GL_ZERO :: 0x0000; GL_ONE :: 0x0001; GL_TRIANGLES :: 0x0004; GL_BLEND :: 0x0BE2; GL_SRC_ALPHA :: 0x0302; GL_ONE_MINUS_SRC_ALPHA :: 0x0303; GL_TEXTURE_2D :: 0x0DE1; GL_RGBA8 :: 0x8058; GL_UNSIGNED_BYTE :: 0x1401; GL_BGRA_EXT :: 0x80E1; GL_TEXTURE_MAX_LEVEL :: 0x813D; GL_RGBA :: 0x1908; GL_NEAREST :: 0x2600; GL_LINEAR :: 0x2601; GL_DEPTH_BUFFER_BIT :: 0x00000100; GL_STENCIL_BUFFER_BIT :: 0x00000400; GL_COLOR_BUFFER_BIT :: 0x00004000; GL_TEXTURE_MAX_ANISOTROPY_EXT :: 0x84FE; GL_TEXTURE_MAG_FILTER :: 0x2800; GL_TEXTURE_MIN_FILTER :: 0x2801; GL_TEXTURE_WRAP_S :: 0x2802; GL_TEXTURE_WRAP_T :: 0x2803; glClear :: proc(mask: u32) #foreign glClearColor :: proc(r, g, b, a: f32) #foreign glBegin :: proc(mode: i32) #foreign glEnd :: proc() #foreign glColor3f :: proc(r, g, b: f32) #foreign glColor4f :: proc(r, g, b, a: f32) #foreign glVertex2f :: proc(x, y: f32) #foreign glVertex3f :: proc(x, y, z: f32) #foreign glTexCoord2f :: proc(u, v: f32) #foreign glLoadIdentity :: proc() #foreign glOrtho :: proc(left, right, bottom, top, near, far: f64) #foreign glBlendFunc :: proc(sfactor, dfactor: i32) #foreign glEnable :: proc(cap: i32) #foreign glDisable :: proc(cap: i32) #foreign glGenTextures :: proc(count: i32, result: ^u32) #foreign glTexParameteri :: proc(target, pname, param: i32) #foreign glTexParameterf :: proc(target: i32, pname: i32, param: f32) #foreign glBindTexture :: proc(target: i32, texture: u32) #foreign glTexImage2D :: proc(target, level, internal_format, width, height, border, format, _type: i32, pixels: rawptr) #foreign