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@JosephLenton
Created August 6, 2013 11:11
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--- stdout for Hero Extant ---
Pixel Format Mode: Double Buffered, Accelerated
Colour Depth: 32
Depth Buffer: 32
Alpha Bits: 8
get_proc OK 'glCullFace'
get_proc OK 'glFrontFace'
get_proc OK 'glHint'
get_proc OK 'glLineWidth'
get_proc OK 'glPointSize'
get_proc OK 'glPolygonMode'
get_proc OK 'glScissor'
get_proc OK 'glTexParameterf'
get_proc OK 'glTexParameterfv'
get_proc OK 'glTexParameteri'
get_proc OK 'glTexParameteriv'
get_proc OK 'glTexImage1D'
get_proc OK 'glTexImage2D'
get_proc OK 'glDrawBuffer'
get_proc OK 'glClear'
get_proc OK 'glClearColor'
get_proc OK 'glClearStencil'
get_proc OK 'glClearDepth'
get_proc OK 'glStencilMask'
get_proc OK 'glColorMask'
get_proc OK 'glDepthMask'
get_proc OK 'glDisable'
get_proc OK 'glEnable'
get_proc OK 'glFinish'
get_proc OK 'glFlush'
get_proc OK 'glBlendFunc'
get_proc OK 'glLogicOp'
get_proc OK 'glStencilFunc'
get_proc OK 'glStencilOp'
get_proc OK 'glDepthFunc'
get_proc OK 'glPixelStoref'
get_proc OK 'glPixelStorei'
get_proc OK 'glReadBuffer'
get_proc OK 'glReadPixels'
get_proc OK 'glGetBooleanv'
get_proc OK 'glGetDoublev'
get_proc OK 'glGetError'
get_proc OK 'glGetFloatv'
get_proc OK 'glGetIntegerv'
get_proc OK 'glGetString'
get_proc OK 'glGetTexImage'
get_proc OK 'glGetTexParameterfv'
get_proc OK 'glGetTexParameteriv'
get_proc OK 'glGetTexLevelParameterfv'
get_proc OK 'glGetTexLevelParameteriv'
get_proc OK 'glIsEnabled'
get_proc OK 'glDepthRange'
get_proc OK 'glViewport'
get_proc OK 'glDrawArrays'
get_proc OK 'glDrawElements'
get_proc OK 'glGetPointerv'
get_proc OK 'glPolygonOffset'
get_proc OK 'glCopyTexImage1D'
get_proc OK 'glCopyTexImage2D'
get_proc OK 'glCopyTexSubImage1D'
get_proc OK 'glCopyTexSubImage2D'
get_proc OK 'glTexSubImage1D'
get_proc OK 'glTexSubImage2D'
get_proc OK 'glBindTexture'
get_proc OK 'glDeleteTextures'
get_proc OK 'glGenTextures'
get_proc OK 'glIsTexture'
get_proc OK 'glBlendColor'
get_proc OK 'glBlendEquation'
get_proc OK 'glDrawRangeElements'
get_proc OK 'glTexImage3D'
get_proc OK 'glTexSubImage3D'
get_proc OK 'glCopyTexSubImage3D'
get_proc OK 'glActiveTexture'
get_proc OK 'glSampleCoverage'
get_proc OK 'glCompressedTexImage3D'
get_proc OK 'glCompressedTexImage2D'
get_proc OK 'glCompressedTexImage1D'
get_proc OK 'glCompressedTexSubImage3D'
get_proc OK 'glCompressedTexSubImage2D'
get_proc OK 'glCompressedTexSubImage1D'
get_proc OK 'glGetCompressedTexImage'
get_proc OK 'glBlendFuncSeparate'
get_proc OK 'glMultiDrawArrays'
get_proc OK 'glMultiDrawElements'
get_proc OK 'glPointParameterf'
get_proc OK 'glPointParameterfv'
get_proc OK 'glPointParameteri'
get_proc OK 'glPointParameteriv'
get_proc OK 'glGenQueries'
get_proc OK 'glDeleteQueries'
get_proc OK 'glIsQuery'
get_proc OK 'glBeginQuery'
get_proc OK 'glEndQuery'
get_proc OK 'glGetQueryiv'
get_proc OK 'glGetQueryObjectiv'
get_proc OK 'glGetQueryObjectuiv'
get_proc OK 'glBindBuffer'
get_proc OK 'glDeleteBuffers'
get_proc OK 'glGenBuffers'
get_proc OK 'glIsBuffer'
get_proc OK 'glBufferData'
get_proc OK 'glBufferSubData'
get_proc OK 'glGetBufferSubData'
get_proc OK 'glMapBuffer'
get_proc OK 'glUnmapBuffer'
get_proc OK 'glGetBufferParameteriv'
get_proc OK 'glGetBufferPointerv'
get_proc OK 'glBlendEquationSeparate'
get_proc OK 'glDrawBuffers'
get_proc OK 'glStencilOpSeparate'
get_proc OK 'glStencilFuncSeparate'
get_proc OK 'glStencilMaskSeparate'
get_proc OK 'glAttachShader'
get_proc OK 'glBindAttribLocation'
get_proc OK 'glCompileShader'
get_proc OK 'glCreateProgram'
get_proc OK 'glCreateShader'
get_proc OK 'glDeleteProgram'
get_proc OK 'glDeleteShader'
get_proc OK 'glDetachShader'
get_proc OK 'glDisableVertexAttribArray'
get_proc OK 'glEnableVertexAttribArray'
get_proc OK 'glGetActiveAttrib'
get_proc OK 'glGetActiveUniform'
get_proc OK 'glGetAttachedShaders'
get_proc OK 'glGetAttribLocation'
get_proc OK 'glGetProgramiv'
get_proc OK 'glGetProgramInfoLog'
get_proc OK 'glGetShaderiv'
get_proc OK 'glGetShaderInfoLog'
get_proc OK 'glGetShaderSource'
get_proc OK 'glGetUniformLocation'
get_proc OK 'glGetUniformfv'
get_proc OK 'glGetUniformiv'
get_proc OK 'glGetVertexAttribdv'
get_proc OK 'glGetVertexAttribfv'
get_proc OK 'glGetVertexAttribiv'
get_proc OK 'glGetVertexAttribPointerv'
get_proc OK 'glIsProgram'
get_proc OK 'glIsShader'
get_proc OK 'glLinkProgram'
get_proc OK 'glShaderSource'
get_proc OK 'glUseProgram'
get_proc OK 'glUniform1f'
get_proc OK 'glUniform2f'
get_proc OK 'glUniform3f'
get_proc OK 'glUniform4f'
get_proc OK 'glUniform1i'
get_proc OK 'glUniform2i'
get_proc OK 'glUniform3i'
get_proc OK 'glUniform4i'
get_proc OK 'glUniform1fv'
get_proc OK 'glUniform2fv'
get_proc OK 'glUniform3fv'
get_proc OK 'glUniform4fv'
get_proc OK 'glUniform1iv'
get_proc OK 'glUniform2iv'
get_proc OK 'glUniform3iv'
get_proc OK 'glUniform4iv'
get_proc OK 'glUniformMatrix2fv'
get_proc OK 'glUniformMatrix3fv'
get_proc OK 'glUniformMatrix4fv'
get_proc OK 'glValidateProgram'
get_proc OK 'glVertexAttrib1d'
get_proc OK 'glVertexAttrib1dv'
get_proc OK 'glVertexAttrib1f'
get_proc OK 'glVertexAttrib1fv'
get_proc OK 'glVertexAttrib1s'
get_proc OK 'glVertexAttrib1sv'
get_proc OK 'glVertexAttrib2d'
get_proc OK 'glVertexAttrib2dv'
get_proc OK 'glVertexAttrib2f'
get_proc OK 'glVertexAttrib2fv'
get_proc OK 'glVertexAttrib2s'
get_proc OK 'glVertexAttrib2sv'
get_proc OK 'glVertexAttrib3d'
get_proc OK 'glVertexAttrib3dv'
get_proc OK 'glVertexAttrib3f'
get_proc OK 'glVertexAttrib3fv'
get_proc OK 'glVertexAttrib3s'
get_proc OK 'glVertexAttrib3sv'
get_proc OK 'glVertexAttrib4Nbv'
get_proc OK 'glVertexAttrib4Niv'
get_proc OK 'glVertexAttrib4Nsv'
get_proc OK 'glVertexAttrib4Nub'
get_proc OK 'glVertexAttrib4Nubv'
get_proc OK 'glVertexAttrib4Nuiv'
get_proc OK 'glVertexAttrib4Nusv'
get_proc OK 'glVertexAttrib4bv'
get_proc OK 'glVertexAttrib4d'
get_proc OK 'glVertexAttrib4dv'
get_proc OK 'glVertexAttrib4f'
get_proc OK 'glVertexAttrib4fv'
get_proc OK 'glVertexAttrib4iv'
get_proc OK 'glVertexAttrib4s'
get_proc OK 'glVertexAttrib4sv'
get_proc OK 'glVertexAttrib4ubv'
get_proc OK 'glVertexAttrib4uiv'
get_proc OK 'glVertexAttrib4usv'
get_proc OK 'glVertexAttribPointer'
get_proc OK 'glUniformMatrix2x3fv'
get_proc OK 'glUniformMatrix3x2fv'
get_proc OK 'glUniformMatrix2x4fv'
get_proc OK 'glUniformMatrix4x2fv'
get_proc OK 'glUniformMatrix3x4fv'
get_proc OK 'glUniformMatrix4x3fv'
get_proc OK 'glColorMaski'
get_proc OK 'glGetBooleani_v'
get_proc OK 'glGetIntegeri_v'
get_proc OK 'glEnablei'
get_proc OK 'glDisablei'
get_proc OK 'glIsEnabledi'
get_proc OK 'glBeginTransformFeedback'
get_proc OK 'glEndTransformFeedback'
get_proc OK 'glBindBufferRange'
get_proc OK 'glBindBufferBase'
get_proc OK 'glTransformFeedbackVaryings'
get_proc OK 'glGetTransformFeedbackVarying'
get_proc OK 'glClampColor'
get_proc OK 'glBeginConditionalRender'
get_proc OK 'glEndConditionalRender'
get_proc OK 'glVertexAttribIPointer'
get_proc OK 'glGetVertexAttribIiv'
get_proc OK 'glGetVertexAttribIuiv'
get_proc OK 'glVertexAttribI1i'
get_proc OK 'glVertexAttribI2i'
get_proc OK 'glVertexAttribI3i'
get_proc OK 'glVertexAttribI4i'
get_proc OK 'glVertexAttribI1ui'
get_proc OK 'glVertexAttribI2ui'
get_proc OK 'glVertexAttribI3ui'
get_proc OK 'glVertexAttribI4ui'
get_proc OK 'glVertexAttribI1iv'
get_proc OK 'glVertexAttribI2iv'
get_proc OK 'glVertexAttribI3iv'
get_proc OK 'glVertexAttribI4iv'
get_proc OK 'glVertexAttribI1uiv'
get_proc OK 'glVertexAttribI2uiv'
get_proc OK 'glVertexAttribI3uiv'
get_proc OK 'glVertexAttribI4uiv'
get_proc OK 'glVertexAttribI4bv'
get_proc OK 'glVertexAttribI4sv'
get_proc OK 'glVertexAttribI4ubv'
get_proc OK 'glVertexAttribI4usv'
get_proc OK 'glGetUniformuiv'
get_proc OK 'glBindFragDataLocation'
get_proc OK 'glGetFragDataLocation'
get_proc OK 'glUniform1ui'
get_proc OK 'glUniform2ui'
get_proc OK 'glUniform3ui'
get_proc OK 'glUniform4ui'
get_proc OK 'glUniform1uiv'
get_proc OK 'glUniform2uiv'
get_proc OK 'glUniform3uiv'
get_proc OK 'glUniform4uiv'
get_proc OK 'glTexParameterIiv'
get_proc OK 'glTexParameterIuiv'
get_proc OK 'glGetTexParameterIiv'
get_proc OK 'glGetTexParameterIuiv'
get_proc OK 'glClearBufferiv'
get_proc OK 'glClearBufferuiv'
get_proc OK 'glClearBufferfv'
get_proc OK 'glClearBufferfi'
get_proc OK 'glGetStringi'
get_proc OK 'glDrawArraysInstanced'
get_proc OK 'glDrawElementsInstanced'
get_proc OK 'glTexBuffer'
get_proc OK 'glPrimitiveRestartIndex'
get_proc OK 'glGetInteger64i_v'
get_proc OK 'glGetBufferParameteri64v'
get_proc OK 'glFramebufferTexture'
get_proc OK 'glVertexAttribDivisor'
get_proc OK 'glMinSampleShading'
get_proc OK 'glBlendEquationi'
get_proc OK 'glBlendEquationSeparatei'
get_proc OK 'glBlendFunci'
get_proc OK 'glBlendFuncSeparatei'
get_proc OK 'glIsRenderbuffer'
get_proc OK 'glBindRenderbuffer'
get_proc OK 'glDeleteRenderbuffers'
get_proc OK 'glGenRenderbuffers'
get_proc OK 'glRenderbufferStorage'
get_proc OK 'glGetRenderbufferParameteriv'
get_proc OK 'glIsFramebuffer'
get_proc OK 'glBindFramebuffer'
get_proc OK 'glDeleteFramebuffers'
get_proc OK 'glGenFramebuffers'
get_proc OK 'glCheckFramebufferStatus'
get_proc OK 'glFramebufferTexture1D'
get_proc OK 'glFramebufferTexture2D'
get_proc OK 'glFramebufferTexture3D'
get_proc OK 'glFramebufferRenderbuffer'
get_proc OK 'glGetFramebufferAttachmentParameteriv'
get_proc OK 'glGenerateMipmap'
get_proc OK 'glBlitFramebuffer'
get_proc OK 'glRenderbufferStorageMultisample'
get_proc OK 'glFramebufferTextureLayer'
get_proc OK 'glMapBufferRange'
get_proc OK 'glFlushMappedBufferRange'
get_proc OK 'glBindVertexArray'
get_proc OK 'glDeleteVertexArrays'
get_proc OK 'glGenVertexArrays'
get_proc OK 'glIsVertexArray'
get_proc OK 'glGetUniformIndices'
get_proc OK 'glGetActiveUniformsiv'
get_proc OK 'glGetActiveUniformName'
get_proc OK 'glGetUniformBlockIndex'
get_proc OK 'glGetActiveUniformBlockiv'
get_proc OK 'glGetActiveUniformBlockName'
get_proc OK 'glUniformBlockBinding'
get_proc OK 'glCopyBufferSubData'
get_proc OK 'glDrawElementsBaseVertex'
get_proc OK 'glDrawRangeElementsBaseVertex'
get_proc OK 'glDrawElementsInstancedBaseVertex'
get_proc OK 'glMultiDrawElementsBaseVertex'
get_proc OK 'glProvokingVertex'
get_proc OK 'glFenceSync'
get_proc OK 'glIsSync'
get_proc OK 'glDeleteSync'
get_proc OK 'glClientWaitSync'
get_proc OK 'glWaitSync'
get_proc OK 'glGetInteger64v'
get_proc OK 'glGetSynciv'
get_proc OK 'glTexImage2DMultisample'
get_proc OK 'glTexImage3DMultisample'
get_proc OK 'glGetMultisamplefv'
get_proc OK 'glSampleMaski'
get_proc NULL 'glBlendEquationiARB'
get_proc NULL 'glBlendEquationSeparateiARB'
get_proc NULL 'glBlendFunciARB'
get_proc NULL 'glBlendFuncSeparateiARB'
get_proc NULL 'glMinSampleShadingARB'
get_proc OK 'glNamedStringARB'
get_proc OK 'glDeleteNamedStringARB'
get_proc OK 'glCompileShaderIncludeARB'
get_proc OK 'glIsNamedStringARB'
get_proc OK 'glGetNamedStringARB'
get_proc OK 'glGetNamedStringivARB'
get_proc OK 'glBindFragDataLocationIndexed'
get_proc OK 'glGetFragDataIndex'
get_proc OK 'glGenSamplers'
get_proc OK 'glDeleteSamplers'
get_proc OK 'glIsSampler'
get_proc OK 'glBindSampler'
get_proc OK 'glSamplerParameteri'
get_proc OK 'glSamplerParameteriv'
get_proc OK 'glSamplerParameterf'
get_proc OK 'glSamplerParameterfv'
get_proc OK 'glSamplerParameterIiv'
get_proc OK 'glSamplerParameterIuiv'
get_proc OK 'glGetSamplerParameteriv'
get_proc OK 'glGetSamplerParameterIiv'
get_proc OK 'glGetSamplerParameterfv'
get_proc OK 'glGetSamplerParameterIuiv'
get_proc OK 'glQueryCounter'
get_proc OK 'glGetQueryObjecti64v'
get_proc OK 'glGetQueryObjectui64v'
get_proc OK 'glVertexP2ui'
get_proc OK 'glVertexP2uiv'
get_proc OK 'glVertexP3ui'
get_proc OK 'glVertexP3uiv'
get_proc OK 'glVertexP4ui'
get_proc OK 'glVertexP4uiv'
get_proc OK 'glTexCoordP1ui'
get_proc OK 'glTexCoordP1uiv'
get_proc OK 'glTexCoordP2ui'
get_proc OK 'glTexCoordP2uiv'
get_proc OK 'glTexCoordP3ui'
get_proc OK 'glTexCoordP3uiv'
get_proc OK 'glTexCoordP4ui'
get_proc OK 'glTexCoordP4uiv'
get_proc OK 'glMultiTexCoordP1ui'
get_proc OK 'glMultiTexCoordP1uiv'
get_proc OK 'glMultiTexCoordP2ui'
get_proc OK 'glMultiTexCoordP2uiv'
get_proc OK 'glMultiTexCoordP3ui'
get_proc OK 'glMultiTexCoordP3uiv'
get_proc OK 'glMultiTexCoordP4ui'
get_proc OK 'glMultiTexCoordP4uiv'
get_proc OK 'glNormalP3ui'
get_proc OK 'glNormalP3uiv'
get_proc OK 'glColorP3ui'
get_proc OK 'glColorP3uiv'
get_proc OK 'glColorP4ui'
get_proc OK 'glColorP4uiv'
get_proc OK 'glSecondaryColorP3ui'
get_proc OK 'glSecondaryColorP3uiv'
get_proc OK 'glVertexAttribP1ui'
get_proc OK 'glVertexAttribP1uiv'
get_proc OK 'glVertexAttribP2ui'
get_proc OK 'glVertexAttribP2uiv'
get_proc OK 'glVertexAttribP3ui'
get_proc OK 'glVertexAttribP3uiv'
get_proc OK 'glVertexAttribP4ui'
get_proc OK 'glVertexAttribP4uiv'
get_proc OK 'glDrawArraysIndirect'
get_proc OK 'glDrawElementsIndirect'
get_proc OK 'glUniform1d'
get_proc OK 'glUniform2d'
get_proc OK 'glUniform3d'
get_proc OK 'glUniform4d'
get_proc OK 'glUniform1dv'
get_proc OK 'glUniform2dv'
get_proc OK 'glUniform3dv'
get_proc OK 'glUniform4dv'
get_proc OK 'glUniformMatrix2dv'
get_proc OK 'glUniformMatrix3dv'
get_proc OK 'glUniformMatrix4dv'
get_proc OK 'glUniformMatrix2x3dv'
get_proc OK 'glUniformMatrix2x4dv'
get_proc OK 'glUniformMatrix3x2dv'
get_proc OK 'glUniformMatrix3x4dv'
get_proc OK 'glUniformMatrix4x2dv'
get_proc OK 'glUniformMatrix4x3dv'
get_proc OK 'glGetUniformdv'
get_proc NULL 'glGetSubroutineUniformLocation'
get_proc NULL 'glGetSubroutineIndex'
get_proc NULL 'glGetActiveSubroutineUniformiv'
get_proc NULL 'glGetActiveSubroutineUniformName'
get_proc NULL 'glGetActiveSubroutineName'
get_proc NULL 'glUniformSubroutinesuiv'
get_proc NULL 'glGetUniformSubroutineuiv'
get_proc NULL 'glGetProgramStageiv'
get_proc OK 'glPatchParameteri'
get_proc OK 'glPatchParameterfv'
get_proc OK 'glBindTransformFeedback'
get_proc OK 'glDeleteTransformFeedbacks'
get_proc OK 'glGenTransformFeedbacks'
get_proc OK 'glIsTransformFeedback'
get_proc OK 'glPauseTransformFeedback'
get_proc OK 'glResumeTransformFeedback'
get_proc OK 'glDrawTransformFeedback'
get_proc OK 'glDrawTransformFeedbackStream'
get_proc OK 'glBeginQueryIndexed'
get_proc OK 'glEndQueryIndexed'
get_proc OK 'glGetQueryIndexediv'
get_proc OK 'glReleaseShaderCompiler'
get_proc OK 'glShaderBinary'
get_proc OK 'glGetShaderPrecisionFormat'
get_proc OK 'glDepthRangef'
get_proc OK 'glClearDepthf'
get_proc OK 'glGetProgramBinary'
get_proc OK 'glProgramBinary'
get_proc OK 'glProgramParameteri'
get_proc OK 'glUseProgramStages'
get_proc OK 'glActiveShaderProgram'
get_proc OK 'glCreateShaderProgramv'
get_proc OK 'glBindProgramPipeline'
get_proc OK 'glDeleteProgramPipelines'
get_proc OK 'glGenProgramPipelines'
get_proc OK 'glIsProgramPipeline'
get_proc OK 'glGetProgramPipelineiv'
get_proc OK 'glProgramUniform1i'
get_proc OK 'glProgramUniform1iv'
get_proc OK 'glProgramUniform1f'
get_proc OK 'glProgramUniform1fv'
get_proc OK 'glProgramUniform1d'
get_proc OK 'glProgramUniform1dv'
get_proc OK 'glProgramUniform1ui'
get_proc OK 'glProgramUniform1uiv'
get_proc OK 'glProgramUniform2i'
get_proc OK 'glProgramUniform2iv'
get_proc OK 'glProgramUniform2f'
get_proc OK 'glProgramUniform2fv'
get_proc OK 'glProgramUniform2d'
get_proc OK 'glProgramUniform2dv'
get_proc OK 'glProgramUniform2ui'
get_proc OK 'glProgramUniform2uiv'
get_proc OK 'glProgramUniform3i'
get_proc OK 'glProgramUniform3iv'
get_proc OK 'glProgramUniform3f'
get_proc OK 'glProgramUniform3fv'
get_proc OK 'glProgramUniform3d'
get_proc OK 'glProgramUniform3dv'
get_proc OK 'glProgramUniform3ui'
get_proc OK 'glProgramUniform3uiv'
get_proc OK 'glProgramUniform4i'
get_proc OK 'glProgramUniform4iv'
get_proc OK 'glProgramUniform4f'
get_proc OK 'glProgramUniform4fv'
get_proc OK 'glProgramUniform4d'
get_proc OK 'glProgramUniform4dv'
get_proc OK 'glProgramUniform4ui'
get_proc OK 'glProgramUniform4uiv'
get_proc OK 'glProgramUniformMatrix2fv'
get_proc OK 'glProgramUniformMatrix3fv'
get_proc OK 'glProgramUniformMatrix4fv'
get_proc OK 'glProgramUniformMatrix2dv'
get_proc OK 'glProgramUniformMatrix3dv'
get_proc OK 'glProgramUniformMatrix4dv'
get_proc OK 'glProgramUniformMatrix2x3fv'
get_proc OK 'glProgramUniformMatrix3x2fv'
get_proc OK 'glProgramUniformMatrix2x4fv'
get_proc OK 'glProgramUniformMatrix4x2fv'
get_proc OK 'glProgramUniformMatrix3x4fv'
get_proc OK 'glProgramUniformMatrix4x3fv'
get_proc OK 'glProgramUniformMatrix2x3dv'
get_proc OK 'glProgramUniformMatrix3x2dv'
get_proc OK 'glProgramUniformMatrix2x4dv'
get_proc OK 'glProgramUniformMatrix4x2dv'
get_proc OK 'glProgramUniformMatrix3x4dv'
get_proc OK 'glProgramUniformMatrix4x3dv'
get_proc OK 'glValidateProgramPipeline'
get_proc OK 'glGetProgramPipelineInfoLog'
get_proc NULL 'glVertexAttribL1d'
get_proc NULL 'glVertexAttribL2d'
get_proc NULL 'glVertexAttribL3d'
get_proc NULL 'glVertexAttribL4d'
get_proc NULL 'glVertexAttribL1dv'
get_proc NULL 'glVertexAttribL2dv'
get_proc NULL 'glVertexAttribL3dv'
get_proc NULL 'glVertexAttribL4dv'
get_proc NULL 'glVertexAttribLPointer'
get_proc NULL 'glGetVertexAttribLdv'
get_proc OK 'glViewportArrayv'
get_proc OK 'glViewportIndexedf'
get_proc OK 'glViewportIndexedfv'
get_proc OK 'glScissorArrayv'
get_proc OK 'glScissorIndexed'
get_proc OK 'glScissorIndexedv'
get_proc OK 'glDepthRangeArrayv'
get_proc OK 'glDepthRangeIndexed'
get_proc OK 'glGetFloati_v'
get_proc OK 'glGetDoublei_v'
get_proc NULL 'glCreateSyncFromCLeventARB'
get_proc OK 'glDebugMessageControlARB'
get_proc OK 'glDebugMessageInsertARB'
get_proc OK 'glDebugMessageCallbackARB'
get_proc OK 'glGetDebugMessageLogARB'
get_proc OK 'glGetGraphicsResetStatusARB'
get_proc OK 'glGetnTexImageARB'
get_proc OK 'glReadnPixelsARB'
get_proc OK 'glGetnCompressedTexImageARB'
get_proc OK 'glGetnUniformfvARB'
get_proc OK 'glGetnUniformivARB'
get_proc OK 'glGetnUniformuivARB'
get_proc OK 'glGetnUniformdvARB'
get_proc OK 'glDrawArraysInstancedBaseInstance'
get_proc OK 'glDrawElementsInstancedBaseInstance'
get_proc OK 'glDrawElementsInstancedBaseVertexBaseInstance'
get_proc OK 'glDrawTransformFeedbackInstanced'
get_proc OK 'glDrawTransformFeedbackStreamInstanced'
get_proc OK 'glGetInternalformativ'
get_proc NULL 'glGetActiveAtomicCounterBufferiv'
get_proc NULL 'glBindImageTexture'
get_proc NULL 'glMemoryBarrier'
get_proc OK 'glTexStorage1D'
get_proc OK 'glTexStorage2D'
get_proc OK 'glTexStorage3D'
get_proc OK 'glTextureStorage1DEXT'
get_proc OK 'glTextureStorage2DEXT'
get_proc OK 'glTextureStorage3DEXT'
get_proc OK 'glDebugMessageControl'
get_proc OK 'glDebugMessageInsert'
get_proc OK 'glDebugMessageCallback'
get_proc OK 'glGetDebugMessageLog'
get_proc OK 'glPushDebugGroup'
get_proc OK 'glPopDebugGroup'
get_proc OK 'glObjectLabel'
get_proc OK 'glGetObjectLabel'
get_proc OK 'glObjectPtrLabel'
get_proc OK 'glGetObjectPtrLabel'
get_proc OK 'glClearBufferData'
get_proc OK 'glClearBufferSubData'
get_proc OK 'glClearNamedBufferDataEXT'
get_proc OK 'glClearNamedBufferSubDataEXT'
get_proc OK 'glDispatchCompute'
get_proc OK 'glDispatchComputeIndirect'
get_proc OK 'glCopyImageSubData'
get_proc OK 'glTextureView'
get_proc OK 'glBindVertexBuffer'
get_proc OK 'glVertexAttribFormat'
get_proc OK 'glVertexAttribIFormat'
get_proc OK 'glVertexAttribLFormat'
get_proc OK 'glVertexAttribBinding'
get_proc OK 'glVertexBindingDivisor'
get_proc OK 'glVertexArrayBindVertexBufferEXT'
get_proc OK 'glVertexArrayVertexAttribFormatEXT'
get_proc OK 'glVertexArrayVertexAttribIFormatEXT'
get_proc OK 'glVertexArrayVertexAttribLFormatEXT'
get_proc OK 'glVertexArrayVertexAttribBindingEXT'
get_proc OK 'glVertexArrayVertexBindingDivisorEXT'
get_proc OK 'glFramebufferParameteri'
get_proc OK 'glGetFramebufferParameteriv'
get_proc OK 'glNamedFramebufferParameteriEXT'
get_proc OK 'glGetNamedFramebufferParameterivEXT'
get_proc OK 'glGetInternalformati64v'
get_proc OK 'glInvalidateTexSubImage'
get_proc OK 'glInvalidateTexImage'
get_proc OK 'glInvalidateBufferSubData'
get_proc OK 'glInvalidateBufferData'
get_proc OK 'glInvalidateFramebuffer'
get_proc OK 'glInvalidateSubFramebuffer'
get_proc OK 'glMultiDrawArraysIndirect'
get_proc OK 'glMultiDrawElementsIndirect'
get_proc OK 'glGetProgramInterfaceiv'
get_proc OK 'glGetProgramResourceIndex'
get_proc OK 'glGetProgramResourceName'
get_proc OK 'glGetProgramResourceiv'
get_proc OK 'glGetProgramResourceLocation'
get_proc OK 'glGetProgramResourceLocationIndex'
get_proc OK 'glShaderStorageBlockBinding'
get_proc OK 'glTexBufferRange'
get_proc OK 'glTextureBufferRangeEXT'
get_proc OK 'glTexStorage2DMultisample'
get_proc OK 'glTexStorage3DMultisample'
get_proc OK 'glTextureStorage2DMultisampleEXT'
get_proc OK 'glTextureStorage3DMultisampleEXT'
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce 9800 GT/PCIe/SSE2
OpenGL Version: 3.3.0
OpenGL Shading Language: 3.30 NVIDIA via Cg compiler
Window has focus? no
Mouse clicked at 257 594 (Left Mouse Button)
Window has focus? yes
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