Just take a look at the design of OpenTK. It uses enums for everything. Let's see a simple example of clearing screen in C++ OpenGL.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
The same in OpenTK translates to
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
Does it make OpenGL easy or tough? I'd say it makes confusing because most of the tutorials are in the native C++ code and translating that is confusing.
Can you expect what
a frequently used one while debugging is translated to? It is translated to
but we beginners expect it to be something like GL.VERSION or something.
It's not really useful.