func CheckFramebufferStatus(target Enum) Enum {
	return Enum(gl.CheckFramebufferStatus(uint32(target)))
}
CheckFramebufferStatus reports the completeness status of the
active framebuffer.

http://www.khronos.org/opengles/sdk/docs/man3/html/glCheckFramebufferStatus.xhtml
package gl
import (
	"log"
	"strings"
	"unsafe"
	"github.com/go-gl/gl/v2.1/gl"
)
var ContextWatcher = new(contextWatcher)
type contextWatcher struct {
	initGL bool
}
func (cw *contextWatcher) OnMakeCurrent(context interface{}) {
	if !cw.initGL {
		err := gl.Init()
		if err != nil {
			log.Fatalln("gl.Init:", err)
		}
		cw.initGL = true
	}
}
func (contextWatcher) OnDetach() {}
func ActiveTexture(texture Enum) {
	gl.ActiveTexture(uint32(texture))
}
func AttachShader(p Program, s Shader) {
	gl.AttachShader(p.Value, s.Value)
}
func BindAttribLocation(p Program, a Attrib, name string) {
	gl.BindAttribLocation(p.Value, uint32(a.Value), gl.Str(name+"\x00"))
}
func BindBuffer(target Enum, b Buffer) {
	gl.BindBuffer(uint32(target), b.Value)
}
func BindFramebuffer(target Enum, fb Framebuffer) {
	gl.BindFramebuffer(uint32(target), fb.Value)
}
func BindRenderbuffer(target Enum, rb Renderbuffer) {
	gl.BindRenderbuffer(uint32(target), rb.Value)
}
func BindTexture(target Enum, t Texture) {
	gl.BindTexture(uint32(target), t.Value)
}
func BlendColor(red, green, blue, alpha float32) {
	gl.BlendColor(red, green, blue, alpha)
}
func BlendEquation(mode Enum) {
	gl.BlendEquation(uint32(mode))
}
func BlendEquationSeparate(modeRGB, modeAlpha Enum) {
	gl.BlendEquationSeparate(uint32(modeRGB), uint32(modeAlpha))
}
func BlendFunc(sfactor, dfactor Enum) {
	gl.BlendFunc(uint32(sfactor), uint32(dfactor))
}
func BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha Enum) {
	gl.BlendFuncSeparate(uint32(sfactorRGB), uint32(dfactorRGB), uint32(sfactorAlpha), uint32(dfactorAlpha))
}
func BufferData(target Enum, src []byte, usage Enum) {
	gl.BufferData(uint32(target), int(len(src)), gl.Ptr(&src[0]), uint32(usage))
}
func BufferInit(target Enum, size int, usage Enum) {
	gl.BufferData(uint32(target), size, nil, uint32(usage))
}
func BufferSubData(target Enum, offset int, data []byte) {
	gl.BufferSubData(uint32(target), offset, int(len(data)), gl.Ptr(&data[0]))
}