# ContextCapabilities (LWJGL API)
Date: 2015-07-28

## org.lwjgl.opengl
Class ContextCapabilities

    java.lang.Object
      org.lwjgl.opengl.ContextCapabilities

    public class ContextCapabilities

extends java.lang.Object

Field Summary
`boolean` `GL_AMD_blend_minmax_factor`
`boolean` `GL_AMD_conservative_depth`
`boolean` `GL_AMD_debug_output`
`boolean` `GL_AMD_depth_clamp_separate`
`boolean` `GL_AMD_draw_buffers_blend`
`boolean` `GL_AMD_interleaved_elements`
`boolean` `GL_AMD_multi_draw_indirect`
`boolean` `GL_AMD_name_gen_delete`
`boolean` `GL_AMD_performance_monitor`
`boolean` `GL_AMD_pinned_memory`
`boolean` `GL_AMD_query_buffer_object`
`boolean` `GL_AMD_sample_positions`
`boolean` `GL_AMD_seamless_cubemap_per_texture`
`boolean` `GL_AMD_shader_atomic_counter_ops`
`boolean` `GL_AMD_shader_stencil_export`
`boolean` `GL_AMD_shader_trinary_minmax`
`boolean` `GL_AMD_sparse_texture`
`boolean` `GL_AMD_stencil_operation_extended`
`boolean` `GL_AMD_texture_texture4`
`boolean` `GL_AMD_transform_feedback3_lines_triangles`
`boolean` `GL_AMD_vertex_shader_layer`
`boolean` `GL_AMD_vertex_shader_tessellator`
`boolean` `GL_AMD_vertex_shader_viewport_index`
`boolean` `GL_APPLE_aux_depth_stencil`
`boolean` `GL_APPLE_client_storage`
`boolean` `GL_APPLE_element_array`
`boolean` `GL_APPLE_fence`
`boolean` `GL_APPLE_float_pixels`
`boolean` `GL_APPLE_flush_buffer_range`
`boolean` `GL_APPLE_object_purgeable`
`boolean` `GL_APPLE_packed_pixels`
`boolean` `GL_APPLE_rgb_422`
`boolean` `GL_APPLE_row_bytes`
`boolean` `GL_APPLE_texture_range`
`boolean` `GL_APPLE_vertex_array_object`
`boolean` `GL_APPLE_vertex_array_range`
`boolean` `GL_APPLE_vertex_program_evaluators`
`boolean` `GL_APPLE_ycbcr_422`
`boolean` `GL_ARB_arrays_of_arrays`
`boolean` `GL_ARB_base_instance`
`boolean` `GL_ARB_bindless_texture`
`boolean` `GL_ARB_blend_func_extended`
`boolean` `GL_ARB_buffer_storage`
`boolean` `GL_ARB_cl_event`
`boolean` `GL_ARB_clear_buffer_object`
`boolean` `GL_ARB_clear_texture`
`boolean` `GL_ARB_clip_control`
`boolean` `GL_ARB_color_buffer_float`
`boolean` `GL_ARB_compatibility`
`boolean` `GL_ARB_compressed_texture_pixel_storage`
`boolean` `GL_ARB_compute_shader`
`boolean` `GL_ARB_compute_variable_group_size`
`boolean` `GL_ARB_conditional_render_inverted`
`boolean` `GL_ARB_conservative_depth`
`boolean` `GL_ARB_copy_buffer`
`boolean` `GL_ARB_copy_image`
`boolean` `GL_ARB_cull_distance`
`boolean` `GL_ARB_debug_output`
`boolean` `GL_ARB_depth_buffer_float`
`boolean` `GL_ARB_depth_clamp`
`boolean` `GL_ARB_depth_texture`
`boolean` `GL_ARB_derivative_control`
`boolean` `GL_ARB_direct_state_access`
`boolean` `GL_ARB_draw_buffers`
`boolean` `GL_ARB_draw_buffers_blend`
`boolean` `GL_ARB_draw_elements_base_vertex`
`boolean` `GL_ARB_draw_indirect`
`boolean` `GL_ARB_draw_instanced`
`boolean` `GL_ARB_enhanced_layouts`
`boolean` `GL_ARB_ES2_compatibility`
`boolean` `GL_ARB_ES3_1_compatibility`
`boolean` `GL_ARB_ES3_compatibility`
`boolean` `GL_ARB_explicit_attrib_location`
`boolean` `GL_ARB_explicit_uniform_location`
`boolean` `GL_ARB_fragment_coord_conventions`
`boolean` `GL_ARB_fragment_layer_viewport`
`boolean` `GL_ARB_fragment_program`
`boolean` `GL_ARB_fragment_program_shadow`
`boolean` `GL_ARB_fragment_shader`
`boolean` `GL_ARB_framebuffer_no_attachments`
`boolean` `GL_ARB_framebuffer_object`
`boolean` `GL_ARB_framebuffer_sRGB`
`boolean` `GL_ARB_geometry_shader4`
`boolean` `GL_ARB_get_program_binary`
`boolean` `GL_ARB_get_texture_sub_image`
`boolean` `GL_ARB_gpu_shader_fp64`
`boolean` `GL_ARB_gpu_shader5`
`boolean` `GL_ARB_half_float_pixel`
`boolean` `GL_ARB_half_float_vertex`
`boolean` `GL_ARB_imaging`
`boolean` `GL_ARB_indirect_parameters`
`boolean` `GL_ARB_instanced_arrays`
`boolean` `GL_ARB_internalformat_query`
`boolean` `GL_ARB_internalformat_query2`
`boolean` `GL_ARB_invalidate_subdata`
`boolean` `GL_ARB_map_buffer_alignment`
`boolean` `GL_ARB_map_buffer_range`
`boolean` `GL_ARB_matrix_palette`
`boolean` `GL_ARB_multi_bind`
`boolean` `GL_ARB_multi_draw_indirect`
`boolean` `GL_ARB_multisample`
`boolean` `GL_ARB_multitexture`
`boolean` `GL_ARB_occlusion_query`
`boolean` `GL_ARB_occlusion_query2`
`boolean` `GL_ARB_pipeline_statistics_query`
`boolean` `GL_ARB_pixel_buffer_object`
`boolean` `GL_ARB_point_parameters`
`boolean` `GL_ARB_point_sprite`
`boolean` `GL_ARB_program_interface_query`
`boolean` `GL_ARB_provoking_vertex`
`boolean` `GL_ARB_query_buffer_object`
`boolean` `GL_ARB_robust_buffer_access_behavior`
`boolean` `GL_ARB_robustness`
`boolean` `GL_ARB_robustness_isolation`
`boolean` `GL_ARB_sample_shading`
`boolean` `GL_ARB_sampler_objects`
`boolean` `GL_ARB_seamless_cube_map`
`boolean` `GL_ARB_seamless_cubemap_per_texture`
`boolean` `GL_ARB_separate_shader_objects`
`boolean` `GL_ARB_shader_atomic_counters`
`boolean` `GL_ARB_shader_bit_encoding`
`boolean` `GL_ARB_shader_draw_parameters`
`boolean` `GL_ARB_shader_group_vote`
`boolean` `GL_ARB_shader_image_load_store`
`boolean` `GL_ARB_shader_image_size`
`boolean` `GL_ARB_shader_objects`
`boolean` `GL_ARB_shader_precision`
`boolean` `GL_ARB_shader_stencil_export`
`boolean` `GL_ARB_shader_storage_buffer_object`
`boolean` `GL_ARB_shader_subroutine`
`boolean` `GL_ARB_shader_texture_image_samples`
`boolean` `GL_ARB_shader_texture_lod`
`boolean` `GL_ARB_shading_language_100`
`boolean` `GL_ARB_shading_language_420pack`
`boolean` `GL_ARB_shading_language_include`
`boolean` `GL_ARB_shading_language_packing`
`boolean` `GL_ARB_shadow`
`boolean` `GL_ARB_shadow_ambient`
`boolean` `GL_ARB_sparse_buffer`
`boolean` `GL_ARB_sparse_texture`
`boolean` `GL_ARB_stencil_texturing`
`boolean` `GL_ARB_sync`
`boolean` `GL_ARB_tessellation_shader`
`boolean` `GL_ARB_texture_barrier`
`boolean` `GL_ARB_texture_border_clamp`
`boolean` `GL_ARB_texture_buffer_object`
`boolean` `GL_ARB_texture_buffer_object_rgb32`
`boolean` `GL_ARB_texture_buffer_range`
`boolean` `GL_ARB_texture_compression`
`boolean` `GL_ARB_texture_compression_bptc`
`boolean` `GL_ARB_texture_compression_rgtc`
`boolean` `GL_ARB_texture_cube_map`
`boolean` `GL_ARB_texture_cube_map_array`
`boolean` `GL_ARB_texture_env_add`
`boolean` `GL_ARB_texture_env_combine`
`boolean` `GL_ARB_texture_env_crossbar`
`boolean` `GL_ARB_texture_env_dot3`
`boolean` `GL_ARB_texture_float`
`boolean` `GL_ARB_texture_gather`
`boolean` `GL_ARB_texture_mirror_clamp_to_edge`
`boolean` `GL_ARB_texture_mirrored_repeat`
`boolean` `GL_ARB_texture_multisample`
`boolean` `GL_ARB_texture_non_power_of_two`
`boolean` `GL_ARB_texture_query_levels`
`boolean` `GL_ARB_texture_query_lod`
`boolean` `GL_ARB_texture_rectangle`
`boolean` `GL_ARB_texture_rg`
`boolean` `GL_ARB_texture_rgb10_a2ui`
`boolean` `GL_ARB_texture_stencil8`
`boolean` `GL_ARB_texture_storage`
`boolean` `GL_ARB_texture_storage_multisample`
`boolean` `GL_ARB_texture_swizzle`
`boolean` `GL_ARB_texture_view`
`boolean` `GL_ARB_timer_query`
`boolean` `GL_ARB_transform_feedback_instanced`
`boolean` `GL_ARB_transform_feedback_overflow_query`
`boolean` `GL_ARB_transform_feedback2`
`boolean` `GL_ARB_transform_feedback3`
`boolean` `GL_ARB_transpose_matrix`
`boolean` `GL_ARB_uniform_buffer_object`
`boolean` `GL_ARB_vertex_array_bgra`
`boolean` `GL_ARB_vertex_array_object`
`boolean` `GL_ARB_vertex_attrib_64bit`
`boolean` `GL_ARB_vertex_attrib_binding`
`boolean` `GL_ARB_vertex_blend`
`boolean` `GL_ARB_vertex_buffer_object`
`boolean` `GL_ARB_vertex_program`
`boolean` `GL_ARB_vertex_shader`
`boolean` `GL_ARB_vertex_type_10f_11f_11f_rev`
`boolean` `GL_ARB_vertex_type_2_10_10_10_rev`
`boolean` `GL_ARB_viewport_array`
`boolean` `GL_ARB_window_pos`
`boolean` `GL_ATI_draw_buffers`
`boolean` `GL_ATI_element_array`
`boolean` `GL_ATI_envmap_bumpmap`
`boolean` `GL_ATI_fragment_shader`
`boolean` `GL_ATI_map_object_buffer`
`boolean` `GL_ATI_meminfo`
`boolean` `GL_ATI_pn_triangles`
`boolean` `GL_ATI_separate_stencil`
`boolean` `GL_ATI_shader_texture_lod`
`boolean` `GL_ATI_text_fragment_shader`
`boolean` `GL_ATI_texture_compression_3dc`
`boolean` `GL_ATI_texture_env_combine3`
`boolean` `GL_ATI_texture_float`
`boolean` `GL_ATI_texture_mirror_once`
`boolean` `GL_ATI_vertex_array_object`
`boolean` `GL_ATI_vertex_attrib_array_object`
`boolean` `GL_ATI_vertex_streams`
`boolean` `GL_EXT_abgr`
`boolean` `GL_EXT_bgra`
`boolean` `GL_EXT_bindable_uniform`
`boolean` `GL_EXT_blend_color`
`boolean` `GL_EXT_blend_equation_separate`
`boolean` `GL_EXT_blend_func_separate`
`boolean` `GL_EXT_blend_minmax`
`boolean` `GL_EXT_blend_subtract`
`boolean` `GL_EXT_Cg_shader`
`boolean` `GL_EXT_compiled_vertex_array`
`boolean` `GL_EXT_depth_bounds_test`
`boolean` `GL_EXT_direct_state_access`
`boolean` `GL_EXT_draw_buffers2`
`boolean` `GL_EXT_draw_instanced`
`boolean` `GL_EXT_draw_range_elements`
`boolean` `GL_EXT_fog_coord`
`boolean` `GL_EXT_framebuffer_blit`
`boolean` `GL_EXT_framebuffer_multisample`
`boolean` `GL_EXT_framebuffer_multisample_blit_scaled`
`boolean` `GL_EXT_framebuffer_object`
`boolean` `GL_EXT_framebuffer_sRGB`
`boolean` `GL_EXT_geometry_shader4`
`boolean` `GL_EXT_gpu_program_parameters`
`boolean` `GL_EXT_gpu_shader4`
`boolean` `GL_EXT_multi_draw_arrays`
`boolean` `GL_EXT_packed_depth_stencil`
`boolean` `GL_EXT_packed_float`
`boolean` `GL_EXT_packed_pixels`
`boolean` `GL_EXT_paletted_texture`
`boolean` `GL_EXT_pixel_buffer_object`
`boolean` `GL_EXT_point_parameters`
`boolean` `GL_EXT_provoking_vertex`
`boolean` `GL_EXT_rescale_normal`
`boolean` `GL_EXT_secondary_color`
`boolean` `GL_EXT_separate_shader_objects`
`boolean` `GL_EXT_separate_specular_color`
`boolean` `GL_EXT_shader_image_load_store`
`boolean` `GL_EXT_shadow_funcs`
`boolean` `GL_EXT_shared_texture_palette`
`boolean` `GL_EXT_stencil_clear_tag`
`boolean` `GL_EXT_stencil_two_side`
`boolean` `GL_EXT_stencil_wrap`
`boolean` `GL_EXT_texture_3d`
`boolean` `GL_EXT_texture_array`
`boolean` `GL_EXT_texture_buffer_object`
`boolean` `GL_EXT_texture_compression_latc`
`boolean` `GL_EXT_texture_compression_rgtc`
`boolean` `GL_EXT_texture_compression_s3tc`
`boolean` `GL_EXT_texture_env_combine`
`boolean` `GL_EXT_texture_env_dot3`
`boolean` `GL_EXT_texture_filter_anisotropic`
`boolean` `GL_EXT_texture_integer`
`boolean` `GL_EXT_texture_lod_bias`
`boolean` `GL_EXT_texture_mirror_clamp`
`boolean` `GL_EXT_texture_rectangle`
`boolean` `GL_EXT_texture_shared_exponent`
`boolean` `GL_EXT_texture_snorm`
`boolean` `GL_EXT_texture_sRGB`
`boolean` `GL_EXT_texture_sRGB_decode`
`boolean` `GL_EXT_texture_swizzle`
`boolean` `GL_EXT_timer_query`
`boolean` `GL_EXT_transform_feedback`
`boolean` `GL_EXT_vertex_array_bgra`
`boolean` `GL_EXT_vertex_attrib_64bit`
`boolean` `GL_EXT_vertex_shader`
`boolean` `GL_EXT_vertex_weighting`
`boolean` `GL_GREMEDY_frame_terminator`
`boolean` `GL_GREMEDY_string_marker`
`boolean` `GL_HP_occlusion_test`
`boolean` `GL_IBM_rasterpos_clip`
`boolean` `GL_INTEL_map_texture`
`boolean` `GL_KHR_context_flush_control`
`boolean` `GL_KHR_debug`
`boolean` `GL_KHR_robust_buffer_access_behavior`
`boolean` `GL_KHR_robustness`
`boolean` `GL_KHR_texture_compression_astc_ldr`
`boolean` `GL_NV_bindless_multi_draw_indirect`
`boolean` `GL_NV_bindless_texture`
`boolean` `GL_NV_blend_equation_advanced`
`boolean` `GL_NV_blend_square`
`boolean` `GL_NV_compute_program5`
`boolean` `GL_NV_conditional_render`
`boolean` `GL_NV_copy_depth_to_color`
`boolean` `GL_NV_copy_image`
`boolean` `GL_NV_deep_texture3D`
`boolean` `GL_NV_depth_buffer_float`
`boolean` `GL_NV_depth_clamp`
`boolean` `GL_NV_draw_texture`
`boolean` `GL_NV_evaluators`
`boolean` `GL_NV_explicit_multisample`
`boolean` `GL_NV_fence`
`boolean` `GL_NV_float_buffer`
`boolean` `GL_NV_fog_distance`
`boolean` `GL_NV_fragment_program`
`boolean` `GL_NV_fragment_program_option`
`boolean` `GL_NV_fragment_program2`
`boolean` `GL_NV_fragment_program4`
`boolean` `GL_NV_framebuffer_multisample_coverage`
`boolean` `GL_NV_geometry_program4`
`boolean` `GL_NV_geometry_shader4`
`boolean` `GL_NV_gpu_program4`
`boolean` `GL_NV_gpu_program5`
`boolean` `GL_NV_gpu_program5_mem_extended`
`boolean` `GL_NV_gpu_shader5`
`boolean` `GL_NV_half_float`
`boolean` `GL_NV_light_max_exponent`
`boolean` `GL_NV_multisample_coverage`
`boolean` `GL_NV_multisample_filter_hint`
`boolean` `GL_NV_occlusion_query`
`boolean` `GL_NV_packed_depth_stencil`
`boolean` `GL_NV_parameter_buffer_object`
`boolean` `GL_NV_parameter_buffer_object2`
`boolean` `GL_NV_path_rendering`
`boolean` `GL_NV_pixel_data_range`
`boolean` `GL_NV_point_sprite`
`boolean` `GL_NV_present_video`
`boolean` `GL_NV_primitive_restart`
`boolean` `GL_NV_register_combiners`
`boolean` `GL_NV_register_combiners2`
`boolean` `GL_NV_shader_atomic_counters`
`boolean` `GL_NV_shader_atomic_float`
`boolean` `GL_NV_shader_buffer_load`
`boolean` `GL_NV_shader_buffer_store`
`boolean` `GL_NV_shader_storage_buffer_object`
`boolean` `GL_NV_tessellation_program5`
`boolean` `GL_NV_texgen_reflection`
`boolean` `GL_NV_texture_barrier`
`boolean` `GL_NV_texture_compression_vtc`
`boolean` `GL_NV_texture_env_combine4`
`boolean` `GL_NV_texture_expand_normal`
`boolean` `GL_NV_texture_multisample`
`boolean` `GL_NV_texture_rectangle`
`boolean` `GL_NV_texture_shader`
`boolean` `GL_NV_texture_shader2`
`boolean` `GL_NV_texture_shader3`
`boolean` `GL_NV_transform_feedback`
`boolean` `GL_NV_transform_feedback2`
`boolean` `GL_NV_vertex_array_range`
`boolean` `GL_NV_vertex_array_range2`
`boolean` `GL_NV_vertex_attrib_integer_64bit`
`boolean` `GL_NV_vertex_buffer_unified_memory`
`boolean` `GL_NV_vertex_program`
`boolean` `GL_NV_vertex_program1_1`
`boolean` `GL_NV_vertex_program2`
`boolean` `GL_NV_vertex_program2_option`
`boolean` `GL_NV_vertex_program3`
`boolean` `GL_NV_vertex_program4`
`boolean` `GL_NV_video_capture`
`boolean` `GL_NVX_gpu_memory_info`
`boolean` `GL_SGIS_generate_mipmap`
`boolean` `GL_SGIS_texture_lod`
`boolean` `GL_SUN_slice_accum`
`boolean` `OpenGL11`
`boolean` `OpenGL12`
`boolean` `OpenGL13`
`boolean` `OpenGL14`
`boolean` `OpenGL15`
`boolean` `OpenGL20`
`boolean` `OpenGL21`
`boolean` `OpenGL30`
`boolean` `OpenGL31`
`boolean` `OpenGL32`
`boolean` `OpenGL33`
`boolean` `OpenGL40`
`boolean` `OpenGL41`
`boolean` `OpenGL42`
`boolean` `OpenGL43`
`boolean` `OpenGL44`
`boolean` `OpenGL45`

Method Summary

Methods inherited from class java.lang.Object
`clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### GL_AMD_blend_minmax_factor

    public final boolean GL_AMD_blend_minmax_factor

### GL_AMD_conservative_depth

    public final boolean GL_AMD_conservative_depth

### GL_AMD_debug_output

    public final boolean GL_AMD_debug_output

### GL_AMD_depth_clamp_separate

    public final boolean GL_AMD_depth_clamp_separate

### GL_AMD_draw_buffers_blend

    public final boolean GL_AMD_draw_buffers_blend

### GL_AMD_interleaved_elements

    public final boolean GL_AMD_interleaved_elements

### GL_AMD_multi_draw_indirect

    public final boolean GL_AMD_multi_draw_indirect

### GL_AMD_name_gen_delete

    public final boolean GL_AMD_name_gen_delete

### GL_AMD_performance_monitor

    public final boolean GL_AMD_performance_monitor

### GL_AMD_pinned_memory

    public final boolean GL_AMD_pinned_memory

### GL_AMD_query_buffer_object

    public final boolean GL_AMD_query_buffer_object

### GL_AMD_sample_positions

    public final boolean GL_AMD_sample_positions

### GL_AMD_seamless_cubemap_per_texture

    public final boolean GL_AMD_seamless_cubemap_per_texture

### GL_AMD_shader_atomic_counter_ops

    public final boolean GL_AMD_shader_atomic_counter_ops

### GL_AMD_shader_stencil_export

    public final boolean GL_AMD_shader_stencil_export

### GL_AMD_shader_trinary_minmax

    public final boolean GL_AMD_shader_trinary_minmax

### GL_AMD_sparse_texture

    public final boolean GL_AMD_sparse_texture

### GL_AMD_stencil_operation_extended

    public final boolean GL_AMD_stencil_operation_extended

### GL_AMD_texture_texture4

    public final boolean GL_AMD_texture_texture4

### GL_AMD_transform_feedback3_lines_triangles

    public final boolean GL_AMD_transform_feedback3_lines_triangles

### GL_AMD_vertex_shader_layer

    public final boolean GL_AMD_vertex_shader_layer

### GL_AMD_vertex_shader_tessellator

    public final boolean GL_AMD_vertex_shader_tessellator

### GL_AMD_vertex_shader_viewport_index

    public final boolean GL_AMD_vertex_shader_viewport_index

### GL_APPLE_aux_depth_stencil

    public final boolean GL_APPLE_aux_depth_stencil

### GL_APPLE_client_storage

    public final boolean GL_APPLE_client_storage

### GL_APPLE_element_array

    public final boolean GL_APPLE_element_array

### GL_APPLE_fence

    public final boolean GL_APPLE_fence

### GL_APPLE_float_pixels

    public final boolean GL_APPLE_float_pixels

### GL_APPLE_flush_buffer_range

    public final boolean GL_APPLE_flush_buffer_range

### GL_APPLE_object_purgeable

    public final boolean GL_APPLE_object_purgeable

### GL_APPLE_packed_pixels

    public final boolean GL_APPLE_packed_pixels

### GL_APPLE_rgb_422

    public final boolean GL_APPLE_rgb_422

### GL_APPLE_row_bytes

    public final boolean GL_APPLE_row_bytes

### GL_APPLE_texture_range

    public final boolean GL_APPLE_texture_range

### GL_APPLE_vertex_array_object

    public final boolean GL_APPLE_vertex_array_object

### GL_APPLE_vertex_array_range

    public final boolean GL_APPLE_vertex_array_range

### GL_APPLE_vertex_program_evaluators

    public final boolean GL_APPLE_vertex_program_evaluators

### GL_APPLE_ycbcr_422

    public final boolean GL_APPLE_ycbcr_422

### GL_ARB_ES2_compatibility

    public final boolean GL_ARB_ES2_compatibility

### GL_ARB_ES3_1_compatibility

    public final boolean GL_ARB_ES3_1_compatibility

### GL_ARB_ES3_compatibility

    public final boolean GL_ARB_ES3_compatibility

### GL_ARB_arrays_of_arrays

    public final boolean GL_ARB_arrays_of_arrays

### GL_ARB_base_instance

    public final boolean GL_ARB_base_instance

### GL_ARB_bindless_texture

    public final boolean GL_ARB_bindless_texture

### GL_ARB_blend_func_extended

    public final boolean GL_ARB_blend_func_extended

### GL_ARB_buffer_storage

    public final boolean GL_ARB_buffer_storage

### GL_ARB_cl_event

    public final boolean GL_ARB_cl_event

### GL_ARB_clear_buffer_object

    public final boolean GL_ARB_clear_buffer_object

### GL_ARB_clear_texture

    public final boolean GL_ARB_clear_texture

### GL_ARB_clip_control

    public final boolean GL_ARB_clip_control

### GL_ARB_color_buffer_float

    public final boolean GL_ARB_color_buffer_float

### GL_ARB_compatibility

    public final boolean GL_ARB_compatibility

### GL_ARB_compressed_texture_pixel_storage

    public final boolean GL_ARB_compressed_texture_pixel_storage

### GL_ARB_compute_shader

    public final boolean GL_ARB_compute_shader

### GL_ARB_compute_variable_group_size

    public final boolean GL_ARB_compute_variable_group_size

### GL_ARB_conditional_render_inverted

    public final boolean GL_ARB_conditional_render_inverted

### GL_ARB_conservative_depth

    public final boolean GL_ARB_conservative_depth

### GL_ARB_copy_buffer

    public final boolean GL_ARB_copy_buffer

### GL_ARB_copy_image

    public final boolean GL_ARB_copy_image

### GL_ARB_cull_distance

    public final boolean GL_ARB_cull_distance

### GL_ARB_debug_output

    public final boolean GL_ARB_debug_output

### GL_ARB_depth_buffer_float

    public final boolean GL_ARB_depth_buffer_float

### GL_ARB_depth_clamp

    public final boolean GL_ARB_depth_clamp

### GL_ARB_depth_texture

    public final boolean GL_ARB_depth_texture

### GL_ARB_derivative_control

    public final boolean GL_ARB_derivative_control

### GL_ARB_direct_state_access

    public final boolean GL_ARB_direct_state_access

### GL_ARB_draw_buffers

    public final boolean GL_ARB_draw_buffers

### GL_ARB_draw_buffers_blend

    public final boolean GL_ARB_draw_buffers_blend

### GL_ARB_draw_elements_base_vertex

    public final boolean GL_ARB_draw_elements_base_vertex

### GL_ARB_draw_indirect

    public final boolean GL_ARB_draw_indirect

### GL_ARB_draw_instanced

    public final boolean GL_ARB_draw_instanced

### GL_ARB_enhanced_layouts

    public final boolean GL_ARB_enhanced_layouts

### GL_ARB_explicit_attrib_location

    public final boolean GL_ARB_explicit_attrib_location

### GL_ARB_explicit_uniform_location

    public final boolean GL_ARB_explicit_uniform_location

### GL_ARB_fragment_coord_conventions

    public final boolean GL_ARB_fragment_coord_conventions

### GL_ARB_fragment_layer_viewport

    public final boolean GL_ARB_fragment_layer_viewport

### GL_ARB_fragment_program

    public final boolean GL_ARB_fragment_program

### GL_ARB_fragment_program_shadow

    public final boolean GL_ARB_fragment_program_shadow

### GL_ARB_fragment_shader

    public final boolean GL_ARB_fragment_shader

### GL_ARB_framebuffer_no_attachments

    public final boolean GL_ARB_framebuffer_no_attachments

### GL_ARB_framebuffer_object

    public final boolean GL_ARB_framebuffer_object

### GL_ARB_framebuffer_sRGB

    public final boolean GL_ARB_framebuffer_sRGB

### GL_ARB_geometry_shader4

    public final boolean GL_ARB_geometry_shader4

### GL_ARB_get_program_binary

    public final boolean GL_ARB_get_program_binary

### GL_ARB_get_texture_sub_image

    public final boolean GL_ARB_get_texture_sub_image

### GL_ARB_gpu_shader5

    public final boolean GL_ARB_gpu_shader5

### GL_ARB_gpu_shader_fp64

    public final boolean GL_ARB_gpu_shader_fp64

### GL_ARB_half_float_pixel

    public final boolean GL_ARB_half_float_pixel

### GL_ARB_half_float_vertex

    public final boolean GL_ARB_half_float_vertex

### GL_ARB_imaging

    public final boolean GL_ARB_imaging

### GL_ARB_indirect_parameters

    public final boolean GL_ARB_indirect_parameters

### GL_ARB_instanced_arrays

    public final boolean GL_ARB_instanced_arrays

### GL_ARB_internalformat_query

    public final boolean GL_ARB_internalformat_query

### GL_ARB_internalformat_query2

    public final boolean GL_ARB_internalformat_query2

### GL_ARB_invalidate_subdata

    public final boolean GL_ARB_invalidate_subdata

### GL_ARB_map_buffer_alignment

    public final boolean GL_ARB_map_buffer_alignment

### GL_ARB_map_buffer_range

    public final boolean GL_ARB_map_buffer_range

### GL_ARB_matrix_palette

    public final boolean GL_ARB_matrix_palette

### GL_ARB_multi_bind

    public final boolean GL_ARB_multi_bind

### GL_ARB_multi_draw_indirect

    public final boolean GL_ARB_multi_draw_indirect

### GL_ARB_multisample

    public final boolean GL_ARB_multisample

### GL_ARB_multitexture

    public final boolean GL_ARB_multitexture

### GL_ARB_occlusion_query

    public final boolean GL_ARB_occlusion_query

### GL_ARB_occlusion_query2

    public final boolean GL_ARB_occlusion_query2

### GL_ARB_pipeline_statistics_query

    public final boolean GL_ARB_pipeline_statistics_query

### GL_ARB_pixel_buffer_object

    public final boolean GL_ARB_pixel_buffer_object

### GL_ARB_point_parameters

    public final boolean GL_ARB_point_parameters

### GL_ARB_point_sprite

    public final boolean GL_ARB_point_sprite

### GL_ARB_program_interface_query

    public final boolean GL_ARB_program_interface_query

### GL_ARB_provoking_vertex

    public final boolean GL_ARB_provoking_vertex

### GL_ARB_query_buffer_object

    public final boolean GL_ARB_query_buffer_object

### GL_ARB_robust_buffer_access_behavior

    public final boolean GL_ARB_robust_buffer_access_behavior

### GL_ARB_robustness

    public final boolean GL_ARB_robustness

### GL_ARB_robustness_isolation

    public final boolean GL_ARB_robustness_isolation

### GL_ARB_sample_shading

    public final boolean GL_ARB_sample_shading

### GL_ARB_sampler_objects

    public final boolean GL_ARB_sampler_objects

### GL_ARB_seamless_cube_map

    public final boolean GL_ARB_seamless_cube_map

### GL_ARB_seamless_cubemap_per_texture

    public final boolean GL_ARB_seamless_cubemap_per_texture

### GL_ARB_separate_shader_objects

    public final boolean GL_ARB_separate_shader_objects

### GL_ARB_shader_atomic_counters

    public final boolean GL_ARB_shader_atomic_counters

### GL_ARB_shader_bit_encoding

    public final boolean GL_ARB_shader_bit_encoding

### GL_ARB_shader_draw_parameters

    public final boolean GL_ARB_shader_draw_parameters

### GL_ARB_shader_group_vote

    public final boolean GL_ARB_shader_group_vote

### GL_ARB_shader_image_load_store

    public final boolean GL_ARB_shader_image_load_store

### GL_ARB_shader_image_size

    public final boolean GL_ARB_shader_image_size

### GL_ARB_shader_objects

    public final boolean GL_ARB_shader_objects

### GL_ARB_shader_precision

    public final boolean GL_ARB_shader_precision

### GL_ARB_shader_stencil_export

    public final boolean GL_ARB_shader_stencil_export

### GL_ARB_shader_storage_buffer_object

    public final boolean GL_ARB_shader_storage_buffer_object

### GL_ARB_shader_subroutine

    public final boolean GL_ARB_shader_subroutine

### GL_ARB_shader_texture_image_samples

    public final boolean GL_ARB_shader_texture_image_samples

### GL_ARB_shader_texture_lod

    public final boolean GL_ARB_shader_texture_lod

### GL_ARB_shading_language_100

    public final boolean GL_ARB_shading_language_100

### GL_ARB_shading_language_420pack

    public final boolean GL_ARB_shading_language_420pack

### GL_ARB_shading_language_include

    public final boolean GL_ARB_shading_language_include

### GL_ARB_shading_language_packing

    public final boolean GL_ARB_shading_language_packing

### GL_ARB_shadow

    public final boolean GL_ARB_shadow

### GL_ARB_shadow_ambient

    public final boolean GL_ARB_shadow_ambient

### GL_ARB_sparse_buffer

    public final boolean GL_ARB_sparse_buffer

### GL_ARB_sparse_texture

    public final boolean GL_ARB_sparse_texture

### GL_ARB_stencil_texturing

    public final boolean GL_ARB_stencil_texturing

### GL_ARB_sync

    public final boolean GL_ARB_sync

### GL_ARB_tessellation_shader

    public final boolean GL_ARB_tessellation_shader

### GL_ARB_texture_barrier

    public final boolean GL_ARB_texture_barrier

### GL_ARB_texture_border_clamp

    public final boolean GL_ARB_texture_border_clamp

### GL_ARB_texture_buffer_object

    public final boolean GL_ARB_texture_buffer_object

### GL_ARB_texture_buffer_object_rgb32

    public final boolean GL_ARB_texture_buffer_object_rgb32

### GL_ARB_texture_buffer_range

    public final boolean GL_ARB_texture_buffer_range

### GL_ARB_texture_compression

    public final boolean GL_ARB_texture_compression

### GL_ARB_texture_compression_bptc

    public final boolean GL_ARB_texture_compression_bptc

### GL_ARB_texture_compression_rgtc

    public final boolean GL_ARB_texture_compression_rgtc

### GL_ARB_texture_cube_map

    public final boolean GL_ARB_texture_cube_map

### GL_ARB_texture_cube_map_array

    public final boolean GL_ARB_texture_cube_map_array

### GL_ARB_texture_env_add

    public final boolean GL_ARB_texture_env_add

### GL_ARB_texture_env_combine

    public final boolean GL_ARB_texture_env_combine

### GL_ARB_texture_env_crossbar

    public final boolean GL_ARB_texture_env_crossbar

### GL_ARB_texture_env_dot3

    public final boolean GL_ARB_texture_env_dot3

### GL_ARB_texture_float

    public final boolean GL_ARB_texture_float

### GL_ARB_texture_gather

    public final boolean GL_ARB_texture_gather

### GL_ARB_texture_mirror_clamp_to_edge

    public final boolean GL_ARB_texture_mirror_clamp_to_edge

### GL_ARB_texture_mirrored_repeat

    public final boolean GL_ARB_texture_mirrored_repeat

### GL_ARB_texture_multisample

    public final boolean GL_ARB_texture_multisample

### GL_ARB_texture_non_power_of_two

    public final boolean GL_ARB_texture_non_power_of_two

### GL_ARB_texture_query_levels

    public final boolean GL_ARB_texture_query_levels

### GL_ARB_texture_query_lod

    public final boolean GL_ARB_texture_query_lod

### GL_ARB_texture_rectangle

    public final boolean GL_ARB_texture_rectangle

### GL_ARB_texture_rg

    public final boolean GL_ARB_texture_rg

### GL_ARB_texture_rgb10_a2ui

    public final boolean GL_ARB_texture_rgb10_a2ui

### GL_ARB_texture_stencil8

    public final boolean GL_ARB_texture_stencil8

### GL_ARB_texture_storage

    public final boolean GL_ARB_texture_storage

### GL_ARB_texture_storage_multisample

    public final boolean GL_ARB_texture_storage_multisample

### GL_ARB_texture_swizzle

    public final boolean GL_ARB_texture_swizzle

### GL_ARB_texture_view

    public final boolean GL_ARB_texture_view

### GL_ARB_timer_query

    public final boolean GL_ARB_timer_query

### GL_ARB_transform_feedback2

    public final boolean GL_ARB_transform_feedback2

### GL_ARB_transform_feedback3

    public final boolean GL_ARB_transform_feedback3

### GL_ARB_transform_feedback_instanced

    public final boolean GL_ARB_transform_feedback_instanced

### GL_ARB_transform_feedback_overflow_query

    public final boolean GL_ARB_transform_feedback_overflow_query

### GL_ARB_transpose_matrix

    public final boolean GL_ARB_transpose_matrix

### GL_ARB_uniform_buffer_object

    public final boolean GL_ARB_uniform_buffer_object

### GL_ARB_vertex_array_bgra

    public final boolean GL_ARB_vertex_array_bgra

### GL_ARB_vertex_array_object

    public final boolean GL_ARB_vertex_array_object

### GL_ARB_vertex_attrib_64bit

    public final boolean GL_ARB_vertex_attrib_64bit

### GL_ARB_vertex_attrib_binding

    public final boolean GL_ARB_vertex_attrib_binding

### GL_ARB_vertex_blend

    public final boolean GL_ARB_vertex_blend

### GL_ARB_vertex_buffer_object

    public final boolean GL_ARB_vertex_buffer_object

### GL_ARB_vertex_program

    public final boolean GL_ARB_vertex_program

### GL_ARB_vertex_shader

    public final boolean GL_ARB_vertex_shader

### GL_ARB_vertex_type_10f_11f_11f_rev

    public final boolean GL_ARB_vertex_type_10f_11f_11f_rev

### GL_ARB_vertex_type_2_10_10_10_rev

    public final boolean GL_ARB_vertex_type_2_10_10_10_rev

### GL_ARB_viewport_array

    public final boolean GL_ARB_viewport_array

### GL_ARB_window_pos

    public final boolean GL_ARB_window_pos

### GL_ATI_draw_buffers

    public final boolean GL_ATI_draw_buffers

### GL_ATI_element_array

    public final boolean GL_ATI_element_array

### GL_ATI_envmap_bumpmap

    public final boolean GL_ATI_envmap_bumpmap

### GL_ATI_fragment_shader

    public final boolean GL_ATI_fragment_shader

### GL_ATI_map_object_buffer

    public final boolean GL_ATI_map_object_buffer

### GL_ATI_meminfo

    public final boolean GL_ATI_meminfo

### GL_ATI_pn_triangles

    public final boolean GL_ATI_pn_triangles

### GL_ATI_separate_stencil

    public final boolean GL_ATI_separate_stencil

### GL_ATI_shader_texture_lod

    public final boolean GL_ATI_shader_texture_lod

### GL_ATI_text_fragment_shader

    public final boolean GL_ATI_text_fragment_shader

### GL_ATI_texture_compression_3dc

    public final boolean GL_ATI_texture_compression_3dc

### GL_ATI_texture_env_combine3

    public final boolean GL_ATI_texture_env_combine3

### GL_ATI_texture_float

    public final boolean GL_ATI_texture_float

### GL_ATI_texture_mirror_once

    public final boolean GL_ATI_texture_mirror_once

### GL_ATI_vertex_array_object

    public final boolean GL_ATI_vertex_array_object

### GL_ATI_vertex_attrib_array_object

    public final boolean GL_ATI_vertex_attrib_array_object

### GL_ATI_vertex_streams

    public final boolean GL_ATI_vertex_streams

### GL_EXT_Cg_shader

    public final boolean GL_EXT_Cg_shader

### GL_EXT_abgr

    public final boolean GL_EXT_abgr

### GL_EXT_bgra

    public final boolean GL_EXT_bgra

### GL_EXT_bindable_uniform

    public final boolean GL_EXT_bindable_uniform

### GL_EXT_blend_color

    public final boolean GL_EXT_blend_color

### GL_EXT_blend_equation_separate

    public final boolean GL_EXT_blend_equation_separate

### GL_EXT_blend_func_separate

    public final boolean GL_EXT_blend_func_separate

### GL_EXT_blend_minmax

    public final boolean GL_EXT_blend_minmax

### GL_EXT_blend_subtract

    public final boolean GL_EXT_blend_subtract

### GL_EXT_compiled_vertex_array

    public final boolean GL_EXT_compiled_vertex_array

### GL_EXT_depth_bounds_test

    public final boolean GL_EXT_depth_bounds_test

### GL_EXT_direct_state_access

    public final boolean GL_EXT_direct_state_access

### GL_EXT_draw_buffers2

    public final boolean GL_EXT_draw_buffers2

### GL_EXT_draw_instanced

    public final boolean GL_EXT_draw_instanced

### GL_EXT_draw_range_elements

    public final boolean GL_EXT_draw_range_elements

### GL_EXT_fog_coord

    public final boolean GL_EXT_fog_coord

### GL_EXT_framebuffer_blit

    public final boolean GL_EXT_framebuffer_blit

### GL_EXT_framebuffer_multisample

    public final boolean GL_EXT_framebuffer_multisample

### GL_EXT_framebuffer_multisample_blit_scaled

    public final boolean GL_EXT_framebuffer_multisample_blit_scaled

### GL_EXT_framebuffer_object

    public final boolean GL_EXT_framebuffer_object

### GL_EXT_framebuffer_sRGB

    public final boolean GL_EXT_framebuffer_sRGB

### GL_EXT_geometry_shader4

    public final boolean GL_EXT_geometry_shader4

### GL_EXT_gpu_program_parameters

    public final boolean GL_EXT_gpu_program_parameters

### GL_EXT_gpu_shader4

    public final boolean GL_EXT_gpu_shader4

### GL_EXT_multi_draw_arrays

    public final boolean GL_EXT_multi_draw_arrays

### GL_EXT_packed_depth_stencil

    public final boolean GL_EXT_packed_depth_stencil

### GL_EXT_packed_float

    public final boolean GL_EXT_packed_float

### GL_EXT_packed_pixels

    public final boolean GL_EXT_packed_pixels

### GL_EXT_paletted_texture

    public final boolean GL_EXT_paletted_texture

### GL_EXT_pixel_buffer_object

    public final boolean GL_EXT_pixel_buffer_object

### GL_EXT_point_parameters

    public final boolean GL_EXT_point_parameters

### GL_EXT_provoking_vertex

    public final boolean GL_EXT_provoking_vertex

### GL_EXT_rescale_normal

    public final boolean GL_EXT_rescale_normal

### GL_EXT_secondary_color

    public final boolean GL_EXT_secondary_color

### GL_EXT_separate_shader_objects

    public final boolean GL_EXT_separate_shader_objects

### GL_EXT_separate_specular_color

    public final boolean GL_EXT_separate_specular_color

### GL_EXT_shader_image_load_store

    public final boolean GL_EXT_shader_image_load_store

### GL_EXT_shadow_funcs

    public final boolean GL_EXT_shadow_funcs

### GL_EXT_shared_texture_palette

    public final boolean GL_EXT_shared_texture_palette

### GL_EXT_stencil_clear_tag

    public final boolean GL_EXT_stencil_clear_tag

### GL_EXT_stencil_two_side

    public final boolean GL_EXT_stencil_two_side

### GL_EXT_stencil_wrap

    public final boolean GL_EXT_stencil_wrap

### GL_EXT_texture_3d

    public final boolean GL_EXT_texture_3d

### GL_EXT_texture_array

    public final boolean GL_EXT_texture_array

### GL_EXT_texture_buffer_object

    public final boolean GL_EXT_texture_buffer_object

### GL_EXT_texture_compression_latc

    public final boolean GL_EXT_texture_compression_latc

### GL_EXT_texture_compression_rgtc

    public final boolean GL_EXT_texture_compression_rgtc

### GL_EXT_texture_compression_s3tc

    public final boolean GL_EXT_texture_compression_s3tc

### GL_EXT_texture_env_combine

    public final boolean GL_EXT_texture_env_combine

### GL_EXT_texture_env_dot3

    public final boolean GL_EXT_texture_env_dot3

### GL_EXT_texture_filter_anisotropic

    public final boolean GL_EXT_texture_filter_anisotropic

### GL_EXT_texture_integer

    public final boolean GL_EXT_texture_integer

### GL_EXT_texture_lod_bias

    public final boolean GL_EXT_texture_lod_bias

### GL_EXT_texture_mirror_clamp

    public final boolean GL_EXT_texture_mirror_clamp

### GL_EXT_texture_rectangle

    public final boolean GL_EXT_texture_rectangle

### GL_EXT_texture_sRGB

    public final boolean GL_EXT_texture_sRGB

### GL_EXT_texture_sRGB_decode

    public final boolean GL_EXT_texture_sRGB_decode

### GL_EXT_texture_shared_exponent

    public final boolean GL_EXT_texture_shared_exponent

### GL_EXT_texture_snorm

    public final boolean GL_EXT_texture_snorm

### GL_EXT_texture_swizzle

    public final boolean GL_EXT_texture_swizzle

### GL_EXT_timer_query

    public final boolean GL_EXT_timer_query

### GL_EXT_transform_feedback

    public final boolean GL_EXT_transform_feedback

### GL_EXT_vertex_array_bgra

    public final boolean GL_EXT_vertex_array_bgra

### GL_EXT_vertex_attrib_64bit

    public final boolean GL_EXT_vertex_attrib_64bit

### GL_EXT_vertex_shader

    public final boolean GL_EXT_vertex_shader

### GL_EXT_vertex_weighting

    public final boolean GL_EXT_vertex_weighting

### OpenGL11

    public final boolean OpenGL11

### OpenGL12

    public final boolean OpenGL12

### OpenGL13

    public final boolean OpenGL13

### OpenGL14

    public final boolean OpenGL14

### OpenGL15

    public final boolean OpenGL15

### OpenGL20

    public final boolean OpenGL20

### OpenGL21

    public final boolean OpenGL21

### OpenGL30

    public final boolean OpenGL30

### OpenGL31

    public final boolean OpenGL31

### OpenGL32

    public final boolean OpenGL32

### OpenGL33

    public final boolean OpenGL33

### OpenGL40

    public final boolean OpenGL40

### OpenGL41

    public final boolean OpenGL41

### OpenGL42

    public final boolean OpenGL42

### OpenGL43

    public final boolean OpenGL43

### OpenGL44

    public final boolean OpenGL44

### OpenGL45

    public final boolean OpenGL45

### GL_GREMEDY_frame_terminator

    public final boolean GL_GREMEDY_frame_terminator

### GL_GREMEDY_string_marker

    public final boolean GL_GREMEDY_string_marker

### GL_HP_occlusion_test

    public final boolean GL_HP_occlusion_test

### GL_IBM_rasterpos_clip

    public final boolean GL_IBM_rasterpos_clip

### GL_INTEL_map_texture

    public final boolean GL_INTEL_map_texture

### GL_KHR_context_flush_control

    public final boolean GL_KHR_context_flush_control

### GL_KHR_debug

    public final boolean GL_KHR_debug

### GL_KHR_robust_buffer_access_behavior

    public final boolean GL_KHR_robust_buffer_access_behavior

### GL_KHR_robustness

    public final boolean GL_KHR_robustness

### GL_KHR_texture_compression_astc_ldr

    public final boolean GL_KHR_texture_compression_astc_ldr

### GL_NVX_gpu_memory_info

    public final boolean GL_NVX_gpu_memory_info

### GL_NV_bindless_multi_draw_indirect

    public final boolean GL_NV_bindless_multi_draw_indirect

### GL_NV_bindless_texture

    public final boolean GL_NV_bindless_texture

### GL_NV_blend_equation_advanced

    public final boolean GL_NV_blend_equation_advanced

### GL_NV_blend_square

    public final boolean GL_NV_blend_square

### GL_NV_compute_program5

    public final boolean GL_NV_compute_program5

### GL_NV_conditional_render

    public final boolean GL_NV_conditional_render

### GL_NV_copy_depth_to_color

    public final boolean GL_NV_copy_depth_to_color

### GL_NV_copy_image

    public final boolean GL_NV_copy_image

### GL_NV_deep_texture3D

    public final boolean GL_NV_deep_texture3D

### GL_NV_depth_buffer_float

    public final boolean GL_NV_depth_buffer_float

### GL_NV_depth_clamp

    public final boolean GL_NV_depth_clamp

### GL_NV_draw_texture

    public final boolean GL_NV_draw_texture

### GL_NV_evaluators

    public final boolean GL_NV_evaluators

### GL_NV_explicit_multisample

    public final boolean GL_NV_explicit_multisample

### GL_NV_fence

    public final boolean GL_NV_fence

### GL_NV_float_buffer

    public final boolean GL_NV_float_buffer

### GL_NV_fog_distance

    public final boolean GL_NV_fog_distance

### GL_NV_fragment_program

    public final boolean GL_NV_fragment_program

### GL_NV_fragment_program2

    public final boolean GL_NV_fragment_program2

### GL_NV_fragment_program4

    public final boolean GL_NV_fragment_program4

### GL_NV_fragment_program_option

    public final boolean GL_NV_fragment_program_option

### GL_NV_framebuffer_multisample_coverage

    public final boolean GL_NV_framebuffer_multisample_coverage

### GL_NV_geometry_program4

    public final boolean GL_NV_geometry_program4

### GL_NV_geometry_shader4

    public final boolean GL_NV_geometry_shader4

### GL_NV_gpu_program4

    public final boolean GL_NV_gpu_program4

### GL_NV_gpu_program5

    public final boolean GL_NV_gpu_program5

### GL_NV_gpu_program5_mem_extended

    public final boolean GL_NV_gpu_program5_mem_extended

### GL_NV_gpu_shader5

    public final boolean GL_NV_gpu_shader5

### GL_NV_half_float

    public final boolean GL_NV_half_float

### GL_NV_light_max_exponent

    public final boolean GL_NV_light_max_exponent

### GL_NV_multisample_coverage

    public final boolean GL_NV_multisample_coverage

### GL_NV_multisample_filter_hint

    public final boolean GL_NV_multisample_filter_hint

### GL_NV_occlusion_query

    public final boolean GL_NV_occlusion_query

### GL_NV_packed_depth_stencil

    public final boolean GL_NV_packed_depth_stencil

### GL_NV_parameter_buffer_object

    public final boolean GL_NV_parameter_buffer_object

### GL_NV_parameter_buffer_object2

    public final boolean GL_NV_parameter_buffer_object2

### GL_NV_path_rendering

    public final boolean GL_NV_path_rendering

### GL_NV_pixel_data_range

    public final boolean GL_NV_pixel_data_range

### GL_NV_point_sprite

    public final boolean GL_NV_point_sprite

### GL_NV_present_video

    public final boolean GL_NV_present_video

### GL_NV_primitive_restart

    public final boolean GL_NV_primitive_restart

### GL_NV_register_combiners

    public final boolean GL_NV_register_combiners

### GL_NV_register_combiners2

    public final boolean GL_NV_register_combiners2

### GL_NV_shader_atomic_counters

    public final boolean GL_NV_shader_atomic_counters

### GL_NV_shader_atomic_float

    public final boolean GL_NV_shader_atomic_float

### GL_NV_shader_buffer_load

    public final boolean GL_NV_shader_buffer_load

### GL_NV_shader_buffer_store

    public final boolean GL_NV_shader_buffer_store

### GL_NV_shader_storage_buffer_object

    public final boolean GL_NV_shader_storage_buffer_object

### GL_NV_tessellation_program5

    public final boolean GL_NV_tessellation_program5

### GL_NV_texgen_reflection

    public final boolean GL_NV_texgen_reflection

### GL_NV_texture_barrier

    public final boolean GL_NV_texture_barrier

### GL_NV_texture_compression_vtc

    public final boolean GL_NV_texture_compression_vtc

### GL_NV_texture_env_combine4

    public final boolean GL_NV_texture_env_combine4

### GL_NV_texture_expand_normal

    public final boolean GL_NV_texture_expand_normal

### GL_NV_texture_multisample

    public final boolean GL_NV_texture_multisample

### GL_NV_texture_rectangle

    public final boolean GL_NV_texture_rectangle

### GL_NV_texture_shader

    public final boolean GL_NV_texture_shader

### GL_NV_texture_shader2

    public final boolean GL_NV_texture_shader2

### GL_NV_texture_shader3

    public final boolean GL_NV_texture_shader3

### GL_NV_transform_feedback

    public final boolean GL_NV_transform_feedback

### GL_NV_transform_feedback2

    public final boolean GL_NV_transform_feedback2

### GL_NV_vertex_array_range

    public final boolean GL_NV_vertex_array_range

### GL_NV_vertex_array_range2

    public final boolean GL_NV_vertex_array_range2

### GL_NV_vertex_attrib_integer_64bit

    public final boolean GL_NV_vertex_attrib_integer_64bit

### GL_NV_vertex_buffer_unified_memory

    public final boolean GL_NV_vertex_buffer_unified_memory

### GL_NV_vertex_program

    public final boolean GL_NV_vertex_program

### GL_NV_vertex_program1_1

    public final boolean GL_NV_vertex_program1_1

### GL_NV_vertex_program2

    public final boolean GL_NV_vertex_program2

### GL_NV_vertex_program2_option

    public final boolean GL_NV_vertex_program2_option

### GL_NV_vertex_program3

    public final boolean GL_NV_vertex_program3

### GL_NV_vertex_program4

    public final boolean GL_NV_vertex_program4

### GL_NV_video_capture

    public final boolean GL_NV_video_capture

### GL_SGIS_generate_mipmap

    public final boolean GL_SGIS_generate_mipmap

### GL_SGIS_texture_lod

    public final boolean GL_SGIS_texture_lod

### GL_SUN_slice_accum

    public final boolean GL_SUN_slice_accum

Copyright © 2002-2009 lwjgl.org. All Rights Reserved.