 let GL_FALSE                = GLboolean(OpenGLES.GL_FALSE)
 let GL_TRUE                 = GLboolean(OpenGLES.GL_TRUE)
 
+// Error Constants
+let GL_NO_ERROR             = GLenum(OpenGLES.GL_NO_ERROR)
+let GL_INVALID_ENUM         = GLenum(OpenGLES.GL_INVALID_ENUM)
+let GL_INVALID_VALUE        = GLenum(OpenGLES.GL_INVALID_VALUE)
+let GL_INVALID_OPERATION    = GLenum(OpenGLES.GL_INVALID_OPERATION)
+let GL_INVALID_FRAMEBUFFER_OPERATION = GLenum(OpenGLES.GL_INVALID_FRAMEBUFFER_OPERATION)
+let GL_OUT_OF_MEMORY        = GLenum(OpenGLES.GL_OUT_OF_MEMORY)
+let GL_STACK_UNDERFLOW      = GLenum(OpenGLES.GL_STACK_UNDERFLOW)
+let GL_STACK_OVERFLOW       = GLenum(OpenGLES.GL_STACK_OVERFLOW)
+
 // Clear Buffer Constants
 let GL_COLOR_BUFFER_BIT     = GLbitfield(OpenGLES.GL_COLOR_BUFFER_BIT)
 let GL_DEPTH_BUFFER_BIT     = GLbitfield(OpenGLES.GL_DEPTH_BUFFER_BIT)


import Foundation

#if os(OSX)

import OpenGL

// Boolean Constants
let GL_FALSE                = GLboolean(OpenGL.GL_FALSE)
let GL_TRUE                 = GLboolean(OpenGL.GL_TRUE)

// Error Constants
let GL_NO_ERROR             = GLenum(OpenGL.GL_NO_ERROR)
let GL_INVALID_ENUM         = GLenum(OpenGL.GL_INVALID_ENUM)
let GL_INVALID_VALUE        = GLenum(OpenGL.GL_INVALID_VALUE)
let GL_INVALID_OPERATION    = GLenum(OpenGL.GL_INVALID_OPERATION)
let GL_INVALID_FRAMEBUFFER_OPERATION = GLenum(OpenGL.GL_INVALID_FRAMEBUFFER_OPERATION)
let GL_OUT_OF_MEMORY        = GLenum(OpenGL.GL_OUT_OF_MEMORY)
let GL_STACK_UNDERFLOW      = GLenum(OpenGL.GL_STACK_UNDERFLOW)
let GL_STACK_OVERFLOW       = GLenum(OpenGL.GL_STACK_OVERFLOW)

// Clear Buffer Constants
let GL_COLOR_BUFFER_BIT     = GLbitfield(OpenGL.GL_COLOR_BUFFER_BIT)
