("glGetTexLevelParameter", I, 1, "GL_TEXTURE_COMPRESSED_IMAGE_SIZE"), # 0x86A0
("glGetTexLevelParameter", B, 1, "GL_TEXTURE_COMPRESSED"), # 0x86A1
("glGet", I, 1, "GL_NUM_COMPRESSED_TEXTURE_FORMATS"), # 0x86A2
- #XXX: the list is GL_NUM_COMPRESSED_TEXTURES
- #("glGet", E, 1, "GL_COMPRESSED_TEXTURE_FORMATS"), # 0x86A3
+ ("glGet", E, '_glGetInteger(GL_NUM_COMPRESSED_TEXTURE_FORMATS)', "GL_COMPRESSED_TEXTURE_FORMATS"), # 0x86A3
("glGet", I, 1, "GL_MAX_VERTEX_UNITS_ARB"), # 0x86A4
("glGet", I, 1, "GL_ACTIVE_VERTEX_UNITS_ARB"), # 0x86A5
("glGet", B, 1, "GL_WEIGHT_SUM_UNITY_ARB"), # 0x86A6
("", X, 1, "GL_VBO_FREE_MEMORY_ATI"), # 0x87FB
("", X, 1, "GL_TEXTURE_FREE_MEMORY_ATI"), # 0x87FC
("", X, 1, "GL_RENDERBUFFER_FREE_MEMORY_ATI"), # 0x87FD
- ("", X, 1, "GL_NUM_PROGRAM_BINARY_FORMATS"), # 0x87FE
- ("", X, 1, "GL_PROGRAM_BINARY_FORMATS"), # 0x87FF
+ ("glGet", I, 1, "GL_NUM_PROGRAM_BINARY_FORMATS"), # 0x87FE
+ ("glGet", E, "_glGetInteger(GL_NUM_PROGRAM_BINARY_FORMATS)", "GL_PROGRAM_BINARY_FORMATS"), # 0x87FF
("glGet", E, 1, "GL_STENCIL_BACK_FUNC"), # 0x8800
("glGet", E, 1, "GL_STENCIL_BACK_FAIL"), # 0x8801
("glGet", E, 1, "GL_STENCIL_BACK_PASS_DEPTH_FAIL"), # 0x8802