 GL-FUNCTION: void glDisableVertexAttribArray { glDisableVertexAttribArrayARB } ( GLuint index ) ;
 GL-FUNCTION: void glDrawBuffers { glDrawBuffersARB glDrawBuffersATI } ( GLsizei n, GLenum* bufs ) ;
 GL-FUNCTION: void glEnableVertexAttribArray { glEnableVertexAttribArrayARB } ( GLuint index ) ;
-GL-FUNCTION: void glGetActiveAttrib { glGetActiveAttribARB } ( GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name ) ;
-GL-FUNCTION: void glGetActiveUniform { glGetActiveUniformARB } ( GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name ) ;
+GL-FUNCTION: void glGetActiveAttrib { glGetActiveAttribARB } ( GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLstring name ) ;
+GL-FUNCTION: void glGetActiveUniform { glGetActiveUniformARB } ( GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLstring name ) ;
 GL-FUNCTION: void glGetAttachedShaders { glGetAttachedObjectsARB } ( GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders ) ;
-GL-FUNCTION: GLint glGetAttribLocation { glGetAttribLocationARB } ( GLuint program, GLchar* name ) ;
-GL-FUNCTION: void glGetProgramInfoLog { glGetInfoLogARB } ( GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog ) ;
+GL-FUNCTION: GLint glGetAttribLocation { glGetAttribLocationARB } ( GLuint program, GLstring name ) ;
+GL-FUNCTION: void glGetProgramInfoLog { glGetInfoLogARB } ( GLuint program, GLsizei bufSize, GLsizei* length, GLstring infoLog ) ;
 GL-FUNCTION: void glGetProgramiv { glGetObjectParameterivARB } ( GLuint program, GLenum pname, GLint* param ) ;
-GL-FUNCTION: void glGetShaderInfoLog { glGetInfoLogARB } ( GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog ) ;
-GL-FUNCTION: void glGetShaderSource { glGetShaderSourceARB } ( GLint obj, GLsizei maxLength, GLsizei* length, GLchar* source ) ;
+GL-FUNCTION: void glGetShaderInfoLog { glGetInfoLogARB } ( GLuint shader, GLsizei bufSize, GLsizei* length, GLstring infoLog ) ;
+GL-FUNCTION: void glGetShaderSource { glGetShaderSourceARB } ( GLint obj, GLsizei maxLength, GLsizei* length, GLstring source ) ;
 GL-FUNCTION: void glGetShaderiv { glGetObjectParameterivARB } ( GLuint shader, GLenum pname, GLint* param ) ;
-GL-FUNCTION: GLint glGetUniformLocation { glGetUniformLocationARB } ( GLint programObj, GLchar* name ) ;
+GL-FUNCTION: GLint glGetUniformLocation { glGetUniformLocationARB } ( GLint programObj, GLstring name ) ;
 GL-FUNCTION: void glGetUniformfv { glGetUniformfvARB } ( GLuint program, GLint location, GLfloat* params ) ;
 GL-FUNCTION: void glGetUniformiv { glGetUniformivARB } ( GLuint program, GLint location, GLint* params ) ;
 GL-FUNCTION: void glGetVertexAttribPointerv { glGetVertexAttribPointervARB } ( GLuint index, GLenum pname, GLvoid** pointer ) ;

GL-FUNCTION: void glTexBuffer { glTexBufferEXT } ( GLenum target, GLenum internalformat, GLuint buffer ) ;
GL-FUNCTION: void glPrimitiveRestartIndex { } ( GLuint index ) ;

GL-FUNCTION: void glGetUniformIndices { } ( GLuint program, GLsizei uniformCount, GLchar** uniformNames, GLuint* uniformIndices ) ;
GL-FUNCTION: void glGetActiveUniformsiv { } ( GLuint program, GLsizei uniformCount, GLuint* uniformIndices, GLenum pname, GLint* params ) ;
GL-FUNCTION: void glGetActiveUniformName { } ( GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName ) ;
GL-FUNCTION: GLuint glGetUniformBlockIndex { } ( GLuint program, GLchar* uniformBlockName ) ;
GL-FUNCTION: void glGetActiveUniformBlockiv { } ( GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params ) ;
GL-FUNCTION: void glGetActiveUniformBlockName { } ( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName ) ;
GL-FUNCTION: void glUniformBlockBinding { } ( GLuint buffer, GLuint uniformBlockIndex, GLuint uniformBlockBinding ) ;

GL-FUNCTION: void glCopyBufferSubData { glCopyBufferSubDataEXT } ( GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, GLsizeiptr size ) ;

GL-FUNCTION: GLboolean glIsProgram { glIsProgramARB } ( GLuint program ) ;
GL-FUNCTION: GLboolean glIsShader { glIsShaderARB } ( GLuint shader ) ;
GL-FUNCTION: void glLinkProgram { glLinkProgramARB } ( GLuint program ) ;
GL-FUNCTION: void glShaderSource { glShaderSourceARB } ( GLuint shader, GLsizei count, GLstring* strings, GLint* lengths ) ;
GL-FUNCTION: void glStencilFuncSeparate { glStencilFuncSeparateATI } ( GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask ) ;
GL-FUNCTION: void glStencilMaskSeparate { } ( GLenum face, GLuint mask ) ;
GL-FUNCTION: void glStencilOpSeparate { glStencilOpSeparateATI } ( GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass ) ;
