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glGet.xhtml
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<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 class="funcprototype-table" 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 class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetDoublev</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLdouble * <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 class="funcprototype-table" 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 class="funcprototype-table" 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="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetInteger64v</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLint64 * <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="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetBooleani_v</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLboolean * <var class="pdparam">data</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetIntegeri_v</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLint * <var class="pdparam">data</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glGetInteger64i_v</strong>(</code></td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">index</var>, </td></tr><tr><td> </td><td>GLint64 * <var class="pdparam">data</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="parameters2"></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>index</code></em></span></dt><dd><p>
Specifies the index of the particular element being queried.
</p></dd><dt><span class="term"><em class="parameter"><code>data</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 four 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
<math overflow="scroll">
<mn>-1.0</mn>
</math>
to the most negative representable integer value.
If <code class="function">glGetFloatv</code> or <code class="function">glGetDoublev</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>
</p><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"><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>
</p><p>
<em class="parameter"><code>params</code></em> returns a pair of values indicating the range of
widths supported for aliased lines. See <a class="citerefentry" href="glLineWidth"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_SMOOTH_LINE_WIDTH_RANGE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a pair of values indicating the range of
widths supported for smooth (antialiased) lines. See <a class="citerefentry" href="glLineWidth"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_SMOOTH_LINE_WIDTH_GRANULARITY</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single value indicating the level of
quantization applied to smooth line width parameters.
</p></dd><dt><span class="term"><code class="constant">GL_ARRAY_BUFFER_BINDING</code></span></dt><dd><p>
</p><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"><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>
</p><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"><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>
</p><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"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" href="glBlendFuncSeparate"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" href="glBlendFuncSeparate"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_BLEND_EQUATION_RGB</code></span></dt><dd><p>
</p><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>,
<code class="constant">GL_FUNC_REVERSE_SUBTRACT</code>, <code class="constant">GL_MIN</code> or <code class="constant">GL_MAX</code>.
See <a class="citerefentry" href="glBlendEquationSeparate"><span class="citerefentry"><span class="refentrytitle">glBlendEquationSeparate</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_BLEND_EQUATION_ALPHA</code></span></dt><dd><p>
</p><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>,
<code class="constant">GL_FUNC_REVERSE_SUBTRACT</code>, <code class="constant">GL_MIN</code> or <code class="constant">GL_MAX</code>.
See <a class="citerefentry" href="glBlendEquationSeparate"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" href="glBlendFuncSeparate"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and <a class="citerefentry" href="glBlendFuncSeparate"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_COLOR_CLEAR_VALUE</code></span></dt><dd><p>
</p><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
<math overflow="scroll">
<mn>-1.0</mn>
</math>
returns the most negative representable integer
value. The initial value is (0, 0, 0, 0).
See <a class="citerefentry" href="glClearColor"><span class="citerefentry"><span class="refentrytitle">glClearColor</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_COLOR_LOGIC_OP</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether a fragment's
RGBA color values are merged into the framebuffer using a logical
operation. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glLogicOp"><span class="citerefentry"><span class="refentrytitle">glLogicOp</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_COLOR_WRITEMASK</code></span></dt><dd><p>
</p><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"><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>
</p><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"><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>
</p><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"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_DEPTH_CLEAR_VALUE</code></span></dt><dd><p>
</p><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
<math overflow="scroll">
<mn>-1.0</mn>
</math>
returns the most negative representable integer
value. The initial value is 1.
See <a class="citerefentry" href="glClearDepth"><span class="citerefentry"><span class="refentrytitle">glClearDepth</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_DEPTH_FUNC</code></span></dt><dd><p>
</p><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"><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>
</p><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
<math overflow="scroll">
<mn>-1.0</mn>
</math>
returns the most negative representable integer
value. The initial value is (0, 1).
See <a class="citerefentry" href="glDepthRange"><span class="citerefentry"><span class="refentrytitle">glDepthRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_DEPTH_TEST</code></span></dt><dd><p>
</p><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"><span class="citerefentry"><span class="refentrytitle">glDepthFunc</span></span></a> and <a class="citerefentry" href="glDepthRange"><span class="citerefentry"><span class="refentrytitle">glDepthRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_DEPTH_WRITEMASK</code></span></dt><dd><p>
</p><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"><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>
</p><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_DOUBLEBUFFER</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether double buffering
is supported.
</p></dd><dt><span class="term"><code class="constant">GL_DRAW_BUFFER</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating which buffers are being drawn to.
See <a class="citerefentry" href="glDrawBuffer"><span class="citerefentry"><span class="refentrytitle">glDrawBuffer</span></span></a>. The initial value is <code class="constant">GL_BACK</code> if there
are back buffers, otherwise it is <code class="constant">GL_FRONT</code>.
</p></dd><dt><span class="term"><code class="constant">GL_DRAW_BUFFER</code><span class="emphasis"><em>i</em></span></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating which buffers are being drawn to by the corresponding output color.
See <a class="citerefentry" href="glDrawBuffers"><span class="citerefentry"><span class="refentrytitle">glDrawBuffers</span></span></a>.
The initial value of <code class="constant">GL_DRAW_BUFFER0</code> is <code class="constant">GL_BACK</code> if there
are back buffers, otherwise it is <code class="constant">GL_FRONT</code>. The
initial values of draw buffers for all other output colors is <code class="constant">GL_NONE</code>.
</p></dd><dt><span class="term"><code class="constant">GL_DRAW_FRAMEBUFFER_BINDING</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the name of the framebuffer object currently bound to the <code class="constant">GL_DRAW_FRAMEBUFFER</code> target.
If the default framebuffer is bound, this value will be zero. The initial value is zero.
See <a class="citerefentry" href="glBindFramebuffer"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_READ_FRAMEBUFFER_BINDING</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the name of the framebuffer object currently bound to the <code class="constant">GL_READ_FRAMEBUFFER</code> target.
If the default framebuffer is bound, this value will be zero. The initial value is zero.
See <a class="citerefentry" href="glBindFramebuffer"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_ELEMENT_ARRAY_BUFFER_BINDING</code></span></dt><dd><p>
</p><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"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_RENDERBUFFER_BINDING</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single value, the name of the renderbuffer object
currently bound to the target <code class="constant">GL_RENDERBUFFER</code>. If no renderbuffer object
is bound to this target, 0 is returned. The initial value is 0.
See <a class="citerefentry" href="glBindRenderbuffer"><span class="citerefentry"><span class="refentrytitle">glBindRenderbuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_FRAGMENT_SHADER_DERIVATIVE_HINT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating the mode of the derivative accuracy hint
for fragment shaders. The initial value
is <code class="constant">GL_DONT_CARE</code>.
See <a class="citerefentry" href="glHint"><span class="citerefentry"><span class="refentrytitle">glHint</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_LINE_SMOOTH</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether antialiasing of
lines is enabled. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glLineWidth"><span class="citerefentry"><span class="refentrytitle">glLineWidth</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_LINE_SMOOTH_HINT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating the mode of the line antialiasing
hint. The initial value is <code class="constant">GL_DONT_CARE</code>.
See <a class="citerefentry" href="glHint"><span class="citerefentry"><span class="refentrytitle">glHint</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_LINE_WIDTH</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the line width as specified with <a class="citerefentry" href="glLineWidth"><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_LOGIC_OP_MODE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating the selected logic operation
mode. The initial value is <code class="constant">GL_COPY</code>.
See <a class="citerefentry" href="glLogicOp"><span class="citerefentry"><span class="refentrytitle">glLogicOp</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_3D_TEXTURE_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a rough estimate of the largest 3D texture that the GL can handle.
The value must be at least 64.
Use <code class="constant">GL_PROXY_TEXTURE_3D</code> to determine if a texture is too large.
See <a class="citerefentry" href="glTexImage3D"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_CLIP_DISTANCES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of application-defined clipping distances. The value must be at least 8.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number of words for fragment shader uniform variables in all uniform
blocks (including default). The value must be at least 1.
See <a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
</p><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 48.
See <a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number of words for vertex shader uniform variables in all uniform
blocks (including default). The value must be at least 1.
See <a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number of words for geometry shader uniform variables in all uniform
blocks (including default). The value must be at least 1.
See <a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_VARYING_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number components for varying variables, which must be at least 60.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_COMBINED_UNIFORM_BLOCKS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of uniform blocks per program. The value must be at least 36.
See <a class="citerefentry" href="glUniformBlockBinding"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_CUBE_MAP_TEXTURE_SIZE</code></span></dt><dd><p>
</p><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 1024.
Use <code class="constant">GL_PROXY_TEXTURE_CUBE_MAP</code>
to determine if a texture is too large.
See <a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_DRAW_BUFFERS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value, the maximum number
of simultaneous outputs that may be written in a fragment shader.
The value must be at least 8.
See <a class="citerefentry" href="glDrawBuffers"><span class="citerefentry"><span class="refentrytitle">glDrawBuffers</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_DUAL_SOURCE_DRAW_BUFFERS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value, the maximum number
of active draw buffers when using dual-source blending. The value must be at least 1.
See <a class="citerefentry" href="glBlendFunc"><span class="citerefentry"><span class="refentrytitle">glBlendFunc</span></span></a> and
<a class="citerefentry" href="glBlendFuncSeparate"><span class="citerefentry"><span class="refentrytitle">glBlendFuncSeparate</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_ELEMENTS_INDICES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the recommended maximum number of vertex array indices.
See <a class="citerefentry" href="glDrawRangeElements"><span class="citerefentry"><span class="refentrytitle">glDrawRangeElements</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_ELEMENTS_VERTICES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the recommended maximum number of vertex array vertices.
See <a class="citerefentry" href="glDrawRangeElements"><span class="citerefentry"><span class="refentrytitle">glDrawRangeElements</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_UNIFORM_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of individual floating-point, integer, or boolean values that can be held
in uniform variable storage for a fragment shader. The value must be at least 1024.
See <a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_UNIFORM_BLOCKS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of uniform blocks per fragment shader. The value must be at least 12.
See <a class="citerefentry" href="glUniformBlockBinding"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_FRAGMENT_INPUT_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of components of the inputs read by the fragment shader, which must be at least 128.
</p></dd><dt><span class="term"><code class="constant">GL_MIN_PROGRAM_TEXEL_OFFSET</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the minimum texel offset allowed in a texture lookup, which must be at most -8.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_PROGRAM_TEXEL_OFFSET</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum texel offset allowed in a texture lookup, which must be at least 7.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_RECTANGLE_TEXTURE_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value.
The value gives a rough estimate of the largest rectangular texture that
the GL can handle. The value must be at least 1024.
Use <code class="constant">GL_PROXY_TEXTURE_RECTANGLE</code>
to determine if a texture is too large.
See <a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
</p><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 16.
See <a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_LOD_BIAS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum, absolute value of the texture level-of-detail bias. The
value must be at least 2.0.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_SIZE</code></span></dt><dd><p>
</p><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 1024.
Use a proxy texture target such as <code class="constant">GL_PROXY_TEXTURE_1D</code> or <code class="constant">GL_PROXY_TEXTURE_2D</code>
to determine if a texture is too large.
See <a class="citerefentry" href="glTexImage1D"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a> and <a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_RENDERBUFFER_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value.
The value indicates the maximum supported size for renderbuffers.
See <a class="citerefentry" href="glFramebufferRenderbuffer"><span class="citerefentry"><span class="refentrytitle">glFramebufferRenderbuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_ARRAY_TEXTURE_LAYERS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value.
The value indicates the maximum number of layers allowed in an array texture, and must be at least 256.
See <a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_TEXTURE_BUFFER_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value.
The value gives the maximum number of texels allowed in the texel array of a texture buffer object.
Value must be at least 65536.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_UNIFORM_BLOCK_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum size in basic machine units of a uniform block.
The value must be at least 16384.
See <a class="citerefentry" href="glUniformBlockBinding"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_VARYING_FLOATS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of interpolators available for processing varying variables used by
vertex and fragment shaders. This value represents the number of individual floating-point
values that can be interpolated; varying variables declared as vectors, matrices, and arrays
will all consume multiple interpolators. The value must be at least 32.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_ATTRIBS</code></span></dt><dd><p>
</p><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 16.
See <a class="citerefentry" href="glVertexAttrib"><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>
</p><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 at least 16.
See <a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS</code></span></dt><dd><p>
</p><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 geometry shader. The value must be at least 16.
See <a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_UNIFORM_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of individual floating-point, integer, or boolean values that can be held
in uniform variable storage for a vertex shader. The value must be at least 1024.
See <a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_OUTPUT_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of components of output written by a vertex shader, which must be at least 64.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_UNIFORM_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of individual floating-point, integer, or boolean values that can be held
in uniform variable storage for a geometry shader. The value must be at least 1024.
See <a class="citerefentry" href="glUniform"><span class="citerefentry"><span class="refentrytitle">glUniform</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_SAMPLE_MASK_WORDS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of sample mask words.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_COLOR_TEXTURE_SAMPLES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of samples in a color multisample texture.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_DEPTH_TEXTURE_SAMPLES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of samples in a multisample depth or depth-stencil texture.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_DEPTH_TEXTURE_SAMPLES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of samples in a multisample depth or depth-stencil texture.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_INTEGER_SAMPLES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of samples supported in integer format multisample buffers.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_SERVER_WAIT_TIMEOUT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum <a class="citerefentry" href="glWaitSync"><span class="citerefentry"><span class="refentrytitle">glWaitSync</span></span></a> timeout interval.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_UNIFORM_BUFFER_BINDINGS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of uniform buffer binding points on the context, which must be at least 36.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_UNIFORM_BLOCK_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum size in basic machine units of a uniform block, which must be at least 16384.
</p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the minimum required alignment for uniform buffer sizes and offsets.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_VERTEX_UNIFORM_BLOCKS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of uniform blocks per vertex shader. The value must be at least 12.
See <a class="citerefentry" href="glUniformBlockBinding"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_UNIFORM_BLOCKS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of uniform blocks per geometry shader. The value must be at least 12.
See <a class="citerefentry" href="glUniformBlockBinding"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_INPUT_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of components of inputs read by a geometry shader, which must be at least 64.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_GEOMETRY_OUTPUT_COMPONENTS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the maximum number of components of outputs written by a geometry shader, which must be at least 128.
</p></dd><dt><span class="term"><code class="constant">GL_MAX_VIEWPORT_DIMS</code></span></dt><dd><p>
</p><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"><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>
</p><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 4.
See <a class="citerefentry" href="glCompressedTexImage2D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_ALIGNMENT</code></span></dt><dd><p>
</p><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="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_IMAGE_HEIGHT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the image height used for writing pixel data to memory. The initial
value is 0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_LSB_FIRST</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether single-bit
pixels being written to memory are written first to the least significant
bit of each unsigned byte. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_ROW_LENGTH</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the row length used for writing pixel data to memory. The initial value is
0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_SKIP_IMAGES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number of pixel images skipped before the first pixel is written
into memory. The initial value is 0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_SKIP_PIXELS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number of pixel locations skipped before the first pixel is written
into memory. The initial value is 0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_SKIP_ROWS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number of rows of pixel locations skipped before the first pixel is written
into memory. The initial value is 0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PACK_SWAP_BYTES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether the bytes of
two-byte and four-byte pixel indices and components are swapped before being
written to memory. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PIXEL_PACK_BUFFER_BINDING</code></span></dt><dd><p>
</p><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_PIXEL_PACK_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"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PIXEL_UNPACK_BUFFER_BINDING</code></span></dt><dd><p>
</p><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_PIXEL_UNPACK_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"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POINT_FADE_THRESHOLD_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the point size threshold for determining the point size.
See <a class="citerefentry" href="glPointParameter"><span class="citerefentry"><span class="refentrytitle">glPointParameter</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PRIMITIVE_RESTART_INDEX</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the current primitive restart index. The initial value is 0.
See <a class="citerefentry" href="glPrimitiveRestartIndex"><span class="citerefentry"><span class="refentrytitle">glPrimitiveRestartIndex</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_PROGRAM_POINT_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether vertex
program point size mode is enabled. If enabled, then the
point size is taken from the shader built-in <code class="code">gl_PointSize</code>. If disabled,
then the point size is taken from the point state as specified
by <a class="citerefentry" href="glPointSize"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
The initial value is <code class="constant">GL_FALSE</code>.
</p></dd><dt><span class="term"><code class="constant">GL_PROVOKING_VERTEX</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the currently selected provoking vertex convention. The initial value is <code class="constant">GL_LAST_VERTEX_CONVENTION</code>.
See <a class="citerefentry" href="glProvokingVertex"><span class="citerefentry"><span class="refentrytitle">glProvokingVertex</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POINT_SIZE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the point size as specified by <a class="citerefentry" href="glPointSize"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
The initial value is 1.
</p></dd><dt><span class="term"><code class="constant">GL_POINT_SIZE_GRANULARITY</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the size difference between adjacent supported sizes for antialiased points.
See <a class="citerefentry" href="glPointSize"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POINT_SIZE_RANGE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns two values:
the smallest and largest supported sizes for antialiased
points. The smallest size must be at most 1, and the largest size must
be at least 1.
See <a class="citerefentry" href="glPointSize"><span class="citerefentry"><span class="refentrytitle">glPointSize</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_FACTOR</code></span></dt><dd><p>
</p><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"><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>
</p><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"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_LINE</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether polygon offset
is enabled for polygons in line mode. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glPolygonOffset"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POLYGON_OFFSET_POINT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether polygon offset
is enabled for polygons in point mode. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glPolygonOffset"><span class="citerefentry"><span class="refentrytitle">glPolygonOffset</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POLYGON_SMOOTH</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether antialiasing of
polygons is enabled. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glPolygonMode"><span class="citerefentry"><span class="refentrytitle">glPolygonMode</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_POLYGON_SMOOTH_HINT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating the mode of the polygon antialiasing
hint. The initial value is <code class="constant">GL_DONT_CARE</code>.
See <a class="citerefentry" href="glHint"><span class="citerefentry"><span class="refentrytitle">glHint</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_READ_BUFFER</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating which color buffer is selected for
reading. The initial value is <code class="constant">GL_BACK</code> if there is a back buffer,
otherwise it is <code class="constant">GL_FRONT</code>.
See
<a class="citerefentry" href="glReadPixels"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_SAMPLE_BUFFERS</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single integer value indicating the number of sample buffers
associated with the framebuffer.
See <a class="citerefentry" href="glSampleCoverage"><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>
</p><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"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glSampleCoverage</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_SAMPLER_BINDING</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single value, the name of the sampler object
currently bound to the active texture unit. The initial value is 0.
See <a class="citerefentry" href="glBindSampler"><span class="citerefentry"><span class="refentrytitle">glBindSampler</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_SAMPLES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single integer value indicating the coverage mask size.
See <a class="citerefentry" href="glSampleCoverage"><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>
</p><p>
<em class="parameter"><code>params</code></em> returns four values:
the
<math overflow="scroll"><mi mathvariant="italic">x</mi></math>
and
<math overflow="scroll"><mi mathvariant="italic">y</mi></math>
window coordinates of the scissor box,
followed by its width and height.
Initially the
<math overflow="scroll"><mi mathvariant="italic">x</mi></math>
and
<math overflow="scroll"><mi mathvariant="italic">y</mi></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"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glScissor</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_STENCIL_BACK_FAIL</code></span></dt><dd><p>
</p><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"><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>
</p><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"><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>
</p><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"><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>
</p><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"><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>
</p><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"><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>
</p><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"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glStencilMaskSeparate</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_STENCIL_CLEAR_VALUE</code></span></dt><dd><p>
</p><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"><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>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
a symbolic constant indicating what action is taken when the stencil
test fails. The initial value is <code class="constant">GL_KEEP</code>.
See <a class="citerefentry" href="glStencilOp"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a>.
This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See <a class="citerefentry" href="glStencilOpSeparate"><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>
</p><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. The initial value
is <code class="constant">GL_ALWAYS</code>.
See <a class="citerefentry" href="glStencilFunc"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a>.
This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See <a class="citerefentry" href="glStencilFuncSeparate"><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>
</p><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. The initial value is <code class="constant">GL_KEEP</code>.
See <a class="citerefentry" href="glStencilOp"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a>.
This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See <a class="citerefentry" href="glStencilOpSeparate"><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>
</p><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. The initial value is <code class="constant">GL_KEEP</code>.
See <a class="citerefentry" href="glStencilOp"><span class="citerefentry"><span class="refentrytitle">glStencilOp</span></span></a>.
This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See <a class="citerefentry" href="glStencilOpSeparate"><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>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the reference value that is compared with the contents of the stencil
buffer. The initial value is 0.
See <a class="citerefentry" href="glStencilFunc"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a>.
This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See <a class="citerefentry" href="glStencilFuncSeparate"><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>
</p><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"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a> and <a class="citerefentry" href="glStencilOp"><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>
</p><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. The initial value is all 1's.
See <a class="citerefentry" href="glStencilFunc"><span class="citerefentry"><span class="refentrytitle">glStencilFunc</span></span></a>.
This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See <a class="citerefentry" href="glStencilFuncSeparate"><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>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the mask that controls writing of the stencil bitplanes. The initial value
is all 1's.
See <a class="citerefentry" href="glStencilMask"><span class="citerefentry"><span class="refentrytitle">glStencilMask</span></span></a>.
This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See <a class="citerefentry" href="glStencilMaskSeparate"><span class="citerefentry"><span class="refentrytitle">glStencilMaskSeparate</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_STEREO</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether stereo buffers
(left and right) are supported.
</p></dd><dt><span class="term"><code class="constant">GL_SUBPIXEL_BITS</code></span></dt><dd><p>
</p><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_1D</code></span></dt><dd><p>
</p><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_1D</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_1D_ARRAY</code></span></dt><dd><p>
</p><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_1D_ARRAY</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D</code></span></dt><dd><p>
</p><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>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D_ARRAY</code></span></dt><dd><p>
</p><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_ARRAY</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D_MULTISAMPLE</code></span></dt><dd><p>
</p><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_MULTISAMPLE</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY</code></span></dt><dd><p>
</p><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_MULTISAMPLE_ARRAY</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_3D</code></span></dt><dd><p>
</p><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_3D</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_BUFFER</code></span></dt><dd><p>
</p><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_BUFFER</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><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>
</p><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>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_RECTANGLE</code></span></dt><dd><p>
</p><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_RECTANGLE</code>. The initial value is 0.
See <a class="citerefentry" href="glBindTexture"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_COMPRESSION_HINT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single value indicating the mode of the texture
compression hint. The initial value is <code class="constant">GL_DONT_CARE</code>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BINDING_BUFFER</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single value, the name of the texture buffer object
currently bound. The initial value is 0.
See <a class="citerefentry" href="glBindBuffer"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TIMESTAMP</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single value, the 64-bit value of the current
GL time.
See <a class="citerefentry" href="glQueryCounter"><span class="citerefentry"><span class="refentrytitle">glQueryCounter</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER_BINDING</code></span></dt><dd><p>
</p><p>
When used with non-indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegerv</code>),
<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_TRANSFORM_FEEDBACK_BUFFER</code>. If no buffer object
is bound to this target, 0 is returned.
When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegeri_v</code>),
<em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
bound to the indexed transform feedback attribute stream. The initial value is 0 for all targets.
See <a class="citerefentry" href="glBindBuffer"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>, <a class="citerefentry" href="glBindBufferBase"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>, and
<a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER_START</code></span></dt><dd><p>
</p><p>
When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
<em class="parameter"><code>params</code></em> returns a single value, the start offset of the binding range for each
transform feedback attribute stream. The initial value is 0 for all streams.
See <a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER_SIZE</code></span></dt><dd><p>
</p><p>
When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
<em class="parameter"><code>params</code></em> returns a single value, the size of the binding range for each
transform feedback attribute stream. The initial value is 0 for all streams.
See <a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_BINDING</code></span></dt><dd><p>
</p><p>
When used with non-indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegerv</code>),
<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_UNIFORM_BUFFER</code>. If no buffer object
is bound to this target, 0 is returned.
When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetIntegeri_v</code>),
<em class="parameter"><code>params</code></em> returns a single value, the name of the buffer object
bound to the indexed uniform buffer binding point. The initial value is 0 for all targets.
See <a class="citerefentry" href="glBindBuffer"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>, <a class="citerefentry" href="glBindBufferBase"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>, and
<a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_START</code></span></dt><dd><p>
</p><p>
When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
<em class="parameter"><code>params</code></em> returns a single value, the start offset of the binding range for each
indexed uniform buffer binding. The initial value is 0 for all bindings.
See <a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_SIZE</code></span></dt><dd><p>
</p><p>
When used with indexed variants of <code class="function">glGet</code> (such as <code class="function">glGetInteger64i_v</code>),
<em class="parameter"><code>params</code></em> returns a single value, the size of the binding range for each
indexed uniform buffer binding. The initial value is 0 for all bindings.
See <a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single value, the minimum required alignment
for uniform buffer sizes and offset. The initial value is 1.
See <a class="citerefentry" href="glUniformBlockBinding"><span class="citerefentry"><span class="refentrytitle">glUniformBlockBinding</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNPACK_ALIGNMENT</code></span></dt><dd><p>
</p><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="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNPACK_IMAGE_HEIGHT</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the image height used for reading pixel data from memory. The initial
is 0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNPACK_LSB_FIRST</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns a single boolean value indicating whether single-bit
pixels being read from memory are read first from the least significant
bit of each unsigned byte. The initial value is <code class="constant">GL_FALSE</code>.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNPACK_ROW_LENGTH</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the row length used for reading pixel data from memory. The initial value
is 0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNPACK_SKIP_IMAGES</code></span></dt><dd><p>
</p><p>
<em class="parameter"><code>params</code></em> returns one value,
the number of pixel images skipped before the first pixel is read
from memory. The initial value is 0.
See <a class="citerefentry" href="glPixelStore"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>.
</p></dd><dt><span class="term"><code class="constant">GL_UNPACK_SKIP_PIXELS</code></span></dt><dd><p>
</p><p>