param, ... = gl.Get(pname)
pname is a symbolic constant indicating the state variable
to be returned. The following symbolic constants are accepted by pname:
#GL_ACCUM_ALPHA_BITSparam returns one value, the number of alpha bitplanes in the accumulation buffer.
#GL_ACCUM_BLUE_BITparam returns one value, the number of blue bitplanes in the accumulation buffer.
#GL_ACCUM_CLEAR_VALUEparam returns four values: the red, greeen, blue, and alpha values used to clear the accumulation buffer. See gl.ClearAccum for details.
#GL_ACCUM_GREEN_BITSparam returns one value, the number of green bitplanes in the accumulation buffer.
#GL_ACCUM_RED_BITSparam returns one value, the number of red bitplanes in the accumulation buffer.
#GL_ALPHA_BIASparam returns one value, the alpha bias factor used during pixel transfers. See gl.PixelTransfer for details.
#GL_ALPHA_BITSparam returns one value, the number of alpha bitplanes in each color buffer.
#GL_ALPHA_SCALEparam returns one value, the alpha scale factor used during pixel transfers. See gl.PixelTransfer for details.
#GL_ALPHA_TESTparam returns a single Boolean value indicating whether alpha testing of fragments is enabled. See gl.AlphaFunc for details.
#GL_ALPHA_TEST_FUNCparam returns one value, the symbolic name of the alpha test function. See gl.AlphaFunc for details.
#GL_ALPHA_TEST_REFparam returns one value, the reference value for the alpha test. See gl.AlphaFunc for details.
#GL_ATTRIB_STACK_DEPTHparam returns one value, the depth of the attribute stack. If the stack is empty, zero is returned. See gl.PushAttrib for details.
#GL_AUTO_NORMALparam returns a single Boolean value indicating whether 2-D map evaluation automatically generates surface normals. See gl.Map for details.
#GL_AUX_BUFFERSparam returns one value, the number of auxiliary color buffers.
#GL_BLENDparam returns a single Boolean value indicating whether blending is enabled. See gl.BlendFunc for details.
#GL_BLEND_DSTparam returns one value, the symbolic constant identifying the destination blend function. See gl.BlendFunc for details.
#GL_BLEND_SRCparam returns one value, the symbolic constant identifying the source blend function. See gl.BlendFunc for details.
#GL_BLUE_BIASparam returns one value, the blue bias factor used during pixel transfers. See gl.PixelTransfer for details.
#GL_BLUE_BITSparam returns one value, the number of blue bitplanes in each color buffer.
#GL_BLUE_SCALEparam returns one value, the blue scale factor used during pixel transfers. See gl.PixelTransfer for details.
#GL_CLIP_PLANEiparam returns a single Boolean value indicating whether the specified clipping plane is enabled. See gl.ClipPlane for details..
#GL_COLOR_CLEAR_VALUEparam returns four values: the red, green, blue, and alpha values used to clear the color buffers. See gl.ClearColor for details..
#GL_COLOR_MATERIALparam returns a single Boolean value indicating whether one or more material parameters are tracking the current color. See gl.ColorMaterial for details.
#GL_COLOR_MATERIAL_FACEparam returns one value, a symbolic constant indicating which materials have a parameter that is tracking the current color. See gl.ColorMaterial for details.
#GL_COLOR_MATERIAL_PARAMETERparam returns one value, a symbolic constant indicating which material parameters are tracking the current color. See gl.ColorMaterial for details.
#GL_COLOR_WRITEMASKparam returns four Boolean values: the red, green, blue, and alpha write enables for the color buffers. See gl.ColorMask for details.
#GL_CULL_FACEparam returns a single Boolean value indicating whether polygon culling is enabled. See gl.CullFace for details.
#GL_CULL_FACE_MODEparam returns one value, a symbolic constant indicating which polygon faces are to be culled. See gl.CullFace for details.
#GL_CURRENT_COLORparam returns four values: the red, green, blue, and alpha values of the current color. See gl.Color for details.
#GL_CURRENT_INDEXparam returns one value, the current color index. See gl.Index for details.
#GL_CURRENT_NORMALparam returns three values: the x, y, and z values of the current normal. See gl.Normal for details.
#GL_CURRENT_RASTER_COLORparam returns four values: the red, green, blue, and alpha values of the current raster position. See gl.RasterPos for details.
#GL_CURRENT_RASTER_INDEXparam returns one value, the color index of the current raster position. See gl.RasterPos for details.
#GL_CURRENT_RASTER_POSITIONparam returns four values: the x, y, z, and w components of the current raster position. x, y, and z are in window coordinates, and w is in clip coordinates. See gl.RasterPos for details.
#GL_CURRENT_RASTER_TEXTURE_COORDSparam returns four values: the s, t, r, and q current raster texture coordinates. See gl.RasterPos for details. See gl.TexCoord for details.
#GL_CURRENT_RASTER_POSITION_VALIDparam returns a single Boolean value indicating whether the current raster position is valid. See gl.RasterPos for details.
#GL_CURRENT_TEXTURE_COORDSparam returns four values: the s, t, r, and q current texture coordinates. See gl.TexCoord for details.
#GL_DEPTH_BITSparam returns one value, the number of bitplanes in the depth buffer.
#GL_DEPTH_CLEAR_VALUEparam returns one value, the value that is used to clear the depth buffer. See gl.ClearDepth for details.
#GL_DEPTH_FUNCparam returns one value, the symbolic constant that indicates the depth comparison function. See gl.DepthFunc for details.
#GL_DEPTH_RANGEparam returns two values: the near and far mapping limits for the depth buffer. See gl.DepthRange for details.
#GL_DEPTH_WRITEMASKparam returns a single Boolean value indicating if the depth buffer is enabled for writing. See gl.DepthMask for details.
#GL_DOUBLEBUFFERparam returns a single Boolean value indicating whether double buffering is supported.
#GL_DRAW_BUFFERparam returns one value, a symbolic constant indicating which buffers are being drawn to. See gl.DrawBuffer for details.
#GL_EDGE_FLAGparam returns a single Boolean value indication whether the current edge flag is true or false. See gl.EdgeFlag for details.
#GL_FOGparam returns a single Boolean value indicating whether fogging is enabled. See gl.Fog for details.
#GL_FOG_COLORparam returns four values: the red, green, blue, and alpha components of the fog color. See gl.Fog for details.
#GL_FOG_DENSITYparam returns one value, the fog density parameter. See gl.Fog for details.
#GL_FOG_ENDparam returns one value, the end factor for the linear fog equation. See gl.Fog for details.
#GL_FOG_HINTparam returns one value, a symbolic constant indicating the mode of the fog hint. See See gl.Hint for details.
#GL_FOG_INDEXparam returns one value, the fog color index. See gl.Fog for details.
#GL_FOG_MODEparam returns one value, a symbolic constant indicating which fog equation is selected. See gl.Fog for details.
#GL_FOG_STARTparam returns one value, the start factor for the linear fog equation. See gl.Fog for details.
#GL_FRONT_FACEparam returns one value, a symbolic constant indicating whether clockwise or counterclockwise polygon winding is treated as front-facing. See gl.FrontFace for details.
#GL_GREEN_BIASparam returns one value, the green bias factor used during pixel transfers.
#GL_GREEN_BITSparam returns one value, the number of green bitplanes in each color buffer.
#GL_GREEN_SCALEparam returns one value, the green scale factor used during pixel transfers. See gl.PixelTransfer for details.
#GL_INDEX_BITSparam returns one value, the number of bitplanes in each color index buffer.
#GL_INDEX_CLEAR_VALUEparam returns one value, the color index used to clear the color index buffers. See gl.ClearIndex for details.
#GL_INDEX_MODEparam returns a single Boolean value indicating whether the GL is in color index mode (true) or RGBA mode (false).
#GL_INDEX_OFFSETparam returns one value, the offset added to color and stencil indices during pixel transfers. See gl.PixelTransfer for details.
#GL_INDEX_SHIFTparam returns one value, the amount that color and stencil indices are shifted during pixel transfers. See gl.PixelTransfer for details.
#GL_INDEX_WRITEMASKparam returns one value, a mask indicating which bitplanes of each color index buffer can be written. See gl.IndexMask for details.
#GL_LIGHTiparam returns a single Boolean value indicating whether the specified light is enabled. See gl.Light for details. See gl.LightModel for details.
#GL_LIGHTINGparam returns a single Boolean value indicating whether lighting is enabled. See gl.LightModel for details.
#GL_LIGHT_MODEL_AMBIENTparam returns four values: the red, green, blue, and alpha components of the ambient intensity of the entire scene. See gl.LightModel for details.
#GL_LIGHT_MODEL_LOCAL_VIEWERparam returns a single Boolean value indicating whether specular reflection calculations treat the viewer as being local to the scene. See gl.LightModel for details.
#GL_LIGHT_MODEL_TWO_SIDEparam returns a single Boolean value indicating whether separate materials are used to compute lighting for front- and back-facing polygons. See gl.LightModel for details.
#GL_LINE_SMOOTHparam returns a single Boolean value indicating whether antialiasing of lines is enabled. See gl.LineWidth for details.
#GL_LINE_STIPPLEparam returns a single Boolean value indicating whether stippling of lines is enabled. See gl.LineStipple for details.
#GL_LINE_STIPPLE_PATTERNparam returns one value, the 16-bit line stipple pattern. See gl.LineStipple for details.
#GL_LINE_STIPPLE_REPEATparam returns one value, the line stipple repeat factor. See gl.LineStipple for details.
#GL_LINE_WIDTHparam returns one value, the line width as specified with gl.LineWidth().
#GL_LINE_WIDTH_GRANULARITYparam returns one value, the width difference between adjacent supported widths for antialiased lines. See gl.LineWidth for details.
#GL_LINE_WIDTH_RANGEparam returns two values: the smallest and largest supported widths for antialiased lines. See gl.LineWidth for details.
#GL_LIST_BASEparam returns one value, the base offset added to all names in arrays presented to gl.CallLists(). See gl.ListBase for details.
#GL_LIST_INDEXparam returns one value, the name of the display list currently under construction. Zero is returned if no display list is currently under construction. See gl.NewList for details.
#GL_LIST_MODEparam returns one value, a symbolic constant indicating the construction mode of the display list currently being constructed. See gl.NewList for details.
#GL_LOGIC_OPparam returns a single Boolean value indicating whether fragment indexes are merged into the framebuffer using a logical operation. See gl.LogicOp for details.
#GL_LOGIC_OP_MODEparam returns one value, a symbolic constant indicating the selected logic operational mode. See gl.LogicOp for details.
#GL_MAP1_COLOR_4param returns a single Boolean value indicating whether 1D evaluation generates colors. See gl.Map for details.
#GL_MAP1_GRID_DOMAINparam returns two values: the endpoints of the 1-D map's grid domain. See gl.MapGrid for details.
#GL_MAP1_GRID_SEGMENTSparam returns one value, the number of partitions in the 1-D map's grid domain. See gl.MapGrid for details.
#GL_MAP1_INDEXparam returns a single Boolean value indicating whether 1D evaluation generates color indices. See gl.Map for details.
#GL_MAP1_NORMALparam returns a single Boolean value indicating whether 1D evaluation generates normals. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_1param returns a single Boolean value indicating whether 1D evaluation generates 1D texture coordinates. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_2param returns a single Boolean value indicating whether 1D evaluation generates 2D texture coordinates. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_3param returns a single Boolean value indicating whether 1D evaluation generates 3D texture coordinates. See gl.Map for details.
#GL_MAP1_TEXTURE_COORD_4param returns a single Boolean value indicating whether 1D evaluation generates 4D texture coordinates. See gl.Map for details.
#GL_MAP1_VERTEX_3param returns a single Boolean value indicating whether 1D evaluation generates 3D vertex coordinates. See gl.Map for details.
#GL_MAP1_VERTEX_4param returns a single Boolean value indicating whether 1D evaluation generates 4D vertex coordinates. See gl.Map for details.
#GL_MAP2_COLOR_4param returns a single Boolean value indicating whether 2D evaluation generates colors. See gl.Map for details.
#GL_MAP2_GRID_DOMAINparam returns four values: the endpoints of the 2-D map's i and j grid domains. See gl.MapGrid for details.
#GL_MAP2_GRID_SEGMENTSparam returns two values: the number of partitions in the 2-D map's i and j grid domains. See gl.MapGrid for details.
#GL_MAP2_INDEXparam returns a single Boolean value indicating whether 2D evaluation generates color indices. See gl.Map for details.
#GL_MAP2_NORMALparam returns a single Boolean value indicating whether 2D evaluation generates normals. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_1param returns a single Boolean value indicating whether 2D evaluation generates 1D texture coordinates. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_2param returns a single Boolean value indicating whether 2D evaluation generates 2D texture coordinates. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_3param returns a single Boolean value indicating whether 2D evaluation generates 3D texture coordinates. See gl.Map for details.
#GL_MAP2_TEXTURE_COORD_4param returns a single Boolean value indicating whether 2D evaluation generates 4D texture coordinates. See gl.Map for details.
#GL_MAP2_VERTEX_3param returns a single Boolean value indicating whether 2D evaluation generates 3D vertex coordinates. See gl.Map for details.
#GL_MAP2_VERTEX_4param returns a single Boolean value indicating whether 2D evaluation generates 4D vertex coordinates. See gl.Map for details.
#GL_MAP_COLORparam returns a single Boolean value indicating if colors and color indices are to be replaced by table lookup during pixel transfers. See gl.PixelTransfer for details.
#GL_MAP_STENCILparam returns a single Boolean value indicating if stencil indices are to be replaced by table lookup during pixel transfers. See gl.PixelTransfer for details.
#GL_MATRIX_MODEparam returns one value, a symbolic constant indicating which matrix stack is currently the target of all matrix operations. See glMatrixMode.
#GL_MAX_ATTRIB_STACK_DEPTHparam returns one value, the maximum supported depth of the attribute stack. See gl.PushAttrib for details.
#GL_MAX_CLIP_PLANESparam returns one value, the maximum number of application-defined clipping planes. See gl.ClipPlane for details.
#GL_MAX_EVAL_ORDERparam returns one value, the maximum equation order supported by 1-D and 2-D evaluators. See gl.Map for details.
#GL_MAX_LIGHTSparam returns one value, the maximum number of lights. See gl.Light for details.
#GL_MAX_LIST_NESTINGparam returns one value, the maximum recursion depth allowed during display-list traversal. See gl.CallList for details.
#GL_MAX_MODELVIEW_STACK_DEPTHparam returns one value, the maximum supported depth of the modelview matrix stack. See gl.PushMatrix for details.
#GL_MAX_NAME_STACK_DEPTHparam returns one value, the maximum supported depth of the selection name stack. See gl.PushName for details.
#GL_MAX_PIXEL_MAP_TABLEparam returns one value, the maximum supported size of a glPixelMap lookup table. See gl.PixelMap for details.
#GL_MAX_PROJECTION_STACK_DEPTHparam returns one value, the maximum supported depth of the projection matrix stack. See gl.PushMatrix for details.
#GL_MAX_TEXTURE_SIZEparam returns one value, the maximum width or height of any texture image (without borders). See gl.TexImage1D for details. See gl.TexImage2D for details.
#GL_MAX_TEXTURE_STACK_DEPTHparam returns one value, the maximum supported depth of the texture matrix stack. See gl.PushMatrix for details.
#GL_MAX_VIEWPORT_DIMSparam returns two values: the maximum supported width and height of the viewport. See gl.Viewport for details.
#GL_MODELVIEW_MATRIXparam returns sixteen values: the modelview matrix on the top of the modelview matrix stack. See gl.PushMatrix for details.
#GL_MODELVIEW_STACK_DEPTHparam returns one value, the number of matrices on the modelview matrix stack. See gl.PushMatrix for details.
#GL_NAME_STACK_DEPTHparam returns one value, the number of names on the selection name stack. See gl.PushMatrix for details.
#GL_NORMALIZEparam returns a single Boolean value indicating whether normals are automatically scaled to unit length after they have been transformed to eye coordinates. See gl.Normal for details.
#GL_PACK_ALIGNMENTparam returns one value, the byte alignment used for writing pixel data to memory. See gl.PixelStore for details.
#GL_PACK_LSB_FIRSTparam returns a single Boolean value indicating whether single-bit pixels being written to memory are written first to the least significant bit of each unsigned byte. See gl.PixelStore for details.
#GL_PACK_ROW_LENGTHparam returns one value, the row length used for writing pixel data to memory. See gl.PixelStore for details.
#GL_PACK_SKIP_PIXELSparam returns one value, the number of pixel locations skipped before the first pixel is written into memory. See gl.PixelStore for details.
#GL_PACK_SKIP_ROWSparam returns one value, the number of rows of pixel locations skipped before the first pixel is written into memory. See gl.PixelStore for details.
#GL_PACK_SWAP_BYTESparam returns a single Boolean value indicating whether the bytes of two-byte and four-byte pixel indices and components are swapped before being written to memory. See gl.PixelStore for details.
#GL_PIXEL_MAP_A_TO_A_SIZEparam returns one value the size of the alpha-to-alpha pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_B_TO_B_SIZEparam returns one value, the size of the blue-to-blue pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_G_TO_G_SIZEparam returns one value, the size of the green-to-green pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_I_TO_A_SIZEparam returns one value, the size of the index-to-alpha pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_I_TO_B_SIZEparam returns one value, the size of the index-to-blue pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_I_TO_G_SIZEparam returns one value, the size of the index-to-green pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_I_TO_I_SIZEparam returns one value, the size of the index-to-index pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_I_TO_R_SIZEparam returns one value, the size of the index-to-red pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_R_TO_R_SIZEparam returns one value, the size of the red-to-red pixel translation table. See gl.PixelMap for details.
#GL_PIXEL_MAP_S_TO_S_SIZEparam returns one value, the size of the stencil-to-stencil pixel translation table. See gl.PixelMap for details.
#GL_POINT_SIZEparam returns one value, the point size as specified by gl.PointSize().
#GL_POINT_SIZE_GRANULARITYparam returns one value, the size difference between adjacent supported sizes for antialiased points. See gl.PointSize for details.
#GL_POINT_SIZE_RANGEparam returns two values: the smallest and largest supported sizes for antialiased points. See gl.PointSize for details.
#GL_POINT_SMOOTHparam returns a single Boolean value indicating whether antialiasing of points is enabled. See gl.PointSize for details.
#GL_POLYGON_MODEparam returns two values: symbolic constants indicating whether front-facing and back-facing polygons are rasterized as points, lines, or filled polygons. See gl.PolygonMode for details.
#GL_POLYGON_SMOOTHparam returns a single Boolean value indicating whether antialiasing of polygons is enabled. See gl.PolygonMode for details.
#GL_POLYGON_STIPPLEparam returns a single Boolean value indicating whether stippling of polygons is enabled. See gl.PolygonStipple for details.
#GL_PROJECTION_MATRIXparam returns sixteen values: the projection matrix on the top of the projection matrix stack. See gl.PushMatrix for details.
#GL_PROJECTION_STACK_DEPTHparam returns one value, the number of matrices on the projection matrix stack. See gl.PushMatrix for details.
#GL_READ_BUFFERparam returns one value, a symbolic constant indicating which color buffer is selected for reading. See gl.ReadPixels for details. See gl.Accum for details.
#GL_RED_BIASparam returns one value, the red bias factor used during pixel transfers.
#GL_RED_BITSparam returns one value, the number of red bitplanes in each color buffer.
#GL_RED_SCALEparam returns one value, the red scale factor used during pixel transfers. See gl.PixelTransfer for details.
#GL_RENDER_MODEparam returns one value, a symbolic constant indicating whether the GL is in render, select, or feedback mode. See gl.RenderMode for details.
#GL_RGBA_MODEparam returns a single Boolean value indicating whether the GL is in RGBA mode (true) or color index mode (false). See gl.Color for details.
#GL_SCISSOR_BOXparam returns four values: the x and y window coordinates of the scissor box, follow by its width and height. See gl.Scissor for details.
#GL_SCISSOR_TESTparam returns a single Boolean value indicating whether scissoring is enabled. See glScisscor for details.
#GL_SHADE_MODELparam returns one value, a symbolic constant indicating whether the shading mode is flat or smooth. See gl.ShadeModel for details.
#GL_STENCIL_BITSparam returns one value, the number of bitplanes in the stencil buffer.
#GL_STENCIL_CLEAR_VALUEparam returns one value, the index to which the stencil bitplanes are cleared. See gl.ClearStencil for details.
#GL_STENCIL_FAILparam returns one value, a symbolic constant indicating what action is taken when the stencil test fails. See gl.StencilOp for details.
#GL_STENCIL_FUNCparam returns one value, a symbolic constant indicating what function is used to compare the stencil reference value with the stencil buffer value. See gl.StencilFunc for details.
#GL_STENCIL_PASS_DEPTH_FAILparam returns one value, a symbolic constant indicating what action is taken when the stencil test passes, but the depth test fails. See gl.StencilOp for details.
#GL_STENCIL_PASS_DEPTH_PASSparam returns one value, a symbolic constant indicating what action is taken when the stencil test passes and the depth test passes. See gl.StencilOp for details.
#GL_STENCIL_REFparam returns one value, the reference value that is compared with the contents of the stencil buffer. See gl.StencilFunc for details.
#GL_STENCIL_TESTparam returns a single Boolean value indicating whether stencil testing of fragments is enabled. See glStencilFunc and glStencilOp.
#GL_STENCIL_VALUE_MASKparam returns one value, the mask that is used to mask both the stencil reference value and the stencil buffer value before they are compared. See gl.StencilFunc for details.
#GL_STENCIL_WRITEMASKparam returns one value, the mask that controls writing of the stencil bitplanes. See gl.StencilMask for details.
#GL_STEREOparam returns a single Boolean value indicating whether stereo buffers (left and right) are supported.
#GL_SUBPIXEL_BITSparam returns one value, an estimate of the number of bits of subpixel resolution that are used to position rasterized geometry in window coordinates.
#GL_TEXTURE_1Dparam returns a single Boolean value indicating whether 1D texture mapping is enabled. See gl.TexImage1D for details.
#GL_TEXTURE_2Dparam returns a single Boolean value indicating whether 2D texture mapping is enabled. See gl.TexImage2D for details.
#GL_TEXTURE_GEN_Sparam returns a single Boolean value indicating whether automatic generation of the S texture coordinate is enabled. See gl.TexGen for details.
#GL_TEXTURE_GEN_Tparam returns a single Boolean value indicating whether automatic generation of the T texture coordinate is enabled. See gl.TexGen for details.
#GL_TEXTURE_GEN_Rparam returns a single Boolean value indicating whether automatic generation of the R texture coordinate is enabled. See gl.TexGen for details.
#GL_TEXTURE_GEN_Qparam returns a single Boolean value indicating whether automatic generation of the Q texture coordinate is enabled. See gl.TexGen for details.
#GL_TEXTURE_MATRIXparam returns sixteen values: the texture matrix on the top of the texture matrix stack. See gl.PushMatrix for details.
#GL_TEXTURE_STACK_DEPTHparam returns one value, the number of matrices on the texture matrix stack. See gl.PushMatrix for details.
#GL_UNPACK_ALIGNMENTparam returns one value, the byte alignment used for reading pixel data from memory. See gl.PixelStore for details.
#GL_UNPACK_LSB_FIRSTparam returns a single Boolean value indicating whether single-bit pixels being read from memory are read first from the least significant bit of each unsigned byte. See gl.PixelStore for details.
#GL_UNPACK_ROW_LENGTHparam returns one value, the row length used for reading pixel data from memory. See gl.PixelStore for details.
#GL_UNPACK_SKIP_IMAGESparam returns one value, the number of images skipped before the first (3D) pixel is read from memory. See gl.PixelStore for details.
#GL_UNPACK_SKIP_PIXELSparam returns one value, the number of pixel locations skipped before the first pixel is read from memory. See gl.PixelStore for details.
#GL_UNPACK_SKIP_ROWSparam returns one value, the number of rows of pixel locations skipped before the first pixel is read from memory. See gl.PixelStore for details.
#GL_UNPACK_SWAP_BYTESparam returns a single Boolean value indicating whether the bytes of two-byte and four-byte pixel indices and components are swapped after being read from memory. See gl.PixelStore for details.
#GL_VIEWPORTparam returns four values: the x and y window coordinates of the viewport, follow by its width and height. See gl.Viewport for details..
#GL_ZOOM_Xparam returns one value, the x pixel zoom factor. See gl.PixelZoom for details.
#GL_ZOOM_Yparam returns one value, the y pixel zoom factor. See gl.PixelZoom for details.
Many of the boolean parameters can also be queried more easily using gl.IsEnabled().
Please consult an OpenGL reference manual for more information.
pname#GL_INVALID_ENUM is generated if pname is not an accepted value.
#GL_INVALID_OPERATION is generated if gl.Get() is executed between the execution of gl.Begin() and the corresponding execution of gl.End() .