some OpenGL constants

This is from (https://github.com/peterderivaz/pyopengles/blob/master/gl2.py)

 GL_DEPTH_BUFFER_BIT = 0x00000100
GL_STENCIL_BUFFER_BIT = 0x00000400
GL_COLOR_BUFFER_BIT = 0x00004000
GL_POINTS = 0x0000
GL_LINES = 0x0001
GL_LINE_LOOP = 0x0002
GL_LINE_STRIP = 0x0003
GL_TRIANGLES = 0x0004
GL_TRIANGLE_STRIP = 0x0005
GL_TRIANGLE_FAN = 0x0006
GL_SRC_COLOR = 0x0300
GL_ONE_MINUS_SRC_COLOR = 0x0301
GL_SRC_ALPHA = 0x0302
GL_ONE_MINUS_SRC_ALPHA = 0x0303
GL_DST_ALPHA = 0x0304
GL_ONE_MINUS_DST_ALPHA = 0x0305
GL_DST_COLOR = 0x0306
GL_ONE_MINUS_DST_COLOR = 0x0307
GL_SRC_ALPHA_SATURATE = 0x0308
GL_FUNC_ADD = 0x8006
GL_BLEND_EQUATION = 0x8009
GL_BLEND_EQUATION_RGB = 0x8009
GL_BLEND_EQUATION_ALPHA = 0x883D
GL_FUNC_SUBTRACT = 0x800A
GL_FUNC_REVERSE_SUBTRACT = 0x800B
GL_BLEND_DST_RGB = 0x80C8
GL_BLEND_SRC_RGB = 0x80C9
GL_BLEND_DST_ALPHA = 0x80CA
GL_BLEND_SRC_ALPHA = 0x80CB
GL_CONSTANT_COLOR = 0x8001
GL_ONE_MINUS_CONSTANT_COLOR = 0x8002
GL_CONSTANT_ALPHA = 0x8003
GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004
GL_BLEND_COLOR = 0x8005
GL_ARRAY_BUFFER = 0x8892
GL_ELEMENT_ARRAY_BUFFER = 0x8893
GL_ARRAY_BUFFER_BINDING = 0x8894
GL_ELEMENT_ARRAY_BUFFER_BINDING = 0x8895
GL_STREAM_DRAW = 0x88E0
GL_STATIC_DRAW = 0x88E4
GL_DYNAMIC_DRAW = 0x88E8
GL_BUFFER_SIZE = 0x8764
GL_BUFFER_USAGE = 0x8765
GL_CURRENT_VERTEX_ATTRIB = 0x8626
GL_FRONT = 0x0404
GL_BACK = 0x0405
GL_FRONT_AND_BACK = 0x0408
GL_TEXTURE_2D = 0x0DE1
GL_CULL_FACE = 0x0B44
GL_BLEND = 0x0BE2
GL_DITHER = 0x0BD0
GL_STENCIL_TEST = 0x0B90
GL_DEPTH_TEST = 0x0B71
GL_SCISSOR_TEST = 0x0C11
GL_POLYGON_OFFSET_FILL = 0x8037
GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E
GL_SAMPLE_COVERAGE = 0x80A0
GL_INVALID_ENUM = 0x0500
GL_INVALID_VALUE = 0x0501
GL_INVALID_OPERATION = 0x0502
GL_OUT_OF_MEMORY = 0x0505
GL_CW = 0x0900
GL_CCW = 0x0901
GL_LINE_WIDTH = 0x0B21
GL_ALIASED_POINT_SIZE_RANGE = 0x846D
GL_ALIASED_LINE_WIDTH_RANGE = 0x846E
GL_CULL_FACE_MODE = 0x0B45
GL_FRONT_FACE = 0x0B46
GL_DEPTH_RANGE = 0x0B70
GL_DEPTH_WRITEMASK = 0x0B72
GL_DEPTH_CLEAR_VALUE = 0x0B73
GL_DEPTH_FUNC = 0x0B74
GL_STENCIL_CLEAR_VALUE = 0x0B91
GL_STENCIL_FUNC = 0x0B92
GL_STENCIL_FAIL = 0x0B94
GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95
GL_STENCIL_PASS_DEPTH_PASS = 0x0B96
GL_STENCIL_REF = 0x0B97
GL_STENCIL_VALUE_MASK = 0x0B93
GL_STENCIL_WRITEMASK = 0x0B98
GL_STENCIL_BACK_FUNC = 0x8800
GL_STENCIL_BACK_FAIL = 0x8801
GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802
GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803
GL_STENCIL_BACK_REF = 0x8CA3
GL_STENCIL_BACK_VALUE_MASK = 0x8CA4
GL_STENCIL_BACK_WRITEMASK = 0x8CA5
GL_VIEWPORT = 0x0BA2
GL_SCISSOR_BOX = 0x0C10
GL_COLOR_CLEAR_VALUE = 0x0C22
GL_COLOR_WRITEMASK = 0x0C23
GL_UNPACK_ALIGNMENT = 0x0CF5
GL_PACK_ALIGNMENT = 0x0D05
GL_MAX_TEXTURE_SIZE = 0x0D33
GL_MAX_VIEWPORT_DIMS = 0x0D3A
GL_SUBPIXEL_BITS = 0x0D50
GL_RED_BITS = 0x0D52
GL_GREEN_BITS = 0x0D53
GL_BLUE_BITS = 0x0D54
GL_ALPHA_BITS = 0x0D55
GL_DEPTH_BITS = 0x0D56
GL_STENCIL_BITS = 0x0D57
GL_POLYGON_OFFSET_UNITS = 0x2A00
GL_POLYGON_OFFSET_FACTOR = 0x8038
GL_TEXTURE_BINDING_2D = 0x8069
GL_SAMPLE_BUFFERS = 0x80A8
GL_SAMPLES = 0x80A9
GL_SAMPLE_COVERAGE_VALUE = 0x80AA
GL_SAMPLE_COVERAGE_INVERT = 0x80AB
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2
GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3
GL_DONT_CARE = 0x1100
GL_FASTEST = 0x1101
GL_NICEST = 0x1102
GL_GENERATE_MIPMAP_HINT = 0x8192
GL_BYTE = 0x1400
GL_UNSIGNED_BYTE = 0x1401
GL_SHORT = 0x1402
GL_UNSIGNED_SHORT = 0x1403
GL_INT = 0x1404
GL_UNSIGNED_INT = 0x1405
GL_FLOAT = 0x1406
GL_FIXED = 0x140C
GL_DEPTH_COMPONENT = 0x1902
GL_ALPHA = 0x1906
GL_RGB = 0x1907
GL_RGBA = 0x1908
GL_LUMINANCE = 0x1909
GL_LUMINANCE_ALPHA = 0x190A
GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033
GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034
GL_UNSIGNED_SHORT_5_6_5 = 0x8363
GL_FRAGMENT_SHADER = 0x8B30
GL_VERTEX_SHADER = 0x8B31
GL_MAX_VERTEX_ATTRIBS = 0x8869
GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB
GL_MAX_VARYING_VECTORS = 0x8DFC
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C
GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872
GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD
GL_SHADER_TYPE = 0x8B4F
GL_DELETE_STATUS = 0x8B80
GL_LINK_STATUS = 0x8B82
GL_VALIDATE_STATUS = 0x8B83
GL_ATTACHED_SHADERS = 0x8B85
GL_ACTIVE_UNIFORMS = 0x8B86
GL_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87
GL_ACTIVE_ATTRIBUTES = 0x8B89
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A
GL_SHADING_LANGUAGE_VERSION = 0x8B8C
GL_CURRENT_PROGRAM = 0x8B8D
GL_NEVER = 0x0200
GL_LESS = 0x0201
GL_EQUAL = 0x0202
GL_LEQUAL = 0x0203
GL_GREATER = 0x0204
GL_NOTEQUAL = 0x0205
GL_GEQUAL = 0x0206
GL_ALWAYS = 0x0207
GL_KEEP = 0x1E00
GL_REPLACE = 0x1E01
GL_INCR = 0x1E02
GL_DECR = 0x1E03
GL_INVERT = 0x150A
GL_INCR_WRAP = 0x8507
GL_DECR_WRAP = 0x8508
GL_VENDOR = 0x1F00
GL_RENDERER = 0x1F01
GL_VERSION = 0x1F02
GL_EXTENSIONS = 0x1F03
GL_NEAREST = 0x2600
GL_LINEAR = 0x2601
GL_NEAREST_MIPMAP_NEAREST = 0x2700
GL_LINEAR_MIPMAP_NEAREST = 0x2701
GL_NEAREST_MIPMAP_LINEAR = 0x2702
GL_LINEAR_MIPMAP_LINEAR = 0x2703
GL_TEXTURE_MAG_FILTER = 0x2800
GL_TEXTURE_MIN_FILTER = 0x2801
GL_TEXTURE_WRAP_S = 0x2802
GL_TEXTURE_WRAP_T = 0x2803
GL_TEXTURE = 0x1702
GL_TEXTURE_CUBE_MAP = 0x8513
GL_TEXTURE_BINDING_CUBE_MAP = 0x8514
GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C
GL_TEXTURE0 = 0x84C0
GL_TEXTURE1 = 0x84C1
GL_TEXTURE2 = 0x84C2
GL_TEXTURE3 = 0x84C3
GL_TEXTURE4 = 0x84C4
GL_TEXTURE5 = 0x84C5
GL_TEXTURE6 = 0x84C6
GL_TEXTURE7 = 0x84C7
GL_TEXTURE8 = 0x84C8
GL_TEXTURE9 = 0x84C9
GL_TEXTURE10 = 0x84CA
GL_TEXTURE11 = 0x84CB
GL_TEXTURE12 = 0x84CC
GL_TEXTURE13 = 0x84CD
GL_TEXTURE14 = 0x84CE
GL_TEXTURE15 = 0x84CF
GL_TEXTURE16 = 0x84D0
GL_TEXTURE17 = 0x84D1
GL_TEXTURE18 = 0x84D2
GL_TEXTURE19 = 0x84D3
GL_TEXTURE20 = 0x84D4
GL_TEXTURE21 = 0x84D5
GL_TEXTURE22 = 0x84D6
GL_TEXTURE23 = 0x84D7
GL_TEXTURE24 = 0x84D8
GL_TEXTURE25 = 0x84D9
GL_TEXTURE26 = 0x84DA
GL_TEXTURE27 = 0x84DB
GL_TEXTURE28 = 0x84DC
GL_TEXTURE29 = 0x84DD
GL_TEXTURE30 = 0x84DE
GL_TEXTURE31 = 0x84DF
GL_ACTIVE_TEXTURE = 0x84E0
GL_REPEAT = 0x2901
GL_CLAMP_TO_EDGE = 0x812F
GL_MIRRORED_REPEAT = 0x8370
GL_FLOAT_VEC2 = 0x8B50
GL_FLOAT_VEC3 = 0x8B51
GL_FLOAT_VEC4 = 0x8B52
GL_INT_VEC2 = 0x8B53
GL_INT_VEC3 = 0x8B54
GL_INT_VEC4 = 0x8B55
GL_BOOL = 0x8B56
GL_BOOL_VEC2 = 0x8B57
GL_BOOL_VEC3 = 0x8B58
GL_BOOL_VEC4 = 0x8B59
GL_FLOAT_MAT2 = 0x8B5A
GL_FLOAT_MAT3 = 0x8B5B
GL_FLOAT_MAT4 = 0x8B5C
GL_SAMPLER_2D = 0x8B5E
GL_SAMPLER_CUBE = 0x8B60
GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622
GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623
GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624
GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A
GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F
GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A
GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B
GL_COMPILE_STATUS = 0x8B81
GL_INFO_LOG_LENGTH = 0x8B84
GL_SHADER_SOURCE_LENGTH = 0x8B88
GL_SHADER_COMPILER = 0x8DFA
GL_SHADER_BINARY_FORMATS = 0x8DF8
GL_NUM_SHADER_BINARY_FORMATS = 0x8DF9
GL_LOW_FLOAT = 0x8DF0
GL_MEDIUM_FLOAT = 0x8DF1
GL_HIGH_FLOAT = 0x8DF2
GL_LOW_INT = 0x8DF3
GL_MEDIUM_INT = 0x8DF4
GL_HIGH_INT = 0x8DF5
GL_FRAMEBUFFER = 0x8D40
GL_RENDERBUFFER = 0x8D41
GL_RGBA4 = 0x8056
GL_RGB5_A1 = 0x8057
GL_RGB565 = 0x8D62
GL_DEPTH_COMPONENT16 = 0x81A5
GL_STENCIL_INDEX = 0x1901
GL_STENCIL_INDEX8 = 0x8D48
GL_RENDERBUFFER_WIDTH = 0x8D42
GL_RENDERBUFFER_HEIGHT = 0x8D43
GL_RENDERBUFFER_INTERNAL_FORMAT = 0x8D44
GL_RENDERBUFFER_RED_SIZE = 0x8D50
GL_RENDERBUFFER_GREEN_SIZE = 0x8D51
GL_RENDERBUFFER_BLUE_SIZE = 0x8D52
GL_RENDERBUFFER_ALPHA_SIZE = 0x8D53
GL_RENDERBUFFER_DEPTH_SIZE = 0x8D54
GL_RENDERBUFFER_STENCIL_SIZE = 0x8D55
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3
GL_COLOR_ATTACHMENT0 = 0x8CE0
GL_DEPTH_ATTACHMENT = 0x8D00
GL_STENCIL_ATTACHMENT = 0x8D20
GL_FRAMEBUFFER_COMPLETE = 0x8CD5
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7
GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9
GL_FRAMEBUFFER_UNSUPPORTED = 0x8CDD
GL_FRAMEBUFFER_BINDING = 0x8CA6
GL_RENDERBUFFER_BINDING = 0x8CA7
GL_MAX_RENDERBUFFER_SIZE = 0x84E8
GL_INVALID_FRAMEBUFFER_OPERATION = 0x0506

some opengl constants

# Welcome to :art:CSharpGL
[CSharpGL](https://github.com/bitzhuwei/CSharpGL) is a pure C# project that allows for modern OpenGL rendering in a Objected-Oriented way. It meets common requirements in OpenGL rendering such as:
## :rocket:Modern Rendering
Objected-Oriented modern rendering using GLSL shaders and vertex buffer objects.
## :car:Uniform Variables
structs support setting values for uniform variables in GLSL shader.
## :movie_camera:Camera and Rotator
move or rotate camera to get projection and view matrix.
## :pushpin:Color-Coded Picking
PickableRenderer supports picking primitives in multiple vertex buffer objects using Mouse.
## :volcano:GLCanvas
A winform control that supports drag-drop and wraps initialization of creating OpenGL context.
## :slot_machine:GLControl
Rendering 'Control' at fixed position with fixed size. For example, GLAxis renders an axis at left bottom corner.
'Control' binding to specified border just like winform-control.
## :abcd:Text
Rendering text using ``glRasterPos()`` and CallList.
Rendering text using GLText(a special GLControl).
## :tea:Some Models
A Cube, Sphere, Teapot and some other models.
## :cancer:GLSwitch
Wraps OpenGL commands like
```
glEnable(GL_BLEND);
glBlendFunc(GL_SOURCE_ALPHA, GL_ONE_MINUS_DST_ALPHA);
```
or
```
glLineWidth(2.0f);
```
## :ideograph_advantage:Converting TTF file to picture
The project CSharpGL.Font2Picture in :open_file_folder:`Infrastructure` is a quick tool converting TTF files to pictures along with a xml config file.

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