 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 glGetUniformIndices { } ( GLuint program, GLsizei uniformCount, GLstring* 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 glGetActiveUniformName { } ( GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLstring uniformName ) ;
+GL-FUNCTION: GLuint glGetUniformBlockIndex { } ( GLuint program, GLstring 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 glGetActiveUniformBlockName { } ( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLstring 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, GLchar** 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 ) ;

GL-FUNCTION: void glEndTransformFeedback { glEndTransformFeedbackEXT } ( ) ;

GL-FUNCTION: void glTransformFeedbackVaryings { glTransformFeedbackVaryingsEXT } ( GLuint program, GLsizei count,
                                      GLstring* varyings, GLenum bufferMode ) ;
GL-FUNCTION: void glGetTransformFeedbackVarying { glGetTransformFeedbackVaryingEXT } ( GLuint program, GLuint index,
                                        GLsizei bufSize, GLsizei* length, 
                                        GLsizei* size, GLenum* type, GLstring name ) ;

GL-FUNCTION: void glClearBufferiv  { } ( GLenum buffer, GLint drawbuffer, GLint* value ) ;
GL-FUNCTION: void glClearBufferuiv { } ( GLenum buffer, GLint drawbuffer, GLuint* value ) ;
