text: #ifndef INCLUDED_openfl__v2_gl_GL
  #define INCLUDED_openfl__v2_gl_GL
  
  #ifndef HXCPP_H
  #include <hxcpp.h>
  #endif
  
  HX_DECLARE_CLASS2(haxe,io,Bytes)
  HX_DECLARE_CLASS3(openfl,_v2,display,BitmapData)
  HX_DECLARE_CLASS3(openfl,_v2,display,IBitmapDrawable)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GL)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GLBuffer)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GLFramebuffer)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GLObject)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GLProgram)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GLRenderbuffer)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GLShader)
  HX_DECLARE_CLASS3(openfl,_v2,gl,GLTexture)
  HX_DECLARE_CLASS3(openfl,_v2,utils,ArrayBufferView)
  HX_DECLARE_CLASS3(openfl,_v2,utils,ByteArray)
  HX_DECLARE_CLASS3(openfl,_v2,utils,Float32Array)
  HX_DECLARE_CLASS3(openfl,_v2,utils,IDataInput)
  HX_DECLARE_CLASS3(openfl,_v2,utils,IDataOutput)
  HX_DECLARE_CLASS3(openfl,_v2,utils,IMemoryRange)
  HX_DECLARE_CLASS2(openfl,geom,Matrix3D)
  namespace openfl{
  namespace _v2{
  namespace gl{
  
  
  class HXCPP_CLASS_ATTRIBUTES  GL_obj : public hx::Object{
  	public:
  		typedef hx::Object super;
  		typedef GL_obj OBJ_;
  		GL_obj();
  		Void __construct();
  
  	public:
  		inline void *operator new( size_t inSize, bool inContainer=false)
  			{ return hx::Object::operator new(inSize,inContainer); }
  		static hx::ObjectPtr< GL_obj > __new();
  		static Dynamic __CreateEmpty();
  		static Dynamic __Create(hx::DynamicArray inArgs);
  		//~GL_obj();
  
  		HX_DO_RTTI;
  		static void __boot();
  		static void __register();
  		::String __ToString() const { return HX_CSTRING("GL"); }
  
  		static int DEPTH_BUFFER_BIT;
  		static int STENCIL_BUFFER_BIT;
  		static int COLOR_BUFFER_BIT;
  		static int POINTS;
  		static int LINES;
  		static int LINE_LOOP;
  		static int LINE_STRIP;
  		static int TRIANGLES;
  		static int TRIANGLE_STRIP;
  		static int TRIANGLE_FAN;
  		static int ZERO;
  		static int ONE;
  		static int SRC_COLOR;
  		static int ONE_MINUS_SRC_COLOR;
  		static int SRC_ALPHA;
  		static int ONE_MINUS_SRC_ALPHA;
  		static int DST_ALPHA;
  		static int ONE_MINUS_DST_ALPHA;
  		static int DST_COLOR;
  		static int ONE_MINUS_DST_COLOR;
  		static int SRC_ALPHA_SATURATE;
  		static int FUNC_ADD;
  		static int BLEND_EQUATION;
  		static int BLEND_EQUATION_RGB;
  		static int BLEND_EQUATION_ALPHA;
  		static int FUNC_SUBTRACT;
  		static int FUNC_REVERSE_SUBTRACT;
  		static int BLEND_DST_RGB;
  		static int BLEND_SRC_RGB;
  		static int BLEND_DST_ALPHA;
  		static int BLEND_SRC_ALPHA;
  		static int CONSTANT_COLOR;
  		static int ONE_MINUS_CONSTANT_COLOR;
  		static int CONSTANT_ALPHA;
  		static int ONE_MINUS_CONSTANT_ALPHA;
  		static int BLEND_COLOR;
  		static int ARRAY_BUFFER;
  		static int ELEMENT_ARRAY_BUFFER;
  		static int ARRAY_BUFFER_BINDING;
  		static int ELEMENT_ARRAY_BUFFER_BINDING;
  		static int STREAM_DRAW;
  		static int STATIC_DRAW;
  		static int DYNAMIC_DRAW;
  		static int BUFFER_SIZE;
  		static int BUFFER_USAGE;
  		static int CURRENT_VERTEX_ATTRIB;
  		static int FRONT;
  		static int BACK;
  		static int FRONT_AND_BACK;
  		static int CULL_FACE;
  		static int BLEND;
  		static int DITHER;
  		static int STENCIL_TEST;
  		static int DEPTH_TEST;
  		static int SCISSOR_TEST;
  		static int POLYGON_OFFSET_FILL;
  		static int SAMPLE_ALPHA_TO_COVERAGE;
  		static int SAMPLE_COVERAGE;
  		static int NO_ERROR;
  		static int INVALID_ENUM;
  		static int INVALID_VALUE;
  		static int INVALID_OPERATION;
  		static int OUT_OF_MEMORY;
  		static int CW;
  		static int CCW;
  		static int LINE_WIDTH;
  		static int ALIASED_POINT_SIZE_RANGE;
  		static int ALIASED_LINE_WIDTH_RANGE;
  		static int CULL_FACE_MODE;
  		static int FRONT_FACE;
  		static int DEPTH_RANGE;
  		static int DEPTH_WRITEMASK;
  		static int DEPTH_CLEAR_VALUE;
  		static int DEPTH_FUNC;
  		static int STENCIL_CLEAR_VALUE;
  		static int STENCIL_FUNC;
  		static int STENCIL_FAIL;
  		static int STENCIL_PASS_DEPTH_FAIL;
  		static int STENCIL_PASS_DEPTH_PASS;
  		static int STENCIL_REF;
  		static int STENCIL_VALUE_MASK;
  		static int STENCIL_WRITEMASK;
  		static int STENCIL_BACK_FUNC;
  		static int STENCIL_BACK_FAIL;
  		static int STENCIL_BACK_PASS_DEPTH_FAIL;
  		static int STENCIL_BACK_PASS_DEPTH_PASS;
  		static int STENCIL_BACK_REF;
  		static int STENCIL_BACK_VALUE_MASK;
  		static int STENCIL_BACK_WRITEMASK;
  		static int VIEWPORT;
  		static int SCISSOR_BOX;
  		static int COLOR_CLEAR_VALUE;
  		static int COLOR_WRITEMASK;
  		static int UNPACK_ALIGNMENT;
  		static int PACK_ALIGNMENT;
  		static int MAX_TEXTURE_SIZE;
  		static int MAX_VIEWPORT_DIMS;
  		static int SUBPIXEL_BITS;
  		static int RED_BITS;
  		static int GREEN_BITS;
  		static int BLUE_BITS;
  		static int ALPHA_BITS;
  		static int DEPTH_BITS;
  		static int STENCIL_BITS;
  		static int POLYGON_OFFSET_UNITS;
  		static int POLYGON_OFFSET_FACTOR;
  		static int TEXTURE_BINDING_2D;
  		static int SAMPLE_BUFFERS;
  		static int SAMPLES;
  		static int SAMPLE_COVERAGE_VALUE;
  		static int SAMPLE_COVERAGE_INVERT;
  		static int COMPRESSED_TEXTURE_FORMATS;
  		static int DONT_CARE;
  		static int FASTEST;
  		static int NICEST;
  		static int GENERATE_MIPMAP_HINT;
  		static int BYTE;
  		static int UNSIGNED_BYTE;
  		static int SHORT;
  		static int UNSIGNED_SHORT;
  		static int INT;
  		static int UNSIGNED_INT;
  		static int FLOAT;
  		static int DEPTH_COMPONENT;
  		static int ALPHA;
  		static int RGB;
  		static int RGBA;
  		static int LUMINANCE;
  		static int LUMINANCE_ALPHA;
  		static int UNSIGNED_SHORT_4_4_4_4;
  		static int UNSIGNED_SHORT_5_5_5_1;
  		static int UNSIGNED_SHORT_5_6_5;
  		static int FRAGMENT_SHADER;
  		static int VERTEX_SHADER;
  		static int MAX_VERTEX_ATTRIBS;
  		static int MAX_VERTEX_UNIFORM_VECTORS;
  		static int MAX_VARYING_VECTORS;
  		static int MAX_COMBINED_TEXTURE_IMAGE_UNITS;
  		static int MAX_VERTEX_TEXTURE_IMAGE_UNITS;
  		static int MAX_TEXTURE_IMAGE_UNITS;
  		static int MAX_FRAGMENT_UNIFORM_VECTORS;
  		static int SHADER_TYPE;
  		static int DELETE_STATUS;
  		static int LINK_STATUS;
  		static int VALIDATE_STATUS;
  		static int ATTACHED_SHADERS;
  		static int ACTIVE_UNIFORMS;
  		static int ACTIVE_ATTRIBUTES;
  		static int SHADING_LANGUAGE_VERSION;
  		static int CURRENT_PROGRAM;
  		static int NEVER;
  		static int LESS;
  		static int EQUAL;
  		static int LEQUAL;
  		static int GREATER;
  		static int NOTEQUAL;
  		static int GEQUAL;
  		static int ALWAYS;
  		static int KEEP;
  		static int REPLACE;
  		static int INCR;
  		static int DECR;
  		static int INVERT;
  		static int INCR_WRAP;
  		static int DECR_WRAP;
  		static int VENDOR;
  		static int RENDERER;
  		static int VERSION;
  		static int NEAREST;
  		static int LINEAR;
  		static int NEAREST_MIPMAP_NEAREST;
  		static int LINEAR_MIPMAP_NEAREST;
  		static int NEAREST_MIPMAP_LINEAR;
  		static int LINEAR_MIPMAP_LINEAR;
  		static int TEXTURE_MAG_FILTER;
  		static int TEXTURE_MIN_FILTER;
  		static int TEXTURE_WRAP_S;
  		static int TEXTURE_WRAP_T;
  		static int TEXTURE_2D;
  		static int TEXTURE;
  		static int TEXTURE_CUBE_MAP;
  		static int TEXTURE_BINDING_CUBE_MAP;
  		static int TEXTURE_CUBE_MAP_POSITIVE_X;
  		static int TEXTURE_CUBE_MAP_NEGATIVE_X;
  		static int TEXTURE_CUBE_MAP_POSITIVE_Y;
  		static int TEXTURE_CUBE_MAP_NEGATIVE_Y;
  		static int TEXTURE_CUBE_MAP_POSITIVE_Z;
  		static int TEXTURE_CUBE_MAP_NEGATIVE_Z;
  		static int MAX_CUBE_MAP_TEXTURE_SIZE;
  		static int TEXTURE0;
  		static int TEXTURE1;
  		static int TEXTURE2;
  		static int TEXTURE3;
  		static int TEXTURE4;
  		static int TEXTURE5;
  		static int TEXTURE6;
  		static int TEXTURE7;
  		static int TEXTURE8;
  		static int TEXTURE9;
  		static int TEXTURE10;
  		static int TEXTURE11;
  		static int TEXTURE12;
  		static int TEXTURE13;
  		static int TEXTURE14;
  		static int TEXTURE15;
  		static int TEXTURE16;
  		static int TEXTURE17;
  		static int TEXTURE18;
  		static int TEXTURE19;
  		static int TEXTURE20;
  		static int TEXTURE21;
  		static int TEXTURE22;
  		static int TEXTURE23;
  		static int TEXTURE24;
  		static int TEXTURE25;
  		static int TEXTURE26;
  		static int TEXTURE27;
  		static int TEXTURE28;
  		static int TEXTURE29;
  		static int TEXTURE30;
  		static int TEXTURE31;
  		static int ACTIVE_TEXTURE;
  		static int REPEAT;
  		static int CLAMP_TO_EDGE;
  		static int MIRRORED_REPEAT;
  		static int FLOAT_VEC2;
  		static int FLOAT_VEC3;
  		static int FLOAT_VEC4;
  		static int INT_VEC2;
  		static int INT_VEC3;
  		static int INT_VEC4;
  		static int BOOL;
  		static int BOOL_VEC2;
  		static int BOOL_VEC3;
  		static int BOOL_VEC4;
  		static int FLOAT_MAT2;
  		static int FLOAT_MAT3;
  		static int FLOAT_MAT4;
  		static int SAMPLER_2D;
  		static int SAMPLER_CUBE;
  		static int VERTEX_ATTRIB_ARRAY_ENABLED;
  		static int VERTEX_ATTRIB_ARRAY_SIZE;
  		static int VERTEX_ATTRIB_ARRAY_STRIDE;
  		static int VERTEX_ATTRIB_ARRAY_TYPE;
  		static int VERTEX_ATTRIB_ARRAY_NORMALIZED;
  		static int VERTEX_ATTRIB_ARRAY_POINTER;
  		static int VERTEX_ATTRIB_ARRAY_BUFFER_BINDING;
  		static int VERTEX_PROGRAM_POINT_SIZE;
  		static int POINT_SPRITE;
  		static int COMPILE_STATUS;
  		static int LOW_FLOAT;
  		static int MEDIUM_FLOAT;
  		static int HIGH_FLOAT;
  		static int LOW_INT;
  		static int MEDIUM_INT;
  		static int HIGH_INT;
  		static int FRAMEBUFFER;
  		static int RENDERBUFFER;
  		static int RGBA4;
  		static int RGB5_A1;
  		static int RGB565;
  		static int DEPTH_COMPONENT16;
  		static int STENCIL_INDEX;
  		static int STENCIL_INDEX8;
  		static int DEPTH_STENCIL;
  		static int RENDERBUFFER_WIDTH;
  		static int RENDERBUFFER_HEIGHT;
  		static int RENDERBUFFER_INTERNAL_FORMAT;
  		static int RENDERBUFFER_RED_SIZE;
  		static int RENDERBUFFER_GREEN_SIZE;
  		static int RENDERBUFFER_BLUE_SIZE;
  		static int RENDERBUFFER_ALPHA_SIZE;
  		static int RENDERBUFFER_DEPTH_SIZE;
  		static int RENDERBUFFER_STENCIL_SIZE;
  		static int FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE;
  		static int FRAMEBUFFER_ATTACHMENT_OBJECT_NAME;
  		static int FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL;
  		static int FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE;
  		static int COLOR_ATTACHMENT0;
  		static int DEPTH_ATTACHMENT;
  		static int STENCIL_ATTACHMENT;
  		static int DEPTH_STENCIL_ATTACHMENT;
  		static int NONE;
  		static int FRAMEBUFFER_COMPLETE;
  		static int FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
  		static int FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
  		static int FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
  		static int FRAMEBUFFER_UNSUPPORTED;
  		static int FRAMEBUFFER_BINDING;
  		static int RENDERBUFFER_BINDING;
  		static int MAX_RENDERBUFFER_SIZE;
  		static int INVALID_FRAMEBUFFER_OPERATION;
  		static int UNPACK_FLIP_Y_WEBGL;
  		static int UNPACK_PREMULTIPLY_ALPHA_WEBGL;
  		static int CONTEXT_LOST_WEBGL;
  		static int UNPACK_COLORSPACE_CONVERSION_WEBGL;
  		static int BROWSER_DEFAULT_WEBGL;
  		static int drawingBufferHeight;
  		static int drawingBufferWidth;
  		static int version;
  		static ::openfl::_v2::gl::GLFramebuffer defaultFramebuffer;
  		static Void activeTexture( int texture);
  		static Dynamic activeTexture_dyn();
  
  		static Void attachShader( ::openfl::_v2::gl::GLProgram program,::openfl::_v2::gl::GLShader shader);
  		static Dynamic attachShader_dyn();
  
  		static Void bindAttribLocation( ::openfl::_v2::gl::GLProgram program,int index,::String name);
  		static Dynamic bindAttribLocation_dyn();
  
  		static Void bindBitmapDataTexture( ::openfl::_v2::display::BitmapData texture);
  		static Dynamic bindBitmapDataTexture_dyn();
  
  		static Void bindBuffer( int target,::openfl::_v2::gl::GLBuffer buffer);
  		static Dynamic bindBuffer_dyn();
  
  		static Void bindFramebuffer( int target,::openfl::_v2::gl::GLFramebuffer framebuffer);
  		static Dynamic bindFramebuffer_dyn();
  
  		static Void bindRenderbuffer( int target,::openfl::_v2::gl::GLRenderbuffer renderbuffer);
  		static Dynamic bindRenderbuffer_dyn();
  
  		static Void bindTexture( int target,::openfl::_v2::gl::GLTexture texture);
  		static Dynamic bindTexture_dyn();
  
  		static Void blendColor( Float red,Float green,Float blue,Float alpha);
  		static Dynamic blendColor_dyn();
  
  		static Void blendEquation( int mode);
  		static Dynamic blendEquation_dyn();
  
  		static Void blendEquationSeparate( int modeRGB,int modeAlpha);
  		static Dynamic blendEquationSeparate_dyn();
  
  		static Void blendFunc( int sfactor,int dfactor);
  		static Dynamic blendFunc_dyn();
  
  		static Void blendFuncSeparate( int srcRGB,int dstRGB,int srcAlpha,int dstAlpha);
  		static Dynamic blendFuncSeparate_dyn();
  
  		static Void bufferData( int target,::openfl::_v2::utils::IMemoryRange data,int usage);
  		static Dynamic bufferData_dyn();
  
  		static Void bufferSubData( int target,int offset,::openfl::_v2::utils::IMemoryRange data);
  		static Dynamic bufferSubData_dyn();
  
  		static int checkFramebufferStatus( int target);
  		static Dynamic checkFramebufferStatus_dyn();
  
  		static Void clear( int mask);
  		static Dynamic clear_dyn();
  
  		static Void clearColor( Float red,Float green,Float blue,Float alpha);
  		static Dynamic clearColor_dyn();
  
  		static Void clearDepth( Float depth);
  		static Dynamic clearDepth_dyn();
  
  		static Void clearStencil( int s);
  		static Dynamic clearStencil_dyn();
  
  		static Void colorMask( bool red,bool green,bool blue,bool alpha);
  		static Dynamic colorMask_dyn();
  
  		static Void compileShader( ::openfl::_v2::gl::GLShader shader);
  		static Dynamic compileShader_dyn();
  
  		static Void compressedTexImage2D( int target,int level,int internalformat,int width,int height,int border,::openfl::_v2::utils::IMemoryRange data);
  		static Dynamic compressedTexImage2D_dyn();
  
  		static Void compressedTexSubImage2D( int target,int level,int xoffset,int yoffset,int width,int height,int format,::openfl::_v2::utils::IMemoryRange data);
  		static Dynamic compressedTexSubImage2D_dyn();
  
  		static Void copyTexImage2D( int target,int level,int internalformat,int x,int y,int width,int height,int border);
  		static Dynamic copyTexImage2D_dyn();
  
  		static Void copyTexSubImage2D( int target,int level,int xoffset,int yoffset,int x,int y,int width,int height);
  		static Dynamic copyTexSubImage2D_dyn();
  
  		static ::openfl::_v2::gl::GLBuffer createBuffer( );
  		static Dynamic createBuffer_dyn();
  
  		static ::openfl::_v2::gl::GLFramebuffer createFramebuffer( );
  		static Dynamic createFramebuffer_dyn();
  
  		static ::openfl::_v2::gl::GLProgram createProgram( );
  		static Dynamic createProgram_dyn();
  
  		static ::openfl::_v2::gl::GLRenderbuffer createRenderbuffer( );
  		static Dynamic createRenderbuffer_dyn();
  
  		static ::openfl::_v2::gl::GLShader createShader( int type);
  		static Dynamic createShader_dyn();
  
  		static ::openfl::_v2::gl::GLTexture createTexture( );
  		static Dynamic createTexture_dyn();
  
  		static Void cullFace( int mode);
  		static Dynamic cullFace_dyn();
  
  		static Void deleteBuffer( ::openfl::_v2::gl::GLBuffer buffer);
  		static Dynamic deleteBuffer_dyn();
  
  		static Void deleteFramebuffer( ::openfl::_v2::gl::GLFramebuffer framebuffer);
  		static Dynamic deleteFramebuffer_dyn();
  
  		static Void deleteProgram( ::openfl::_v2::gl::GLProgram program);
  		static Dynamic deleteProgram_dyn();
  
  		static Void deleteRenderbuffer( ::openfl::_v2::gl::GLRenderbuffer renderbuffer);
  		static Dynamic deleteRenderbuffer_dyn();
  
  		static Void deleteShader( ::openfl::_v2::gl::GLShader shader);
  		static Dynamic deleteShader_dyn();
  
  		static Void deleteTexture( ::openfl::_v2::gl::GLTexture texture);
  		static Dynamic deleteTexture_dyn();
  
  		static Void depthFunc( int func);
  		static Dynamic depthFunc_dyn();
  
  		static Void depthMask( bool flag);
  		static Dynamic depthMask_dyn();
  
  		static Void depthRange( Float zNear,Float zFar);
  		static Dynamic depthRange_dyn();
  
  		static Void detachShader( ::openfl::_v2::gl::GLProgram program,::openfl::_v2::gl::GLShader shader);
  		static Dynamic detachShader_dyn();
  
  		static Void disable( int cap);
  		static Dynamic disable_dyn();
  
  		static Void disableVertexAttribArray( int index);
  		static Dynamic disableVertexAttribArray_dyn();
  
  		static Void drawArrays( int mode,int first,int count);
  		static Dynamic drawArrays_dyn();
  
  		static Void drawElements( int mode,int count,int type,int offset);
  		static Dynamic drawElements_dyn();
  
  		static Void enable( int cap);
  		static Dynamic enable_dyn();
  
  		static Void enableVertexAttribArray( int index);
  		static Dynamic enableVertexAttribArray_dyn();
  
  		static Void finish( );
  		static Dynamic finish_dyn();
  
  		static Void flush( );
  		static Dynamic flush_dyn();
  
  		static Void framebufferRenderbuffer( int target,int attachment,int renderbuffertarget,::openfl::_v2::gl::GLRenderbuffer renderbuffer);
  		static Dynamic framebufferRenderbuffer_dyn();
  
  		static Void framebufferTexture2D( int target,int attachment,int textarget,::openfl::_v2::gl::GLTexture texture,int level);
  		static Dynamic framebufferTexture2D_dyn();
  
  		static Void frontFace( int mode);
  		static Dynamic frontFace_dyn();
  
  		static Void generateMipmap( int target);
  		static Dynamic generateMipmap_dyn();
  
  		static Dynamic getActiveAttrib( ::openfl::_v2::gl::GLProgram program,int index);
  		static Dynamic getActiveAttrib_dyn();
  
  		static Dynamic getActiveUniform( ::openfl::_v2::gl::GLProgram program,int index);
  		static Dynamic getActiveUniform_dyn();
  
  		static Array< ::Dynamic > getAttachedShaders( ::openfl::_v2::gl::GLProgram program);
  		static Dynamic getAttachedShaders_dyn();
  
  		static int getAttribLocation( ::openfl::_v2::gl::GLProgram program,::String name);
  		static Dynamic getAttribLocation_dyn();
  
  		static Dynamic getBufferParameter( int target,int pname);
  		static Dynamic getBufferParameter_dyn();
  
  		static Dynamic getContextAttributes( );
  		static Dynamic getContextAttributes_dyn();
  
  		static int getError( );
  		static Dynamic getError_dyn();
  
  		static Dynamic getExtension( ::String name);
  		static Dynamic getExtension_dyn();
  
  		static Dynamic getFramebufferAttachmentParameter( int target,int attachment,int pname);
  		static Dynamic getFramebufferAttachmentParameter_dyn();
  
  		static Dynamic getParameter( int pname);
  		static Dynamic getParameter_dyn();
  
  		static ::String getProgramInfoLog( ::openfl::_v2::gl::GLProgram program);
  		static Dynamic getProgramInfoLog_dyn();
  
  		static int getProgramParameter( ::openfl::_v2::gl::GLProgram program,int pname);
  		static Dynamic getProgramParameter_dyn();
  
  		static Dynamic getRenderbufferParameter( int target,int pname);
  		static Dynamic getRenderbufferParameter_dyn();
  
  		static ::String getShaderInfoLog( ::openfl::_v2::gl::GLShader shader);
  		static Dynamic getShaderInfoLog_dyn();
  
  		static int getShaderParameter( ::openfl::_v2::gl::GLShader shader,int pname);
  		static Dynamic getShaderParameter_dyn();
  
  		static Dynamic getShaderPrecisionFormat( int shadertype,int precisiontype);
  		static Dynamic getShaderPrecisionFormat_dyn();
  
  		static ::String getShaderSource( ::openfl::_v2::gl::GLShader shader);
  		static Dynamic getShaderSource_dyn();
  
  		static Array< ::String > getSupportedExtensions( );
  		static Dynamic getSupportedExtensions_dyn();
  
  		static Dynamic getTexParameter( int target,int pname);
  		static Dynamic getTexParameter_dyn();
  
  		static Dynamic getUniform( ::openfl::_v2::gl::GLProgram program,Dynamic location);
  		static Dynamic getUniform_dyn();
  
  		static Dynamic getUniformLocation( ::openfl::_v2::gl::GLProgram program,::String name);
  		static Dynamic getUniformLocation_dyn();
  
  		static Dynamic getVertexAttrib( int index,int pname);
  		static Dynamic getVertexAttrib_dyn();
  
  		static int getVertexAttribOffset( int index,int pname);
  		static Dynamic getVertexAttribOffset_dyn();
  
  		static Void hint( int target,int mode);
  		static Dynamic hint_dyn();
  
  		static bool isBuffer( ::openfl::_v2::gl::GLBuffer buffer);
  		static Dynamic isBuffer_dyn();
  
  		static bool isEnabled( int cap);
  		static Dynamic isEnabled_dyn();
  
  		static bool isFramebuffer( ::openfl::_v2::gl::GLFramebuffer framebuffer);
  		static Dynamic isFramebuffer_dyn();
  
  		static bool isProgram( ::openfl::_v2::gl::GLProgram program);
  		static Dynamic isProgram_dyn();
  
  		static bool isRenderbuffer( ::openfl::_v2::gl::GLRenderbuffer renderbuffer);
  		static Dynamic isRenderbuffer_dyn();
  
  		static bool isShader( ::openfl::_v2::gl::GLShader shader);
  		static Dynamic isShader_dyn();
  
  		static bool isTexture( ::openfl::_v2::gl::GLTexture texture);
  		static Dynamic isTexture_dyn();
  
  		static Void lineWidth( Float width);
  		static Dynamic lineWidth_dyn();
  
  		static Void linkProgram( ::openfl::_v2::gl::GLProgram program);
  		static Dynamic linkProgram_dyn();
  
  		static Dynamic load( ::String inName,int inArgCount);
  		static Dynamic load_dyn();
  
  		static Void pixelStorei( int pname,int param);
  		static Dynamic pixelStorei_dyn();
  
  		static Void polygonOffset( Float factor,Float units);
  		static Dynamic polygonOffset_dyn();
  
  		static Void readPixels( int x,int y,int width,int height,int format,int type,::openfl::_v2::utils::ByteArray pixels);
  		static Dynamic readPixels_dyn();
  
  		static Void renderbufferStorage( int target,int internalformat,int width,int height);
  		static Dynamic renderbufferStorage_dyn();
  
  		static Void sampleCoverage( Float value,bool invert);
  		static Dynamic sampleCoverage_dyn();
  
  		static Void scissor( int x,int y,int width,int height);
  		static Dynamic scissor_dyn();
  
  		static Void shaderSource( ::openfl::_v2::gl::GLShader shader,::String source);
  		static Dynamic shaderSource_dyn();
  
  		static Void stencilFunc( int func,int ref,int mask);
  		static Dynamic stencilFunc_dyn();
  
  		static Void stencilFuncSeparate( int face,int func,int ref,int mask);
  		static Dynamic stencilFuncSeparate_dyn();
  
  		static Void stencilMask( int mask);
  		static Dynamic stencilMask_dyn();
  
  		static Void stencilMaskSeparate( int face,int mask);
  		static Dynamic stencilMaskSeparate_dyn();
  
  		static Void stencilOp( int fail,int zfail,int zpass);
  		static Dynamic stencilOp_dyn();
  
  		static Void stencilOpSeparate( int face,int fail,int zfail,int zpass);
  		static Dynamic stencilOpSeparate_dyn();
  
  		static Void texImage2D( int target,int level,int internalformat,int width,int height,int border,int format,int type,::openfl::_v2::utils::ArrayBufferView pixels);
  		static Dynamic texImage2D_dyn();
  
  		static Void texParameterf( int target,int pname,Float param);
  		static Dynamic texParameterf_dyn();
  
  		static Void texParameteri( int target,int pname,int param);
  		static Dynamic texParameteri_dyn();
  
  		static Void texSubImage2D( int target,int level,int xoffset,int yoffset,int width,int height,int format,int type,::openfl::_v2::utils::ArrayBufferView pixels);
  		static Dynamic texSubImage2D_dyn();
  
  		static Void uniform1f( Dynamic location,Float x);
  		static Dynamic uniform1f_dyn();
  
  		static Void uniform1fv( Dynamic location,Dynamic x);
  		static Dynamic uniform1fv_dyn();
  
  		static Void uniform1i( Dynamic location,int x);
  		static Dynamic uniform1i_dyn();
  
  		static Void uniform1iv( Dynamic location,Array< int > v);
  		static Dynamic uniform1iv_dyn();
  
  		static Void uniform2f( Dynamic location,Float x,Float y);
  		static Dynamic uniform2f_dyn();
  
  		static Void uniform2fv( Dynamic location,Dynamic v);
  		static Dynamic uniform2fv_dyn();
  
  		static Void uniform2i( Dynamic location,int x,int y);
  		static Dynamic uniform2i_dyn();
  
  		static Void uniform2iv( Dynamic location,Array< int > v);
  		static Dynamic uniform2iv_dyn();
  
  		static Void uniform3f( Dynamic location,Float x,Float y,Float z);
  		static Dynamic uniform3f_dyn();
  
  		static Void uniform3fv( Dynamic location,Dynamic v);
  		static Dynamic uniform3fv_dyn();
  
  		static Void uniform3i( Dynamic location,int x,int y,int z);
  		static Dynamic uniform3i_dyn();
  
  		static Void uniform3iv( Dynamic location,Array< int > v);
  		static Dynamic uniform3iv_dyn();
  
  		static Void uniform4f( Dynamic location,Float x,Float y,Float z,Float w);
  		static Dynamic uniform4f_dyn();
  
  		static Void uniform4fv( Dynamic location,Dynamic v);
  		static Dynamic uniform4fv_dyn();
  
  		static Void uniform4i( Dynamic location,int x,int y,int z,int w);
  		static Dynamic uniform4i_dyn();
  
  		static Void uniform4iv( Dynamic location,Dynamic v);
  		static Dynamic uniform4iv_dyn();
  
  		static Void uniformMatrix2fv( Dynamic location,bool transpose,::openfl::_v2::utils::Float32Array v);
  		static Dynamic uniformMatrix2fv_dyn();
  
  		static Void uniformMatrix3fv( Dynamic location,bool transpose,::openfl::_v2::utils::Float32Array v);
  		static Dynamic uniformMatrix3fv_dyn();
  
  		static Void uniformMatrix4fv( Dynamic location,bool transpose,::openfl::_v2::utils::Float32Array v);
  		static Dynamic uniformMatrix4fv_dyn();
  
  		static Void uniformMatrix3D( Dynamic location,bool transpose,::openfl::geom::Matrix3D matrix);
  		static Dynamic uniformMatrix3D_dyn();
  
  		static Void useProgram( ::openfl::_v2::gl::GLProgram program);
  		static Dynamic useProgram_dyn();
  
  		static Void validateProgram( ::openfl::_v2::gl::GLProgram program);
  		static Dynamic validateProgram_dyn();
  
  		static Void vertexAttrib1f( int indx,Float x);
  		static Dynamic vertexAttrib1f_dyn();
  
  		static Void vertexAttrib1fv( int indx,Dynamic values);
  		static Dynamic vertexAttrib1fv_dyn();
  
  		static Void vertexAttrib2f( int indx,Float x,Float y);
  		static Dynamic vertexAttrib2f_dyn();
  
  		static Void vertexAttrib2fv( int indx,Dynamic values);
  		static Dynamic vertexAttrib2fv_dyn();
  
  		static Void vertexAttrib3f( int indx,Float x,Float y,Float z);
  		static Dynamic vertexAttrib3f_dyn();
  
  		static Void vertexAttrib3fv( int indx,Dynamic values);
  		static Dynamic vertexAttrib3fv_dyn();
  
  		static Void vertexAttrib4f( int indx,Float x,Float y,Float z,Float w);
  		static Dynamic vertexAttrib4f_dyn();
  
  		static Void vertexAttrib4fv( int indx,Dynamic values);
  		static Dynamic vertexAttrib4fv_dyn();
  
  		static Void vertexAttribPointer( int indx,int size,int type,bool normalized,int stride,int offset);
  		static Dynamic vertexAttribPointer_dyn();
  
  		static Void viewport( int x,int y,int width,int height);
  		static Dynamic viewport_dyn();
  
  		static int get_drawingBufferHeight( );
  		static Dynamic get_drawingBufferHeight_dyn();
  
  		static int get_drawingBufferWidth( );
  		static Dynamic get_drawingBufferWidth_dyn();
  
  		static int get_version( );
  		static Dynamic get_version_dyn();
  
  		static Dynamic lime_gl_active_texture;
  		static Dynamic &lime_gl_active_texture_dyn() { return lime_gl_active_texture;}
  		static Dynamic lime_gl_attach_shader;
  		static Dynamic &lime_gl_attach_shader_dyn() { return lime_gl_attach_shader;}
  		static Dynamic lime_gl_bind_attrib_location;
  		static Dynamic &lime_gl_bind_attrib_location_dyn() { return lime_gl_bind_attrib_location;}
  		static Dynamic lime_gl_bind_bitmap_data_texture;
  		static Dynamic &lime_gl_bind_bitmap_data_texture_dyn() { return lime_gl_bind_bitmap_data_texture;}
  		static Dynamic lime_gl_bind_buffer;
  		static Dynamic &lime_gl_bind_buffer_dyn() { return lime_gl_bind_buffer;}
  		static Dynamic lime_gl_bind_framebuffer;
  		static Dynamic &lime_gl_bind_framebuffer_dyn() { return lime_gl_bind_framebuffer;}
  		static Dynamic lime_gl_bind_renderbuffer;
  		static Dynamic &lime_gl_bind_renderbuffer_dyn() { return lime_gl_bind_renderbuffer;}
  		static Dynamic lime_gl_bind_texture;
  		static Dynamic &lime_gl_bind_texture_dyn() { return lime_gl_bind_texture;}
  		static Dynamic lime_gl_blend_color;
  		static Dynamic &lime_gl_blend_color_dyn() { return lime_gl_blend_color;}
  		static Dynamic lime_gl_blend_equation;
  		static Dynamic &lime_gl_blend_equation_dyn() { return lime_gl_blend_equation;}
  		static Dynamic lime_gl_blend_equation_separate;
  		static Dynamic &lime_gl_blend_equation_separate_dyn() { return lime_gl_blend_equation_separate;}
  		static Dynamic lime_gl_blend_func;
  		static Dynamic &lime_gl_blend_func_dyn() { return lime_gl_blend_func;}
  		static Dynamic lime_gl_blend_func_separate;
  		static Dynamic &lime_gl_blend_func_separate_dyn() { return lime_gl_blend_func_separate;}
  		static Dynamic lime_gl_buffer_data;
  		static Dynamic &lime_gl_buffer_data_dyn() { return lime_gl_buffer_data;}
  		static Dynamic lime_gl_buffer_sub_data;
  		static Dynamic &lime_gl_buffer_sub_data_dyn() { return lime_gl_buffer_sub_data;}
  		static Dynamic lime_gl_check_framebuffer_status;
  		static Dynamic &lime_gl_check_framebuffer_status_dyn() { return lime_gl_check_framebuffer_status;}
  		static Dynamic lime_gl_clear;
  		static Dynamic &lime_gl_clear_dyn() { return lime_gl_clear;}
  		static Dynamic lime_gl_clear_color;
  		static Dynamic &lime_gl_clear_color_dyn() { return lime_gl_clear_color;}
  		static Dynamic lime_gl_clear_depth;
  		static Dynamic &lime_gl_clear_depth_dyn() { return lime_gl_clear_depth;}
  		static Dynamic lime_gl_clear_stencil;
  		static Dynamic &lime_gl_clear_stencil_dyn() { return lime_gl_clear_stencil;}
  		static Dynamic lime_gl_color_mask;
  		static Dynamic &lime_gl_color_mask_dyn() { return lime_gl_color_mask;}
  		static Dynamic lime_gl_compile_shader;
  		static Dynamic &lime_gl_compile_shader_dyn() { return lime_gl_compile_shader;}
  		static Dynamic lime_gl_compressed_tex_image_2d;
  		static Dynamic &lime_gl_compressed_tex_image_2d_dyn() { return lime_gl_compressed_tex_image_2d;}
  		static Dynamic lime_gl_compressed_tex_sub_image_2d;
  		static Dynamic &lime_gl_compressed_tex_sub_image_2d_dyn() { return lime_gl_compressed_tex_sub_image_2d;}
  		static Dynamic lime_gl_copy_tex_image_2d;
  		static Dynamic &lime_gl_copy_tex_image_2d_dyn() { return lime_gl_copy_tex_image_2d;}
  		static Dynamic lime_gl_copy_tex_sub_image_2d;
  		static Dynamic &lime_gl_copy_tex_sub_image_2d_dyn() { return lime_gl_copy_tex_sub_image_2d;}
  		static Dynamic lime_gl_create_buffer;
  		static Dynamic &lime_gl_create_buffer_dyn() { return lime_gl_create_buffer;}
  		static Dynamic lime_gl_create_framebuffer;
  		static Dynamic &lime_gl_create_framebuffer_dyn() { return lime_gl_create_framebuffer;}
  		static Dynamic lime_gl_create_program;
  		static Dynamic &lime_gl_create_program_dyn() { return lime_gl_create_program;}
  		static Dynamic lime_gl_create_render_buffer;
  		static Dynamic &lime_gl_create_render_buffer_dyn() { return lime_gl_create_render_buffer;}
  		static Dynamic lime_gl_create_shader;
  		static Dynamic &lime_gl_create_shader_dyn() { return lime_gl_create_shader;}
  		static Dynamic lime_gl_create_texture;
  		static Dynamic &lime_gl_create_texture_dyn() { return lime_gl_create_texture;}
  		static Dynamic lime_gl_cull_face;
  		static Dynamic &lime_gl_cull_face_dyn() { return lime_gl_cull_face;}
  		static Dynamic lime_gl_delete_buffer;
  		static Dynamic &lime_gl_delete_buffer_dyn() { return lime_gl_delete_buffer;}
  		static Dynamic lime_gl_delete_framebuffer;
  		static Dynamic &lime_gl_delete_framebuffer_dyn() { return lime_gl_delete_framebuffer;}
  		static Dynamic lime_gl_delete_program;
  		static Dynamic &lime_gl_delete_program_dyn() { return lime_gl_delete_program;}
  		static Dynamic lime_gl_delete_render_buffer;
  		static Dynamic &lime_gl_delete_render_buffer_dyn() { return lime_gl_delete_render_buffer;}
  		static Dynamic lime_gl_delete_shader;
  		static Dynamic &lime_gl_delete_shader_dyn() { return lime_gl_delete_shader;}
  		static Dynamic lime_gl_delete_texture;
  		static Dynamic &lime_gl_delete_texture_dyn() { return lime_gl_delete_texture;}
  		static Dynamic lime_gl_depth_func;
  		static Dynamic &lime_gl_depth_func_dyn() { return lime_gl_depth_func;}
  		static Dynamic lime_gl_depth_mask;
  		static Dynamic &lime_gl_depth_mask_dyn() { return lime_gl_depth_mask;}
  		static Dynamic lime_gl_depth_range;
  		static Dynamic &lime_gl_depth_range_dyn() { return lime_gl_depth_range;}
  		static Dynamic lime_gl_detach_shader;
  		static Dynamic &lime_gl_detach_shader_dyn() { return lime_gl_detach_shader;}
  		static Dynamic lime_gl_disable;
  		static Dynamic &lime_gl_disable_dyn() { return lime_gl_disable;}
  		static Dynamic lime_gl_disable_vertex_attrib_array;
  		static Dynamic &lime_gl_disable_vertex_attrib_array_dyn() { return lime_gl_disable_vertex_attrib_array;}
  		static Dynamic lime_gl_draw_arrays;
  		static Dynamic &lime_gl_draw_arrays_dyn() { return lime_gl_draw_arrays;}
  		static Dynamic lime_gl_draw_elements;
  		static Dynamic &lime_gl_draw_elements_dyn() { return lime_gl_draw_elements;}
  		static Dynamic lime_gl_enable;
  		static Dynamic &lime_gl_enable_dyn() { return lime_gl_enable;}
  		static Dynamic lime_gl_enable_vertex_attrib_array;
  		static Dynamic &lime_gl_enable_vertex_attrib_array_dyn() { return lime_gl_enable_vertex_attrib_array;}
  		static Dynamic lime_gl_finish;
  		static Dynamic &lime_gl_finish_dyn() { return lime_gl_finish;}
  		static Dynamic lime_gl_flush;
  		static Dynamic &lime_gl_flush_dyn() { return lime_gl_flush;}
  		static Dynamic lime_gl_framebuffer_renderbuffer;
  		static Dynamic &lime_gl_framebuffer_renderbuffer_dyn() { return lime_gl_framebuffer_renderbuffer;}
  		static Dynamic lime_gl_framebuffer_texture2D;
  		static Dynamic &lime_gl_framebuffer_texture2D_dyn() { return lime_gl_framebuffer_texture2D;}
  		static Dynamic lime_gl_front_face;
  		static Dynamic &lime_gl_front_face_dyn() { return lime_gl_front_face;}
  		static Dynamic lime_gl_generate_mipmap;
  		static Dynamic &lime_gl_generate_mipmap_dyn() { return lime_gl_generate_mipmap;}
  		static Dynamic lime_gl_get_active_attrib;
  		static Dynamic &lime_gl_get_active_attrib_dyn() { return lime_gl_get_active_attrib;}
  		static Dynamic lime_gl_get_active_uniform;
  		static Dynamic &lime_gl_get_active_uniform_dyn() { return lime_gl_get_active_uniform;}
  		static Dynamic lime_gl_get_attrib_location;
  		static Dynamic &lime_gl_get_attrib_location_dyn() { return lime_gl_get_attrib_location;}
  		static Dynamic lime_gl_get_buffer_paramerter;
  		static Dynamic &lime_gl_get_buffer_paramerter_dyn() { return lime_gl_get_buffer_paramerter;}
  		static Dynamic lime_gl_get_context_attributes;
  		static Dynamic &lime_gl_get_context_attributes_dyn() { return lime_gl_get_context_attributes;}
  		static Dynamic lime_gl_get_error;
  		static Dynamic &lime_gl_get_error_dyn() { return lime_gl_get_error;}
  		static Dynamic lime_gl_get_framebuffer_attachment_parameter;
  		static Dynamic &lime_gl_get_framebuffer_attachment_parameter_dyn() { return lime_gl_get_framebuffer_attachment_parameter;}
  		static Dynamic lime_gl_get_parameter;
  		static Dynamic &lime_gl_get_parameter_dyn() { return lime_gl_get_parameter;}
  		static Dynamic lime_gl_get_program_info_log;
  		static Dynamic &lime_gl_get_program_info_log_dyn() { return lime_gl_get_program_info_log;}
  		static Dynamic lime_gl_get_program_parameter;
  		static Dynamic &lime_gl_get_program_parameter_dyn() { return lime_gl_get_program_parameter;}
  		static Dynamic lime_gl_get_render_buffer_parameter;
  		static Dynamic &lime_gl_get_render_buffer_parameter_dyn() { return lime_gl_get_render_buffer_parameter;}
  		static Dynamic lime_gl_get_shader_info_log;
  		static Dynamic &lime_gl_get_shader_info_log_dyn() { return lime_gl_get_shader_info_log;}
  		static Dynamic lime_gl_get_shader_parameter;
  		static Dynamic &lime_gl_get_shader_parameter_dyn() { return lime_gl_get_shader_parameter;}
  		static Dynamic lime_gl_get_shader_precision_format;
  		static Dynamic &lime_gl_get_shader_precision_format_dyn() { return lime_gl_get_shader_precision_format;}
  		static Dynamic lime_gl_get_shader_source;
  		static Dynamic &lime_gl_get_shader_source_dyn() { return lime_gl_get_shader_source;}
  		static Dynamic lime_gl_get_supported_extensions;
  		static Dynamic &lime_gl_get_supported_extensions_dyn() { return lime_gl_get_supported_extensions;}
  		static Dynamic lime_gl_get_tex_parameter;
  		static Dynamic &lime_gl_get_tex_parameter_dyn() { return lime_gl_get_tex_parameter;}
  		static Dynamic lime_gl_get_uniform;
  		static Dynamic &lime_gl_get_uniform_dyn() { return lime_gl_get_uniform;}
  		static Dynamic lime_gl_get_uniform_location;
  		static Dynamic &lime_gl_get_uniform_location_dyn() { return lime_gl_get_uniform_location;}
  		static Dynamic lime_gl_get_vertex_attrib;
  		static Dynamic &lime_gl_get_vertex_attrib_dyn() { return lime_gl_get_vertex_attrib;}
  		static Dynamic lime_gl_get_vertex_attrib_offset;
  		static Dynamic &lime_gl_get_vertex_attrib_offset_dyn() { return lime_gl_get_vertex_attrib_offset;}
  		static Dynamic lime_gl_hint;
  		static Dynamic &lime_gl_hint_dyn() { return lime_gl_hint;}
  		static Dynamic lime_gl_is_buffer;
  		static Dynamic &lime_gl_is_buffer_dyn() { return lime_gl_is_buffer;}
  		static Dynamic lime_gl_is_enabled;
  		static Dynamic &lime_gl_is_enabled_dyn() { return lime_gl_is_enabled;}
  		static Dynamic lime_gl_is_framebuffer;
  		static Dynamic &lime_gl_is_framebuffer_dyn() { return lime_gl_is_framebuffer;}
  		static Dynamic lime_gl_is_program;
  		static Dynamic &lime_gl_is_program_dyn() { return lime_gl_is_program;}
  		static Dynamic lime_gl_is_renderbuffer;
  		static Dynamic &lime_gl_is_renderbuffer_dyn() { return lime_gl_is_renderbuffer;}
  		static Dynamic lime_gl_is_shader;
  		static Dynamic &lime_gl_is_shader_dyn() { return lime_gl_is_shader;}
  		static Dynamic lime_gl_is_texture;
  		static Dynamic &lime_gl_is_texture_dyn() { return lime_gl_is_texture;}
  		static Dynamic lime_gl_line_width;
  		static Dynamic &lime_gl_line_width_dyn() { return lime_gl_line_width;}
  		static Dynamic lime_gl_link_program;
  		static Dynamic &lime_gl_link_program_dyn() { return lime_gl_link_program;}
  		static Dynamic lime_gl_pixel_storei;
  		static Dynamic &lime_gl_pixel_storei_dyn() { return lime_gl_pixel_storei;}
  		static Dynamic lime_gl_polygon_offset;
  		static Dynamic &lime_gl_polygon_offset_dyn() { return lime_gl_polygon_offset;}
  		static Dynamic lime_gl_read_pixels;
  		static Dynamic &lime_gl_read_pixels_dyn() { return lime_gl_read_pixels;}
  		static Dynamic lime_gl_renderbuffer_storage;
  		static Dynamic &lime_gl_renderbuffer_storage_dyn() { return lime_gl_renderbuffer_storage;}
  		static Dynamic lime_gl_sample_coverage;
  		static Dynamic &lime_gl_sample_coverage_dyn() { return lime_gl_sample_coverage;}
  		static Dynamic lime_gl_scissor;
  		static Dynamic &lime_gl_scissor_dyn() { return lime_gl_scissor;}
  		static Dynamic lime_gl_shader_source;
  		static Dynamic &lime_gl_shader_source_dyn() { return lime_gl_shader_source;}
  		static Dynamic lime_gl_stencil_func;
  		static Dynamic &lime_gl_stencil_func_dyn() { return lime_gl_stencil_func;}
  		static Dynamic lime_gl_stencil_func_separate;
  		static Dynamic &lime_gl_stencil_func_separate_dyn() { return lime_gl_stencil_func_separate;}
  		static Dynamic lime_gl_stencil_mask;
  		static Dynamic &lime_gl_stencil_mask_dyn() { return lime_gl_stencil_mask;}
  		static Dynamic lime_gl_stencil_mask_separate;
  		static Dynamic &lime_gl_stencil_mask_separate_dyn() { return lime_gl_stencil_mask_separate;}
  		static Dynamic lime_gl_stencil_op;
  		static Dynamic &lime_gl_stencil_op_dyn() { return lime_gl_stencil_op;}
  		static Dynamic lime_gl_stencil_op_separate;
  		static Dynamic &lime_gl_stencil_op_separate_dyn() { return lime_gl_stencil_op_separate;}
  		static Dynamic lime_gl_tex_image_2d;
  		static Dynamic &lime_gl_tex_image_2d_dyn() { return lime_gl_tex_image_2d;}
  		static Dynamic lime_gl_tex_parameterf;
  		static Dynamic &lime_gl_tex_parameterf_dyn() { return lime_gl_tex_parameterf;}
  		static Dynamic lime_gl_tex_parameteri;
  		static Dynamic &lime_gl_tex_parameteri_dyn() { return lime_gl_tex_parameteri;}
  		static Dynamic lime_gl_tex_sub_image_2d;
  		static Dynamic &lime_gl_tex_sub_image_2d_dyn() { return lime_gl_tex_sub_image_2d;}
  		static Dynamic lime_gl_uniform1f;
  		static Dynamic &lime_gl_uniform1f_dyn() { return lime_gl_uniform1f;}
  		static Dynamic lime_gl_uniform1fv;
  		static Dynamic &lime_gl_uniform1fv_dyn() { return lime_gl_uniform1fv;}
  		static Dynamic lime_gl_uniform1i;
  		static Dynamic &lime_gl_uniform1i_dyn() { return lime_gl_uniform1i;}
  		static Dynamic lime_gl_uniform1iv;
  		static Dynamic &lime_gl_uniform1iv_dyn() { return lime_gl_uniform1iv;}
  		static Dynamic lime_gl_uniform2f;
  		static Dynamic &lime_gl_uniform2f_dyn() { return lime_gl_uniform2f;}
  		static Dynamic lime_gl_uniform2fv;
  		static Dynamic &lime_gl_uniform2fv_dyn() { return lime_gl_uniform2fv;}
  		static Dynamic lime_gl_uniform2i;
  		static Dynamic &lime_gl_uniform2i_dyn() { return lime_gl_uniform2i;}
  		static Dynamic lime_gl_uniform2iv;
  		static Dynamic &lime_gl_uniform2iv_dyn() { return lime_gl_uniform2iv;}
  		static Dynamic lime_gl_uniform3f;
  		static Dynamic &lime_gl_uniform3f_dyn() { return lime_gl_uniform3f;}
  		static Dynamic lime_gl_uniform3fv;
  		static Dynamic &lime_gl_uniform3fv_dyn() { return lime_gl_uniform3fv;}
  		static Dynamic lime_gl_uniform3i;
  		static Dynamic &lime_gl_uniform3i_dyn() { return lime_gl_uniform3i;}
  		static Dynamic lime_gl_uniform3iv;
  		static Dynamic &lime_gl_uniform3iv_dyn() { return lime_gl_uniform3iv;}
  		static Dynamic lime_gl_uniform4f;
  		static Dynamic &lime_gl_uniform4f_dyn() { return lime_gl_uniform4f;}
  		static Dynamic lime_gl_uniform4fv;
  		static Dynamic &lime_gl_uniform4fv_dyn() { return lime_gl_uniform4fv;}
  		static Dynamic lime_gl_uniform4i;
  		static Dynamic &lime_gl_uniform4i_dyn() { return lime_gl_uniform4i;}
  		static Dynamic lime_gl_uniform4iv;
  		static Dynamic &lime_gl_uniform4iv_dyn() { return lime_gl_uniform4iv;}
  		static Dynamic lime_gl_uniform_matrix;
  		static Dynamic &lime_gl_uniform_matrix_dyn() { return lime_gl_uniform_matrix;}
  		static Dynamic lime_gl_use_program;
  		static Dynamic &lime_gl_use_program_dyn() { return lime_gl_use_program;}
  		static Dynamic lime_gl_validate_program;
  		static Dynamic &lime_gl_validate_program_dyn() { return lime_gl_validate_program;}
  		static Dynamic lime_gl_version;
  		static Dynamic &lime_gl_version_dyn() { return lime_gl_version;}
  		static Dynamic lime_gl_vertex_attrib1f;
  		static Dynamic &lime_gl_vertex_attrib1f_dyn() { return lime_gl_vertex_attrib1f;}
  		static Dynamic lime_gl_vertex_attrib1fv;
  		static Dynamic &lime_gl_vertex_attrib1fv_dyn() { return lime_gl_vertex_attrib1fv;}
  		static Dynamic lime_gl_vertex_attrib2f;
  		static Dynamic &lime_gl_vertex_attrib2f_dyn() { return lime_gl_vertex_attrib2f;}
  		static Dynamic lime_gl_vertex_attrib2fv;
  		static Dynamic &lime_gl_vertex_attrib2fv_dyn() { return lime_gl_vertex_attrib2fv;}
  		static Dynamic lime_gl_vertex_attrib3f;
  		static Dynamic &lime_gl_vertex_attrib3f_dyn() { return lime_gl_vertex_attrib3f;}
  		static Dynamic lime_gl_vertex_attrib3fv;
  		static Dynamic &lime_gl_vertex_attrib3fv_dyn() { return lime_gl_vertex_attrib3fv;}
  		static Dynamic lime_gl_vertex_attrib4f;
  		static Dynamic &lime_gl_vertex_attrib4f_dyn() { return lime_gl_vertex_attrib4f;}
  		static Dynamic lime_gl_vertex_attrib4fv;
  		static Dynamic &lime_gl_vertex_attrib4fv_dyn() { return lime_gl_vertex_attrib4fv;}
  		static Dynamic lime_gl_vertex_attrib_pointer;
  		static Dynamic &lime_gl_vertex_attrib_pointer_dyn() { return lime_gl_vertex_attrib_pointer;}
  		static Dynamic lime_gl_viewport;
  		static Dynamic &lime_gl_viewport_dyn() { return lime_gl_viewport;}
  };
  
  } // end namespace openfl
  } // end namespace _v2
  } // end namespace gl
  
  #endif /* INCLUDED_openfl__v2_gl_GL */ 
  