fCapabilitiesList
AddChild(fCapabilitiesList);
while ((row = fCapabilitiesList->RowAt((int32)0, NULL)) != NULL) {
fCapabilitiesList->RemoveRow(row);
fCapabilitiesList->AddColumn(fCapabilityColumn, 0);
fCapabilitiesList->SetSortingEnabled(true);
fCapabilitiesList->SetSortColumn(fCapabilityColumn, true, true);
fCapabilitiesList->AddColumn(fValueColumn, 1);
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_AUX_BUFFERS,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIST_NESTING,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_SIZE,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_3D_TEXTURE_SIZE,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_UNITS_ARB,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIGHTS,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_CLIP_PLANES,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_EVAL_ORDER,
fCapabilitiesList->AddRow(_CreateConvolutionCapabilitiesRow());
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_INDICES,
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_VERTICES,
BColumnListView* fCapabilitiesList;