 let GL_TRIANGLES            = GLenum(OpenGL.GL_TRIANGLES)
 let GL_TRIANGLE_FAN         = GLenum(OpenGL.GL_TRIANGLE_FAN)
 let GL_TRIANGLE_STRIP       = GLenum(OpenGL.GL_TRIANGLE_STRIP)
+#if os(OSX)
+let GL_QUADS                = GLenum(OpenGL.GL_QUADS)
+#endif
 
+// Shader Constants
 let GL_VERTEX_SHADER        = GLenum(OpenGL.GL_VERTEX_SHADER)
 let GL_FRAGMENT_SHADER      = GLenum(OpenGL.GL_FRAGMENT_SHADER)
 #if os(OSX)
 let GL_GEOMETRY_SHADER      = GLenum(OpenGL.GL_GEOMETRY_SHADER)
 #endif
 
+// Vertex Buffer Object
 let GL_ARRAY_BUFFER         = GLenum(OpenGL.GL_ARRAY_BUFFER)
 let GL_ELEMENT_ARRAY_BUFFER = GLenum(OpenGL.GL_ELEMENT_ARRAY_BUFFER)
 let GL_DYNAMIC_DRAW         = GLenum(OpenGL.GL_DYNAMIC_DRAW)
 let GL_STATIC_DRAW          = GLenum(OpenGL.GL_STATIC_DRAW)
 
+// Texture Constants
 let GL_TEXTURE_2D           = GLenum(OpenGL.GL_TEXTURE_2D)
 let GL_TEXTURE0             = GLenum(OpenGL.GL_TEXTURE0)
 
+// Type Constants
 let GL_BYTE                 = GLenum(OpenGL.GL_BYTE)
 let GL_SHORT                = GLenum(OpenGL.GL_SHORT)
 let GL_INT                  = GLenum(OpenGL.GL_INT)

let GL_UNSIGNED_BYTE        = GLenum(OpenGL.GL_UNSIGNED_BYTE)
let GL_UNSIGNED_SHORT       = GLenum(OpenGL.GL_UNSIGNED_SHORT)
let GL_UNSIGNED_INT         = GLenum(OpenGL.GL_UNSIGNED_INT)

import Foundation
import OpenGL

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

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

// Primitive Type Constants
let GL_POINTS               = GLenum(OpenGL.GL_POINTS)
let GL_LINES                = GLenum(OpenGL.GL_LINES)
let GL_LINE_LOOP            = GLenum(OpenGL.GL_LINE_LOOP)
