Does LWJGL have a mapping from gl constants to string representations of those constants? E.g. I need to convert “GL_TEXTURE” to GL_TEXTURE and so on, and vice-versa. I don’t see anything like this but I thought I’d check.
Nope, it’s beyond the remit of LWJGL, but fortunately I have a thingy to do it for me in SPGL 
Cas 
Using reflection it’s a piece of cake.
If you have to do it often, you can cache the results in a HashMap.
But you shouldn’t do it often for obvious reasons… 
/** A map of constant names to values */
private static final HashMap glConstantsMap = new HashMap(513, 1.0f);
static {
loadGLConstants();
}
/**
* Decode a gl string constant
*/
public static int decode(String glstring) throws OpenGLException {
Integer i = (Integer) glConstantsMap.get(glstring.toUpperCase());
if (i == null)
throw new OpenGLException(glstring+" is not a recognised GL constant");
else
return i.intValue();
}
/**
* Recode a gl constant back into a string
*/
public static String recode(int code) {
for (Iterator i = glConstantsMap.keySet().iterator(); i.hasNext(); ) {
String s = (String) i.next();
Integer n = (Integer) glConstantsMap.get(s);
if (n.intValue() == code)
return s;
}
throw new OpenGLException(code+" is not a known GL code");
}
private static void loadGLConstants(Class intf) {
Field[] field = intf.getFields();
for (int i = 0; i < field.length; i ++) {
try {
if (Modifier.isStatic(field[i].getModifiers()) && Modifier.isPublic(field[i].getModifiers()) && Modifier.isFinal(field[i].getModifiers()) && field[i].getType().equals(int.class))
glConstantsMap.put(field[i].getName(), new Integer(field[i].getInt(null)));
} catch (Exception e) {
}
}
}
/**
* Reads all the constant enumerations from this class and stores them
* so we can decode them from strings.
* @see #decode()
* @see #recode()
*/
private static void loadGLConstants() {
Class[] classes = new Class[] {
GL11.class,
GL12.class,
GL13.class,
GL14.class,
GL15.class,
ARBMultitexture.class,
ARBTextureCubeMap.class,
ARBDepthTexture.class,
ARBFragmentProgram.class,
ARBMatrixPalette.class,
ARBMultisample.class,
ARBPointParameters.class,
ARBShadow.class,
ARBShadowAmbient.class,
ARBTextureBorderClamp.class,
ARBTextureCompression.class,
ARBTextureEnvCombine.class,
ARBTextureEnvDot3.class,
ARBTextureMirroredRepeat.class,
ARBTransposeMatrix.class,
ARBVertexBlend.class,
ARBVertexBufferObject.class,
ARBVertexProgram.class,
ARBWindowPos.class,
EXTDrawRangeElements.class,
EXTAbgr.class,
EXTBgra.class,
EXTBlendFuncSeparate.class,
EXTBlendSubtract.class,
EXTCompiledVertexArray.class,
EXTFogCoord.class,
EXTMultiDrawArrays.class,
EXTPackedPixels.class,
EXTPointParameters.class,
EXTRescaleNormal.class,
EXTSecondaryColor.class,
EXTSeparateSpecularColor.class,
EXTSharedTexturePalette.class,
EXTStencilTwoSide.class,
EXTStencilWrap.class,
EXTTextureCompressionS3TC.class,
EXTTextureEnvCombine.class,
EXTTextureEnvDot3.class,
EXTTextureFilterAnisotropic.class,
EXTTextureLODBias.class,
EXTVertexShader.class,
EXTVertexWeighting.class,
ATIElementArray.class,
ATIEnvmapBumpmap.class,
ATIFragmentShader.class,
ATIPnTriangles.class,
ATISeparateStencil.class,
ATITextureMirrorOnce.class,
ATIVertexArrayObject.class,
ATIVertexStreams.class,
NVCopyDepthToColor.class,
NVDepthClamp.class,
NVEvaluators.class,
NVFence.class,
NVFogDistance.class,
NVLightMaxExponent.class,
NVOcclusionQuery.class,
NVPackedDepthStencil.class,
NVPointSprite.class,
NVRegisterCombiners.class,
NVRegisterCombiners2.class,
NVTexgenReflection.class,
NVTextureEnvCombine4.class,
NVTextureRectangle.class,
NVTextureShader.class,
NVTextureShader2.class,
NVTextureShader3.class,
NVVertexArrayRange.class,
NVVertexArrayRange2.class,
NVVertexProgram.class
};
for (int i = 0; i < classes.length; i ++) {
loadGLConstants(classes[i]);
}
}
Cas 
recode(…) would be much faster if it used a HashMap with the keys/values of the glConstantsMap flipped. 
Well, it might be, except that I only use that method during development to read XML files in…
Cas 