the stencil buffer of the
                        currently bound framebuffer.
                    </p></dd><dt><span class="term"><code class="constant">GL_STENCIL_CLEAR_VALUE</code></span></dt><dd><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 class="citerefentry" 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>
                        <em class="parameter"><code>params</code></em> returns one value,
                        a symbolic constant indicating what action is taken when the stencil
                        test fails for front-facing polygons and non-polygons. 
                        The initial value is <code class="constant">GL_KEEP</code>.
                        See <a class="citerefentry" href="glStencilOp.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a> and
                        <a class="citerefentry" 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>
                        <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 for front-facing polygons and non-polygons.
                        The initial value is <code class="constant">GL_ALWAYS</code>.
                        See <a class="citerefentry" href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a> and
                        <a class="citerefentry" 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>
                        <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 for front-facing polygons and non-polygons. 
                        The initial value is <code class="constant">GL_KEEP</code>.
                        See <a class="citerefentry" href="glStencilOp.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a> and
                        <a class="citerefentry" 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>
                        <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 for front-facing polygons and non-polygons. 
                        The initial value is <code class="constant">GL_KEEP</code>.
                        See <a class="citerefentry" href="glStencilOp.xml"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a> and
                        <a class="citerefentry" 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>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the reference value that is compared with the contents of the stencil
                        buffer for front-facing polygons and non-polygons.
                        The initial value is 0.
                        See <a class="citerefentry" href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a> and
                        <a class="citerefentry" 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>
                        <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 class="citerefentry" href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a> and <a class="citerefentry" 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>
                        <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 for front-facing polygons and non-polygons.
                        The initial value is all 1's.
                        See <a class="citerefentry" href="glStencilFunc.xml"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a> and
                        <a class="citerefentry" 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>
                        <em class="parameter"><code>params</code></em> returns one value,
                        the mask that controls writing of the stencil bitplanes for front-facing polygons and non-polygons.
                        The initial value is all 1's.
                        See <a class="citerefentry" href="glStencilMask.xml"><span class="citerefentry"><span class="refentrytitle">glStencilMask</span></span></a> and
                        <a class="citerefentry" href="glStencilMaskSeparate.xml"><span class="citerefentry"><span class="refentrytitle">glStencilMaskSeparate</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_SUBPIXEL_BITS</code></span></dt><dd><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_2D</code></span></dt><dd><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> for the active multitexture unit. The initial value is 0.
                        See <a class="citerefentry" 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>
                        <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> for the active multitexture unit. The initial value is 0.
                        See <a class="citerefentry" href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_UNPACK_ALIGNMENT</code></span></dt><dd><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 class="citerefentry" href="glPixelStorei.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStorei</span></span></a>.
                    </p></dd><dt><span class="term"><code class="constant">GL_VIEWPORT</code></span></dt><dd><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 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 class="citerefentry" href="glViewport.xml"><span class="citerefentry"><span class="refentrytitle">glViewport</span></span></a>.
                    </p></dd></dl></div><p>
            Many of the boolean parameters can also be queried more easily using
            <a class="citerefentry" href="glIsEnabled.xml"><span class="citerefentry"><span class="refentrytitle">glIsEnabled</span></span></a>.
        </p></div><div class="refsect1"><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 one of the values listed previously.
        </p></div><div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p>
            <a class="citerefentry" href="glGetActiveAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveAttrib</span></span></a>,
            <a class="citerefentry" href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>,
            <a class="citerefentry" href="glGetAttachedShaders.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttachedShaders</span></span></a>,
            <a class="citerefentry" href="glGetAttribLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetAttribLocation</span></span></a>,
            <a class="citerefentry" href="glGetBufferParameteriv.xml"><span class="citerefentry"><span class="refentrytitle">glGetBufferParameteriv</span></span></a>,
            <a class="citerefentry" href="glGetError.xml"><span class="citerefentry"><span class="refentrytitle">glGetError</span></span></a>,
            <a class="citerefentry" href="glGetFramebufferAttachmentParameteriv.xml"><span class="citerefentry"><span class="refentrytitle">glGetFramebufferAttachmentParameteriv</span></span></a>,
            <a class="citerefentry" href="glGetProgramiv.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgramiv</span></span></a>,
            <a class="citerefentry" href="glGetProgramInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetProgramInfoLog</span></span></a>,
            <a class="citerefentry" href="glGetRenderbufferParameteriv.xml"><span class="citerefentry"><span class="refentrytitle">glGetRenderbufferParameteriv</span></span></a>,
            <a class="citerefentry" href="glGetShaderiv.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderiv</span></span></a>,
            <a class="citerefentry" href="glGetShaderInfoLog.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>,
            <a class="citerefentry" href="glGetShaderSource.xml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>,
            <a class="citerefentry" href="glGetString.xml"><span class="citerefentry"><span class="refentrytitle">glGetString</span></span></a>,
            <a class="citerefentry" href="glGetTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a>,
            <a class="citerefentry" href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>,
            <a class="citerefentry" href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>,
            <a class="citerefentry" href="glGetVertexAttrib.xml"><span class="citerefentry"><span class="refentrytitle">glGetVertexAttrib</span></span></a>,
            <a class="citerefentry" href="glGetVertexAttribPointerv.xml"><span class="citerefentry"><span class="refentrytitle">glGetVertexAttribPointerv</span></span></a>,
            <a class="citerefentry" href="glIsEnabled.xml"><span class="citerefentry"><span class="refentrytitle">glIsEnabled</span></span></a>
        </p></div><div class="refsect1"><a id="copyright"></a><h2>Copyright</h2><p>
            Copyright <span class="trademark"></span>© 1991-2006
            Silicon Graphics, Inc. This document is licensed under the SGI
            Free Software B License. For details, see
            <a class="ulink" href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
        </p></div></div></body></html>