EmptyGL is an empty implementation to allow to compile and run the Bullet demos on platforms that lack OpenGL and Glut.

This commit is contained in:
erwin.coumans
2008-11-04 03:31:21 +00:00
parent 8f181b5604
commit 2b21eb5605
8 changed files with 1750 additions and 0 deletions

13
Glut/EmptyGL/GL/egl_cpx.h Normal file
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// todo - implement these as you see fit.
inline GLint glRenderMode(GLenum a0) { return GL_RENDER; }; // ymmv. should return previous mode
inline GLenum glGetError() { return GL_NO_ERROR; };
inline GLboolean glIsList(GLuint a0) { return GL_TRUE; };
inline GLuint glGenLists(GLsizei a0) { return (GLuint)a0; };
inline const GLubyte* glGetString(GLenum a0) { return (const GLubyte *)"egl-xyzzy"; };
inline GLboolean glIsEnabled(GLenum a0) { return GL_TRUE; };
inline GLboolean glAreTexturesResident(GLsizei a0,const GLuint * a1,GLboolean * a2) { return GL_TRUE; };
inline GLboolean glIsTexture(GLuint a0) { return GL_TRUE; };
inline void glGetBooleanv(GLenum a0,GLboolean * a1) { *a1 = GL_TRUE; };
inline void glGetDoublev(GLenum a0,GLdouble * a1) { *a1 = 0.0; };
inline void glGetFloatv(GLenum a0,GLfloat * a1) { *a1 = 0.0f; };
inline void glGetIntegerv(GLenum a0,GLint * a1) { *a1 = 0; };

706
Glut/EmptyGL/GL/egl_defs.h Normal file
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#ifndef EGL_DEFS_H
#define EGL_DEFS_H
typedef unsigned int GLenum;
typedef unsigned char GLboolean;
typedef unsigned int GLbitfield;
typedef void GLvoid;
typedef signed char GLbyte;
typedef short GLshort;
typedef int GLint;
typedef unsigned char GLubyte;
typedef unsigned short GLushort;
typedef unsigned int GLuint;
typedef int GLsizei;
typedef float GLfloat;
typedef float GLclampf;
typedef double GLdouble;
typedef double GLclampd;
#define __gl_h_
#define GL_VERSION_1_1 1
#define GL_VERSION_1_2 1
#define GL_VERSION_1_3 1
#define GL_ARB_imaging 1
#define GL_FALSE 0x0
#define GL_TRUE 0x1
#define GL_BYTE 0x1400
#define GL_UNSIGNED_BYTE 0x1401
#define GL_SHORT 0x1402
#define GL_UNSIGNED_SHORT 0x1403
#define GL_INT 0x1404
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_2_BYTES 0x1407
#define GL_3_BYTES 0x1408
#define GL_4_BYTES 0x1409
#define GL_DOUBLE 0x140A
#define GL_POINTS 0x0000
#define GL_LINES 0x0001
#define GL_LINE_LOOP 0x0002
#define GL_LINE_STRIP 0x0003
#define GL_TRIANGLES 0x0004
#define GL_TRIANGLE_STRIP 0x0005
#define GL_TRIANGLE_FAN 0x0006
#define GL_QUADS 0x0007
#define GL_QUAD_STRIP 0x0008
#define GL_POLYGON 0x0009
#define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076
#define GL_INDEX_ARRAY 0x8077
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_EDGE_FLAG_ARRAY 0x8079
#define GL_VERTEX_ARRAY_SIZE 0x807A
#define GL_VERTEX_ARRAY_TYPE 0x807B
#define GL_VERTEX_ARRAY_STRIDE 0x807C
#define GL_NORMAL_ARRAY_TYPE 0x807E
#define GL_NORMAL_ARRAY_STRIDE 0x807F
#define GL_COLOR_ARRAY_SIZE 0x8081
#define GL_COLOR_ARRAY_TYPE 0x8082
#define GL_COLOR_ARRAY_STRIDE 0x8083
#define GL_INDEX_ARRAY_TYPE 0x8085
#define GL_INDEX_ARRAY_STRIDE 0x8086
#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
#define GL_VERTEX_ARRAY_POINTER 0x808E
#define GL_NORMAL_ARRAY_POINTER 0x808F
#define GL_COLOR_ARRAY_POINTER 0x8090
#define GL_INDEX_ARRAY_POINTER 0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
#define GL_V2F 0x2A20
#define GL_V3F 0x2A21
#define GL_C4UB_V2F 0x2A22
#define GL_C4UB_V3F 0x2A23
#define GL_C3F_V3F 0x2A24
#define GL_N3F_V3F 0x2A25
#define GL_C4F_N3F_V3F 0x2A26
#define GL_T2F_V3F 0x2A27
#define GL_T4F_V4F 0x2A28
#define GL_T2F_C4UB_V3F 0x2A29
#define GL_T2F_C3F_V3F 0x2A2A
#define GL_T2F_N3F_V3F 0x2A2B
#define GL_T2F_C4F_N3F_V3F 0x2A2C
#define GL_T4F_C4F_N3F_V4F 0x2A2D
#define GL_MATRIX_MODE 0x0BA0
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
#define GL_POINT_SMOOTH 0x0B10
#define GL_POINT_SIZE 0x0B11
#define GL_POINT_SIZE_GRANULARITY 0x0B13
#define GL_POINT_SIZE_RANGE 0x0B12
#define GL_LINE_SMOOTH 0x0B20
#define GL_LINE_STIPPLE 0x0B24
#define GL_LINE_STIPPLE_PATTERN 0x0B25
#define GL_LINE_STIPPLE_REPEAT 0x0B26
#define GL_LINE_WIDTH 0x0B21
#define GL_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_LINE_WIDTH_RANGE 0x0B22
#define GL_POINT 0x1B00
#define GL_LINE 0x1B01
#define GL_FILL 0x1B02
#define GL_CW 0x0900
#define GL_CCW 0x0901
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_POLYGON_MODE 0x0B40
#define GL_POLYGON_SMOOTH 0x0B41
#define GL_POLYGON_STIPPLE 0x0B42
#define GL_EDGE_FLAG 0x0B43
#define GL_CULL_FACE 0x0B44
#define GL_CULL_FACE_MODE 0x0B45
#define GL_FRONT_FACE 0x0B46
#define GL_POLYGON_OFFSET_FACTOR 0x8038
#define GL_POLYGON_OFFSET_UNITS 0x2A00
#define GL_POLYGON_OFFSET_POINT 0x2A01
#define GL_POLYGON_OFFSET_LINE 0x2A02
#define GL_POLYGON_OFFSET_FILL 0x8037
#define GL_COMPILE 0x1300
#define GL_COMPILE_AND_EXECUTE 0x1301
#define GL_LIST_BASE 0x0B32
#define GL_LIST_INDEX 0x0B33
#define GL_LIST_MODE 0x0B30
#define GL_NEVER 0x0200
#define GL_LESS 0x0201
#define GL_EQUAL 0x0202
#define GL_LEQUAL 0x0203
#define GL_GREATER 0x0204
#define GL_NOTEQUAL 0x0205
#define GL_GEQUAL 0x0206
#define GL_ALWAYS 0x0207
#define GL_DEPTH_TEST 0x0B71
#define GL_DEPTH_BITS 0x0D56
#define GL_DEPTH_CLEAR_VALUE 0x0B73
#define GL_DEPTH_FUNC 0x0B74
#define GL_DEPTH_RANGE 0x0B70
#define GL_DEPTH_WRITEMASK 0x0B72
#define GL_DEPTH_COMPONENT 0x1902
#define GL_LIGHTING 0x0B50
#define GL_LIGHT0 0x4000
#define GL_LIGHT1 0x4001
#define GL_LIGHT2 0x4002
#define GL_LIGHT3 0x4003
#define GL_LIGHT4 0x4004
#define GL_LIGHT5 0x4005
#define GL_LIGHT6 0x4006
#define GL_LIGHT7 0x4007
#define GL_SPOT_EXPONENT 0x1205
#define GL_SPOT_CUTOFF 0x1206
#define GL_CONSTANT_ATTENUATION 0x1207
#define GL_LINEAR_ATTENUATION 0x1208
#define GL_QUADRATIC_ATTENUATION 0x1209
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_SHININESS 0x1601
#define GL_EMISSION 0x1600
#define GL_POSITION 0x1203
#define GL_SPOT_DIRECTION 0x1204
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
#define GL_LIGHT_MODEL_AMBIENT 0x0B53
#define GL_FRONT_AND_BACK 0x0408
#define GL_SHADE_MODEL 0x0B54
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
#define GL_COLOR_MATERIAL 0x0B57
#define GL_COLOR_MATERIAL_FACE 0x0B55
#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
#define GL_NORMALIZE 0x0BA1
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_CLIP_PLANE4 0x3004
#define GL_CLIP_PLANE5 0x3005
#define GL_ACCUM_RED_BITS 0x0D58
#define GL_ACCUM_GREEN_BITS 0x0D59
#define GL_ACCUM_BLUE_BITS 0x0D5A
#define GL_ACCUM_ALPHA_BITS 0x0D5B
#define GL_ACCUM_CLEAR_VALUE 0x0B80
#define GL_ACCUM 0x0100
#define GL_ADD 0x0104
#define GL_LOAD 0x0101
#define GL_MULT 0x0103
#define GL_RETURN 0x0102
#define GL_ALPHA_TEST 0x0BC0
#define GL_ALPHA_TEST_REF 0x0BC2
#define GL_ALPHA_TEST_FUNC 0x0BC1
#define GL_BLEND 0x0BE2
#define GL_BLEND_SRC 0x0BE1
#define GL_BLEND_DST 0x0BE0
#define GL_ZERO 0x0
#define GL_ONE 0x1
#define GL_SRC_COLOR 0x0300
#define GL_ONE_MINUS_SRC_COLOR 0x0301
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_DST_ALPHA 0x0304
#define GL_ONE_MINUS_DST_ALPHA 0x0305
#define GL_DST_COLOR 0x0306
#define GL_ONE_MINUS_DST_COLOR 0x0307
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_FEEDBACK 0x1C01
#define GL_RENDER 0x1C00
#define GL_SELECT 0x1C02
#define GL_2D 0x0600
#define GL_3D 0x0601
#define GL_3D_COLOR 0x0602
#define GL_3D_COLOR_TEXTURE 0x0603
#define GL_4D_COLOR_TEXTURE 0x0604
#define GL_POINT_TOKEN 0x0701
#define GL_LINE_TOKEN 0x0702
#define GL_LINE_RESET_TOKEN 0x0707
#define GL_POLYGON_TOKEN 0x0703
#define GL_BITMAP_TOKEN 0x0704
#define GL_DRAW_PIXEL_TOKEN 0x0705
#define GL_COPY_PIXEL_TOKEN 0x0706
#define GL_PASS_THROUGH_TOKEN 0x0700
#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
#define GL_SELECTION_BUFFER_POINTER 0x0DF3
#define GL_SELECTION_BUFFER_SIZE 0x0DF4
#define GL_FOG 0x0B60
#define GL_FOG_MODE 0x0B65
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_COLOR 0x0B66
#define GL_FOG_INDEX 0x0B61
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_LINEAR 0x2601
#define GL_EXP 0x0800
#define GL_EXP2 0x0801
#define GL_LOGIC_OP 0x0BF1
#define GL_INDEX_LOGIC_OP 0x0BF1
#define GL_COLOR_LOGIC_OP 0x0BF2
#define GL_LOGIC_OP_MODE 0x0BF0
#define GL_CLEAR 0x1500
#define GL_SET 0x150F
#define GL_COPY 0x1503
#define GL_COPY_INVERTED 0x150C
#define GL_NOOP 0x1505
#define GL_INVERT 0x150A
#define GL_AND 0x1501
#define GL_NAND 0x150E
#define GL_OR 0x1507
#define GL_NOR 0x1508
#define GL_XOR 0x1506
#define GL_EQUIV 0x1509
#define GL_AND_REVERSE 0x1502
#define GL_AND_INVERTED 0x1504
#define GL_OR_REVERSE 0x150B
#define GL_OR_INVERTED 0x150D
#define GL_STENCIL_BITS 0x0D57
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_CLEAR_VALUE 0x0B91
#define GL_STENCIL_FUNC 0x0B92
#define GL_STENCIL_VALUE_MASK 0x0B93
#define GL_STENCIL_FAIL 0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
#define GL_STENCIL_REF 0x0B97
#define GL_STENCIL_WRITEMASK 0x0B98
#define GL_STENCIL_INDEX 0x1901
#define GL_KEEP 0x1E00
#define GL_REPLACE 0x1E01
#define GL_INCR 0x1E02
#define GL_DECR 0x1E03
#define GL_NONE 0x0
#define GL_LEFT 0x0406
#define GL_RIGHT 0x0407
#define GL_FRONT_LEFT 0x0400
#define GL_FRONT_RIGHT 0x0401
#define GL_BACK_LEFT 0x0402
#define GL_BACK_RIGHT 0x0403
#define GL_AUX0 0x0409
#define GL_AUX1 0x040A
#define GL_AUX2 0x040B
#define GL_AUX3 0x040C
#define GL_COLOR_INDEX 0x1900
#define GL_RED 0x1903
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_ALPHA 0x1906
#define GL_LUMINANCE 0x1909
#define GL_LUMINANCE_ALPHA 0x190A
#define GL_ALPHA_BITS 0x0D55
#define GL_RED_BITS 0x0D52
#define GL_GREEN_BITS 0x0D53
#define GL_BLUE_BITS 0x0D54
#define GL_INDEX_BITS 0x0D51
#define GL_SUBPIXEL_BITS 0x0D50
#define GL_AUX_BUFFERS 0x0C00
#define GL_READ_BUFFER 0x0C02
#define GL_DRAW_BUFFER 0x0C01
#define GL_DOUBLEBUFFER 0x0C32
#define GL_STEREO 0x0C33
#define GL_BITMAP 0x1A00
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
#define GL_DITHER 0x0BD0
#define GL_RGB 0x1907
#define GL_RGBA 0x1908
#define GL_MAX_LIST_NESTING 0x0B31
#define GL_MAX_EVAL_ORDER 0x0D30
#define GL_MAX_LIGHTS 0x0D31
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
#define GL_MAX_NAME_STACK_DEPTH 0x0D37
#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
#define GL_MAX_VIEWPORT_DIMS 0x0D3A
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
#define GL_ATTRIB_STACK_DEPTH 0x0BB0
#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
#define GL_COLOR_CLEAR_VALUE 0x0C22
#define GL_COLOR_WRITEMASK 0x0C23
#define GL_CURRENT_INDEX 0x0B01
#define GL_CURRENT_COLOR 0x0B00
#define GL_CURRENT_NORMAL 0x0B02
#define GL_CURRENT_RASTER_COLOR 0x0B04
#define GL_CURRENT_RASTER_DISTANCE 0x0B09
#define GL_CURRENT_RASTER_INDEX 0x0B05
#define GL_CURRENT_RASTER_POSITION 0x0B07
#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
#define GL_CURRENT_TEXTURE_COORDS 0x0B03
#define GL_INDEX_CLEAR_VALUE 0x0C20
#define GL_INDEX_MODE 0x0C30
#define GL_INDEX_WRITEMASK 0x0C21
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
#define GL_NAME_STACK_DEPTH 0x0D70
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_PROJECTION_STACK_DEPTH 0x0BA4
#define GL_RENDER_MODE 0x0C40
#define GL_RGBA_MODE 0x0C31
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_TEXTURE_STACK_DEPTH 0x0BA5
#define GL_VIEWPORT 0x0BA2
#define GL_AUTO_NORMAL 0x0D80
#define GL_MAP1_COLOR_4 0x0D90
#define GL_MAP1_INDEX 0x0D91
#define GL_MAP1_NORMAL 0x0D92
#define GL_MAP1_TEXTURE_COORD_1 0x0D93
#define GL_MAP1_TEXTURE_COORD_2 0x0D94
#define GL_MAP1_TEXTURE_COORD_3 0x0D95
#define GL_MAP1_TEXTURE_COORD_4 0x0D96
#define GL_MAP1_VERTEX_3 0x0D97
#define GL_MAP1_VERTEX_4 0x0D98
#define GL_MAP2_COLOR_4 0x0DB0
#define GL_MAP2_INDEX 0x0DB1
#define GL_MAP2_NORMAL 0x0DB2
#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
#define GL_MAP2_VERTEX_3 0x0DB7
#define GL_MAP2_VERTEX_4 0x0DB8
#define GL_MAP1_GRID_DOMAIN 0x0DD0
#define GL_MAP1_GRID_SEGMENTS 0x0DD1
#define GL_MAP2_GRID_DOMAIN 0x0DD2
#define GL_MAP2_GRID_SEGMENTS 0x0DD3
#define GL_COEFF 0x0A00
#define GL_ORDER 0x0A01
#define GL_DOMAIN 0x0A02
#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
#define GL_POINT_SMOOTH_HINT 0x0C51
#define GL_LINE_SMOOTH_HINT 0x0C52
#define GL_POLYGON_SMOOTH_HINT 0x0C53
#define GL_FOG_HINT 0x0C54
#define GL_DONT_CARE 0x1100
#define GL_FASTEST 0x1101
#define GL_NICEST 0x1102
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_MAP_COLOR 0x0D10
#define GL_MAP_STENCIL 0x0D11
#define GL_INDEX_SHIFT 0x0D12
#define GL_INDEX_OFFSET 0x0D13
#define GL_RED_SCALE 0x0D14
#define GL_RED_BIAS 0x0D15
#define GL_GREEN_SCALE 0x0D18
#define GL_GREEN_BIAS 0x0D19
#define GL_BLUE_SCALE 0x0D1A
#define GL_BLUE_BIAS 0x0D1B
#define GL_ALPHA_SCALE 0x0D1C
#define GL_ALPHA_BIAS 0x0D1D
#define GL_DEPTH_SCALE 0x0D1E
#define GL_DEPTH_BIAS 0x0D1F
#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
#define GL_PIXEL_MAP_S_TO_S 0x0C71
#define GL_PIXEL_MAP_I_TO_I 0x0C70
#define GL_PIXEL_MAP_I_TO_R 0x0C72
#define GL_PIXEL_MAP_I_TO_G 0x0C73
#define GL_PIXEL_MAP_I_TO_B 0x0C74
#define GL_PIXEL_MAP_I_TO_A 0x0C75
#define GL_PIXEL_MAP_R_TO_R 0x0C76
#define GL_PIXEL_MAP_G_TO_G 0x0C77
#define GL_PIXEL_MAP_B_TO_B 0x0C78
#define GL_PIXEL_MAP_A_TO_A 0x0C79
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_PACK_LSB_FIRST 0x0D01
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SWAP_BYTES 0x0D00
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_UNPACK_LSB_FIRST 0x0CF1
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SWAP_BYTES 0x0CF0
#define GL_ZOOM_X 0x0D16
#define GL_ZOOM_Y 0x0D17
#define GL_TEXTURE_ENV 0x2300
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_TEXTURE_1D 0x0DE0
#define GL_TEXTURE_2D 0x0DE1
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_ENV_COLOR 0x2201
#define GL_TEXTURE_GEN_S 0x0C60
#define GL_TEXTURE_GEN_T 0x0C61
#define GL_TEXTURE_GEN_MODE 0x2500
#define GL_TEXTURE_BORDER_COLOR 0x1004
#define GL_TEXTURE_WIDTH 0x1000
#define GL_TEXTURE_HEIGHT 0x1001
#define GL_TEXTURE_BORDER 0x1005
#define GL_TEXTURE_COMPONENTS 0x1003
#define GL_TEXTURE_RED_SIZE 0x805C
#define GL_TEXTURE_GREEN_SIZE 0x805D
#define GL_TEXTURE_BLUE_SIZE 0x805E
#define GL_TEXTURE_ALPHA_SIZE 0x805F
#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
#define GL_TEXTURE_INTENSITY_SIZE 0x8061
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
#define GL_OBJECT_LINEAR 0x2401
#define GL_OBJECT_PLANE 0x2501
#define GL_EYE_LINEAR 0x2400
#define GL_EYE_PLANE 0x2502
#define GL_SPHERE_MAP 0x2402
#define GL_DECAL 0x2101
#define GL_MODULATE 0x2100
#define GL_NEAREST 0x2600
#define GL_REPEAT 0x2901
#define GL_CLAMP 0x2900
#define GL_S 0x2000
#define GL_T 0x2001
#define GL_R 0x2002
#define GL_Q 0x2003
#define GL_TEXTURE_GEN_R 0x0C62
#define GL_TEXTURE_GEN_Q 0x0C63
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_NO_ERROR 0x0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_OUT_OF_MEMORY 0x0505
#define GL_CURRENT_BIT 0x00000001
#define GL_POINT_BIT 0x00000002
#define GL_LINE_BIT 0x00000004
#define GL_POLYGON_BIT 0x00000008
#define GL_POLYGON_STIPPLE_BIT 0x00000010
#define GL_PIXEL_MODE_BIT 0x00000020
#define GL_LIGHTING_BIT 0x00000040
#define GL_FOG_BIT 0x00000080
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_ACCUM_BUFFER_BIT 0x00000200
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_VIEWPORT_BIT 0x00000800
#define GL_TRANSFORM_BIT 0x00001000
#define GL_ENABLE_BIT 0x00002000
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_HINT_BIT 0x00008000
#define GL_EVAL_BIT 0x00010000
#define GL_LIST_BIT 0x00020000
#define GL_TEXTURE_BIT 0x00040000
#define GL_SCISSOR_BIT 0x00080000
#define GL_ALL_ATTRIB_BITS 0x000FFFFF
#define GL_PROXY_TEXTURE_1D 0x8063
#define GL_PROXY_TEXTURE_2D 0x8064
#define GL_TEXTURE_PRIORITY 0x8066
#define GL_TEXTURE_RESIDENT 0x8067
#define GL_TEXTURE_BINDING_1D 0x8068
#define GL_TEXTURE_BINDING_2D 0x8069
#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
#define GL_ALPHA4 0x803B
#define GL_ALPHA8 0x803C
#define GL_ALPHA12 0x803D
#define GL_ALPHA16 0x803E
#define GL_LUMINANCE4 0x803F
#define GL_LUMINANCE8 0x8040
#define GL_LUMINANCE12 0x8041
#define GL_LUMINANCE16 0x8042
#define GL_LUMINANCE4_ALPHA4 0x8043
#define GL_LUMINANCE6_ALPHA2 0x8044
#define GL_LUMINANCE8_ALPHA8 0x8045
#define GL_LUMINANCE12_ALPHA4 0x8046
#define GL_LUMINANCE12_ALPHA12 0x8047
#define GL_LUMINANCE16_ALPHA16 0x8048
#define GL_INTENSITY 0x8049
#define GL_INTENSITY4 0x804A
#define GL_INTENSITY8 0x804B
#define GL_INTENSITY12 0x804C
#define GL_INTENSITY16 0x804D
#define GL_R3_G3_B2 0x2A10
#define GL_RGB4 0x804F
#define GL_RGB5 0x8050
#define GL_RGB8 0x8051
#define GL_RGB10 0x8052
#define GL_RGB12 0x8053
#define GL_RGB16 0x8054
#define GL_RGBA2 0x8055
#define GL_RGBA4 0x8056
#define GL_RGB5_A1 0x8057
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_RGBA12 0x805A
#define GL_RGBA16 0x805B
#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
#define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF
#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF
#define GL_RESCALE_NORMAL 0x803A
#define GL_CLAMP_TO_EDGE 0x812F
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#define GL_BGR 0x80E0
#define GL_BGRA 0x80E1
#define GL_UNSIGNED_BYTE_3_3_2 0x8032
#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_10_10_10_2 0x8036
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
#define GL_SINGLE_COLOR 0x81F9
#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_BASE_LEVEL 0x813C
#define GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
#define GL_PACK_SKIP_IMAGES 0x806B
#define GL_PACK_IMAGE_HEIGHT 0x806C
#define GL_UNPACK_SKIP_IMAGES 0x806D
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#define GL_TEXTURE_3D 0x806F
#define GL_PROXY_TEXTURE_3D 0x8070
#define GL_TEXTURE_DEPTH 0x8071
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#define GL_TEXTURE_BINDING_3D 0x806A
#define GL_CONSTANT_COLOR 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
#define GL_CONSTANT_ALPHA 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
#define GL_COLOR_TABLE 0x80D0
#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1
#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2
#define GL_PROXY_COLOR_TABLE 0x80D3
#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
#define GL_COLOR_TABLE_SCALE 0x80D6
#define GL_COLOR_TABLE_BIAS 0x80D7
#define GL_COLOR_TABLE_FORMAT 0x80D8
#define GL_COLOR_TABLE_WIDTH 0x80D9
#define GL_COLOR_TABLE_RED_SIZE 0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF
#define GL_CONVOLUTION_1D 0x8010
#define GL_CONVOLUTION_2D 0x8011
#define GL_SEPARABLE_2D 0x8012
#define GL_CONVOLUTION_BORDER_MODE 0x8013
#define GL_CONVOLUTION_FILTER_SCALE 0x8014
#define GL_CONVOLUTION_FILTER_BIAS 0x8015
#define GL_REDUCE 0x8016
#define GL_CONVOLUTION_FORMAT 0x8017
#define GL_CONVOLUTION_WIDTH 0x8018
#define GL_CONVOLUTION_HEIGHT 0x8019
#define GL_MAX_CONVOLUTION_WIDTH 0x801A
#define GL_MAX_CONVOLUTION_HEIGHT 0x801B
#define GL_POST_CONVOLUTION_RED_SCALE 0x801C
#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D
#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E
#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F
#define GL_POST_CONVOLUTION_RED_BIAS 0x8020
#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021
#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022
#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023
#define GL_CONSTANT_BORDER 0x8151
#define GL_REPLICATE_BORDER 0x8153
#define GL_CONVOLUTION_BORDER_COLOR 0x8154
#define GL_COLOR_MATRIX 0x80B1
#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2
#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3
#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4
#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5
#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6
#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7
#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8
#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9
#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA
#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB
#define GL_HISTOGRAM 0x8024
#define GL_PROXY_HISTOGRAM 0x8025
#define GL_HISTOGRAM_WIDTH 0x8026
#define GL_HISTOGRAM_FORMAT 0x8027
#define GL_HISTOGRAM_RED_SIZE 0x8028
#define GL_HISTOGRAM_GREEN_SIZE 0x8029
#define GL_HISTOGRAM_BLUE_SIZE 0x802A
#define GL_HISTOGRAM_ALPHA_SIZE 0x802B
#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C
#define GL_HISTOGRAM_SINK 0x802D
#define GL_MINMAX 0x802E
#define GL_MINMAX_FORMAT 0x802F
#define GL_MINMAX_SINK 0x8030
#define GL_TABLE_TOO_LARGE 0x8031
#define GL_BLEND_EQUATION 0x8009
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#define GL_FUNC_ADD 0x8006
#define GL_FUNC_SUBTRACT 0x800A
#define GL_FUNC_REVERSE_SUBTRACT 0x800B
#define GL_BLEND_COLOR 0x8005
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
#define GL_TEXTURE2_ARB 0x84C2
#define GL_TEXTURE3_ARB 0x84C3
#define GL_TEXTURE4_ARB 0x84C4
#define GL_TEXTURE5_ARB 0x84C5
#define GL_TEXTURE6_ARB 0x84C6
#define GL_TEXTURE7_ARB 0x84C7
#define GL_TEXTURE8_ARB 0x84C8
#define GL_TEXTURE9_ARB 0x84C9
#define GL_TEXTURE10_ARB 0x84CA
#define GL_TEXTURE11_ARB 0x84CB
#define GL_TEXTURE12_ARB 0x84CC
#define GL_TEXTURE13_ARB 0x84CD
#define GL_TEXTURE14_ARB 0x84CE
#define GL_TEXTURE15_ARB 0x84CF
#define GL_TEXTURE16_ARB 0x84D0
#define GL_TEXTURE17_ARB 0x84D1
#define GL_TEXTURE18_ARB 0x84D2
#define GL_TEXTURE19_ARB 0x84D3
#define GL_TEXTURE20_ARB 0x84D4
#define GL_TEXTURE21_ARB 0x84D5
#define GL_TEXTURE22_ARB 0x84D6
#define GL_TEXTURE23_ARB 0x84D7
#define GL_TEXTURE24_ARB 0x84D8
#define GL_TEXTURE25_ARB 0x84D9
#define GL_TEXTURE26_ARB 0x84DA
#define GL_TEXTURE27_ARB 0x84DB
#define GL_TEXTURE28_ARB 0x84DC
#define GL_TEXTURE29_ARB 0x84DD
#define GL_TEXTURE30_ARB 0x84DE
#define GL_TEXTURE31_ARB 0x84DF
#define GL_ACTIVE_TEXTURE_ARB 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
#endif

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inline void glFinish() {xGLL(EGL_TOKEN_glFinish);};
inline void glClear(GLbitfield a0) {xGLL(EGL_TOKEN_glClear);xGLL(a0);};
inline void glFlush() {xGLL(EGL_TOKEN_glFlush);};
inline void glMatrixMode(GLenum a0) {xGLL(EGL_TOKEN_glMatrixMode);xGLL(a0);};
inline void glOrtho(GLdouble a0,GLdouble a1,GLdouble a2,GLdouble a3,GLdouble a4,GLdouble a5) {xGLL(EGL_TOKEN_glOrtho);xGLL(a0);xGLL(a1);xGLL(a2);xGLL(a3);xGLL(a4);xGLL(a5);};
inline void glFrustum(GLdouble a0,GLdouble a1,GLdouble a2,GLdouble a3,GLdouble a4,GLdouble a5) {xGLL(EGL_TOKEN_glFrustum);xGLL(a0);xGLL(a1);xGLL(a2);xGLL(a3);xGLL(a4);xGLL(a5);};
inline void glViewport(GLint a0,GLint a1,GLsizei a2,GLsizei a3) {xGLL(EGL_TOKEN_glViewport);xGLL(a0);xGLL(a1);xGLL(a2);xGLL(a3);};
inline void glPushMatrix() {xGLL(EGL_TOKEN_glPushMatrix);};
inline void glPopMatrix() {xGLL(EGL_TOKEN_glPopMatrix);};
inline void glLoadIdentity() {xGLL(EGL_TOKEN_glLoadIdentity);};
inline void glLoadMatrixd(const GLdouble * a0) {xGLL(EGL_TOKEN_glLoadMatrixd);xGLL(a0);};
inline void glLoadMatrixf(const GLfloat * a0) {xGLL(EGL_TOKEN_glLoadMatrixf);xGLL(a0);};
inline void glMultMatrixd(const GLdouble * a0) {xGLL(EGL_TOKEN_glMultMatrixd);xGLL(a0);};
inline void glMultMatrixf(const GLfloat * a0) {xGLL(EGL_TOKEN_glMultMatrixf);xGLL(a0);};
inline void glRotated(GLdouble a0,GLdouble a1,GLdouble a2,GLdouble a3) {xGLL(EGL_TOKEN_glRotated);xGLL(a0);xGLL(a1);xGLL(a2);xGLL(a3);};
inline void glRotatef(GLfloat a0,GLfloat a1,GLfloat a2,GLfloat a3) {xGLL(EGL_TOKEN_glRotatef);xGLL(a0);xGLL(a1);xGLL(a2);xGLL(a3);};
inline void glScaled(GLdouble a0,GLdouble a1,GLdouble a2) {xGLL(EGL_TOKEN_glScaled);xGLL(a0);xGLL(a1);xGLL(a2);};
inline void glScalef(GLfloat a0,GLfloat a1,GLfloat a2) {xGLL(EGL_TOKEN_glScalef);xGLL(a0);xGLL(a1);xGLL(a2);};
inline void glTranslated(GLdouble a0,GLdouble a1,GLdouble a2) {xGLL(EGL_TOKEN_glTranslated);xGLL(a0);xGLL(a1);xGLL(a2);};
inline void glTranslatef(GLfloat a0,GLfloat a1,GLfloat a2) {xGLL(EGL_TOKEN_glTranslatef);xGLL(a0);xGLL(a1);xGLL(a2);};

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#ifndef EGL_TOKENS_H
#define EGL_TOKENS_H
#define EGL_TOKEN_glClearIndex 0x0
#define EGL_TOKEN_glClearColor 0x1
#define EGL_TOKEN_glClear 0x2
#define EGL_TOKEN_glIndexMask 0x3
#define EGL_TOKEN_glColorMask 0x4
#define EGL_TOKEN_glAlphaFunc 0x5
#define EGL_TOKEN_glBlendFunc 0x6
#define EGL_TOKEN_glLogicOp 0x7
#define EGL_TOKEN_glCullFace 0x8
#define EGL_TOKEN_glFrontFace 0x9
#define EGL_TOKEN_glPointSize 0xa
#define EGL_TOKEN_glLineWidth 0xb
#define EGL_TOKEN_glLineStipple 0xc
#define EGL_TOKEN_glPolygonMode 0xd
#define EGL_TOKEN_glPolygonOffset 0xe
#define EGL_TOKEN_glPolygonStipple 0xf
#define EGL_TOKEN_glGetPolygonStipple 0x10
#define EGL_TOKEN_glEdgeFlag 0x11
#define EGL_TOKEN_glEdgeFlagv 0x12
#define EGL_TOKEN_glScissor 0x13
#define EGL_TOKEN_glClipPlane 0x14
#define EGL_TOKEN_glGetClipPlane 0x15
#define EGL_TOKEN_glDrawBuffer 0x16
#define EGL_TOKEN_glReadBuffer 0x17
#define EGL_TOKEN_glEnable 0x18
#define EGL_TOKEN_glDisable 0x19
#define EGL_TOKEN_glIsEnabled 0x1a
#define EGL_TOKEN_glEnableClientState 0x1b
#define EGL_TOKEN_glDisableClientState 0x1c
#define EGL_TOKEN_glGetBooleanv 0x1d
#define EGL_TOKEN_glGetDoublev 0x1e
#define EGL_TOKEN_glGetFloatv 0x1f
#define EGL_TOKEN_glGetIntegerv 0x20
#define EGL_TOKEN_glPushAttrib 0x21
#define EGL_TOKEN_glPopAttrib 0x22
#define EGL_TOKEN_glPushClientAttrib 0x23
#define EGL_TOKEN_glPopClientAttrib 0x24
#define EGL_TOKEN_glRenderMode 0x25
#define EGL_TOKEN_glGetError 0x26
#define EGL_TOKEN_glGetString 0x27
#define EGL_TOKEN_glFinish 0x28
#define EGL_TOKEN_glFlush 0x29
#define EGL_TOKEN_glHint 0x2a
#define EGL_TOKEN_glClearDepth 0x2b
#define EGL_TOKEN_glDepthFunc 0x2c
#define EGL_TOKEN_glDepthMask 0x2d
#define EGL_TOKEN_glDepthRange 0x2e
#define EGL_TOKEN_glClearAccum 0x2f
#define EGL_TOKEN_glAccum 0x30
#define EGL_TOKEN_glMatrixMode 0x31
#define EGL_TOKEN_glOrtho 0x32
#define EGL_TOKEN_glFrustum 0x33
#define EGL_TOKEN_glViewport 0x34
#define EGL_TOKEN_glPushMatrix 0x35
#define EGL_TOKEN_glPopMatrix 0x36
#define EGL_TOKEN_glLoadIdentity 0x37
#define EGL_TOKEN_glLoadMatrixd 0x38
#define EGL_TOKEN_glLoadMatrixf 0x39
#define EGL_TOKEN_glMultMatrixd 0x3a
#define EGL_TOKEN_glMultMatrixf 0x3b
#define EGL_TOKEN_glRotated 0x3c
#define EGL_TOKEN_glRotatef 0x3d
#define EGL_TOKEN_glScaled 0x3e
#define EGL_TOKEN_glScalef 0x3f
#define EGL_TOKEN_glTranslated 0x40
#define EGL_TOKEN_glTranslatef 0x41
#define EGL_TOKEN_glIsList 0x42
#define EGL_TOKEN_glDeleteLists 0x43
#define EGL_TOKEN_glGenLists 0x44
#define EGL_TOKEN_glNewList 0x45
#define EGL_TOKEN_glEndList 0x46
#define EGL_TOKEN_glCallList 0x47
#define EGL_TOKEN_glCallLists 0x48
#define EGL_TOKEN_glListBase 0x49
#define EGL_TOKEN_glBegin 0x4a
#define EGL_TOKEN_glEnd 0x4b
#define EGL_TOKEN_glVertex2d 0x4c
#define EGL_TOKEN_glVertex2f 0x4d
#define EGL_TOKEN_glVertex2i 0x4e
#define EGL_TOKEN_glVertex2s 0x4f
#define EGL_TOKEN_glVertex3d 0x50
#define EGL_TOKEN_glVertex3f 0x51
#define EGL_TOKEN_glVertex3i 0x52
#define EGL_TOKEN_glVertex3s 0x53
#define EGL_TOKEN_glVertex4d 0x54
#define EGL_TOKEN_glVertex4f 0x55
#define EGL_TOKEN_glVertex4i 0x56
#define EGL_TOKEN_glVertex4s 0x57
#define EGL_TOKEN_glVertex2dv 0x58
#define EGL_TOKEN_glVertex2fv 0x59
#define EGL_TOKEN_glVertex2iv 0x5a
#define EGL_TOKEN_glVertex2sv 0x5b
#define EGL_TOKEN_glVertex3dv 0x5c
#define EGL_TOKEN_glVertex3fv 0x5d
#define EGL_TOKEN_glVertex3iv 0x5e
#define EGL_TOKEN_glVertex3sv 0x5f
#define EGL_TOKEN_glVertex4dv 0x60
#define EGL_TOKEN_glVertex4fv 0x61
#define EGL_TOKEN_glVertex4iv 0x62
#define EGL_TOKEN_glVertex4sv 0x63
#define EGL_TOKEN_glNormal3b 0x64
#define EGL_TOKEN_glNormal3d 0x65
#define EGL_TOKEN_glNormal3f 0x66
#define EGL_TOKEN_glNormal3i 0x67
#define EGL_TOKEN_glNormal3s 0x68
#define EGL_TOKEN_glNormal3bv 0x69
#define EGL_TOKEN_glNormal3dv 0x6a
#define EGL_TOKEN_glNormal3fv 0x6b
#define EGL_TOKEN_glNormal3iv 0x6c
#define EGL_TOKEN_glNormal3sv 0x6d
#define EGL_TOKEN_glIndexd 0x6e
#define EGL_TOKEN_glIndexf 0x6f
#define EGL_TOKEN_glIndexi 0x70
#define EGL_TOKEN_glIndexs 0x71
#define EGL_TOKEN_glIndexub 0x72
#define EGL_TOKEN_glIndexdv 0x73
#define EGL_TOKEN_glIndexfv 0x74
#define EGL_TOKEN_glIndexiv 0x75
#define EGL_TOKEN_glIndexsv 0x76
#define EGL_TOKEN_glIndexubv 0x77
#define EGL_TOKEN_glColor3b 0x78
#define EGL_TOKEN_glColor3d 0x79
#define EGL_TOKEN_glColor3f 0x7a
#define EGL_TOKEN_glColor3i 0x7b
#define EGL_TOKEN_glColor3s 0x7c
#define EGL_TOKEN_glColor3ub 0x7d
#define EGL_TOKEN_glColor3ui 0x7e
#define EGL_TOKEN_glColor3us 0x7f
#define EGL_TOKEN_glColor4b 0x80
#define EGL_TOKEN_glColor4d 0x81
#define EGL_TOKEN_glColor4f 0x82
#define EGL_TOKEN_glColor4i 0x83
#define EGL_TOKEN_glColor4s 0x84
#define EGL_TOKEN_glColor4ub 0x85
#define EGL_TOKEN_glColor4ui 0x86
#define EGL_TOKEN_glColor4us 0x87
#define EGL_TOKEN_glColor3bv 0x88
#define EGL_TOKEN_glColor3dv 0x89
#define EGL_TOKEN_glColor3fv 0x8a
#define EGL_TOKEN_glColor3iv 0x8b
#define EGL_TOKEN_glColor3sv 0x8c
#define EGL_TOKEN_glColor3ubv 0x8d
#define EGL_TOKEN_glColor3uiv 0x8e
#define EGL_TOKEN_glColor3usv 0x8f
#define EGL_TOKEN_glColor4bv 0x90
#define EGL_TOKEN_glColor4dv 0x91
#define EGL_TOKEN_glColor4fv 0x92
#define EGL_TOKEN_glColor4iv 0x93
#define EGL_TOKEN_glColor4sv 0x94
#define EGL_TOKEN_glColor4ubv 0x95
#define EGL_TOKEN_glColor4uiv 0x96
#define EGL_TOKEN_glColor4usv 0x97
#define EGL_TOKEN_glTexCoord1d 0x98
#define EGL_TOKEN_glTexCoord1f 0x99
#define EGL_TOKEN_glTexCoord1i 0x9a
#define EGL_TOKEN_glTexCoord1s 0x9b
#define EGL_TOKEN_glTexCoord2d 0x9c
#define EGL_TOKEN_glTexCoord2f 0x9d
#define EGL_TOKEN_glTexCoord2i 0x9e
#define EGL_TOKEN_glTexCoord2s 0x9f
#define EGL_TOKEN_glTexCoord3d 0xa0
#define EGL_TOKEN_glTexCoord3f 0xa1
#define EGL_TOKEN_glTexCoord3i 0xa2
#define EGL_TOKEN_glTexCoord3s 0xa3
#define EGL_TOKEN_glTexCoord4d 0xa4
#define EGL_TOKEN_glTexCoord4f 0xa5
#define EGL_TOKEN_glTexCoord4i 0xa6
#define EGL_TOKEN_glTexCoord4s 0xa7
#define EGL_TOKEN_glTexCoord1dv 0xa8
#define EGL_TOKEN_glTexCoord1fv 0xa9
#define EGL_TOKEN_glTexCoord1iv 0xaa
#define EGL_TOKEN_glTexCoord1sv 0xab
#define EGL_TOKEN_glTexCoord2dv 0xac
#define EGL_TOKEN_glTexCoord2fv 0xad
#define EGL_TOKEN_glTexCoord2iv 0xae
#define EGL_TOKEN_glTexCoord2sv 0xaf
#define EGL_TOKEN_glTexCoord3dv 0xb0
#define EGL_TOKEN_glTexCoord3fv 0xb1
#define EGL_TOKEN_glTexCoord3iv 0xb2
#define EGL_TOKEN_glTexCoord3sv 0xb3
#define EGL_TOKEN_glTexCoord4dv 0xb4
#define EGL_TOKEN_glTexCoord4fv 0xb5
#define EGL_TOKEN_glTexCoord4iv 0xb6
#define EGL_TOKEN_glTexCoord4sv 0xb7
#define EGL_TOKEN_glRasterPos2d 0xb8
#define EGL_TOKEN_glRasterPos2f 0xb9
#define EGL_TOKEN_glRasterPos2i 0xba
#define EGL_TOKEN_glRasterPos2s 0xbb
#define EGL_TOKEN_glRasterPos3d 0xbc
#define EGL_TOKEN_glRasterPos3f 0xbd
#define EGL_TOKEN_glRasterPos3i 0xbe
#define EGL_TOKEN_glRasterPos3s 0xbf
#define EGL_TOKEN_glRasterPos4d 0xc0
#define EGL_TOKEN_glRasterPos4f 0xc1
#define EGL_TOKEN_glRasterPos4i 0xc2
#define EGL_TOKEN_glRasterPos4s 0xc3
#define EGL_TOKEN_glRasterPos2dv 0xc4
#define EGL_TOKEN_glRasterPos2fv 0xc5
#define EGL_TOKEN_glRasterPos2iv 0xc6
#define EGL_TOKEN_glRasterPos2sv 0xc7
#define EGL_TOKEN_glRasterPos3dv 0xc8
#define EGL_TOKEN_glRasterPos3fv 0xc9
#define EGL_TOKEN_glRasterPos3iv 0xca
#define EGL_TOKEN_glRasterPos3sv 0xcb
#define EGL_TOKEN_glRasterPos4dv 0xcc
#define EGL_TOKEN_glRasterPos4fv 0xcd
#define EGL_TOKEN_glRasterPos4iv 0xce
#define EGL_TOKEN_glRasterPos4sv 0xcf
#define EGL_TOKEN_glRectd 0xd0
#define EGL_TOKEN_glRectf 0xd1
#define EGL_TOKEN_glRecti 0xd2
#define EGL_TOKEN_glRects 0xd3
#define EGL_TOKEN_glRectdv 0xd4
#define EGL_TOKEN_glRectfv 0xd5
#define EGL_TOKEN_glRectiv 0xd6
#define EGL_TOKEN_glRectsv 0xd7
#define EGL_TOKEN_glVertexPointer 0xd8
#define EGL_TOKEN_glNormalPointer 0xd9
#define EGL_TOKEN_glColorPointer 0xda
#define EGL_TOKEN_glIndexPointer 0xdb
#define EGL_TOKEN_glTexCoordPointer 0xdc
#define EGL_TOKEN_glEdgeFlagPointer 0xdd
#define EGL_TOKEN_glGetPointerv 0xde
#define EGL_TOKEN_glArrayElement 0xdf
#define EGL_TOKEN_glDrawArrays 0xe0
#define EGL_TOKEN_glDrawElements 0xe1
#define EGL_TOKEN_glInterleavedArrays 0xe2
#define EGL_TOKEN_glShadeModel 0xe3
#define EGL_TOKEN_glLightf 0xe4
#define EGL_TOKEN_glLighti 0xe5
#define EGL_TOKEN_glLightfv 0xe6
#define EGL_TOKEN_glLightiv 0xe7
#define EGL_TOKEN_glGetLightfv 0xe8
#define EGL_TOKEN_glGetLightiv 0xe9
#define EGL_TOKEN_glLightModelf 0xea
#define EGL_TOKEN_glLightModeli 0xeb
#define EGL_TOKEN_glLightModelfv 0xec
#define EGL_TOKEN_glLightModeliv 0xed
#define EGL_TOKEN_glMaterialf 0xee
#define EGL_TOKEN_glMateriali 0xef
#define EGL_TOKEN_glMaterialfv 0xf0
#define EGL_TOKEN_glMaterialiv 0xf1
#define EGL_TOKEN_glGetMaterialfv 0xf2
#define EGL_TOKEN_glGetMaterialiv 0xf3
#define EGL_TOKEN_glColorMaterial 0xf4
#define EGL_TOKEN_glPixelZoom 0xf5
#define EGL_TOKEN_glPixelStoref 0xf6
#define EGL_TOKEN_glPixelStorei 0xf7
#define EGL_TOKEN_glPixelTransferf 0xf8
#define EGL_TOKEN_glPixelTransferi 0xf9
#define EGL_TOKEN_glPixelMapfv 0xfa
#define EGL_TOKEN_glPixelMapuiv 0xfb
#define EGL_TOKEN_glPixelMapusv 0xfc
#define EGL_TOKEN_glGetPixelMapfv 0xfd
#define EGL_TOKEN_glGetPixelMapuiv 0xfe
#define EGL_TOKEN_glGetPixelMapusv 0xff
#define EGL_TOKEN_glBitmap 0x100
#define EGL_TOKEN_glReadPixels 0x101
#define EGL_TOKEN_glDrawPixels 0x102
#define EGL_TOKEN_glCopyPixels 0x103
#define EGL_TOKEN_glStencilFunc 0x104
#define EGL_TOKEN_glStencilMask 0x105
#define EGL_TOKEN_glStencilOp 0x106
#define EGL_TOKEN_glClearStencil 0x107
#define EGL_TOKEN_glTexGend 0x108
#define EGL_TOKEN_glTexGenf 0x109
#define EGL_TOKEN_glTexGeni 0x10a
#define EGL_TOKEN_glTexGendv 0x10b
#define EGL_TOKEN_glTexGenfv 0x10c
#define EGL_TOKEN_glTexGeniv 0x10d
#define EGL_TOKEN_glGetTexGendv 0x10e
#define EGL_TOKEN_glGetTexGenfv 0x10f
#define EGL_TOKEN_glGetTexGeniv 0x110
#define EGL_TOKEN_glTexEnvf 0x111
#define EGL_TOKEN_glTexEnvi 0x112
#define EGL_TOKEN_glTexEnvfv 0x113
#define EGL_TOKEN_glTexEnviv 0x114
#define EGL_TOKEN_glGetTexEnvfv 0x115
#define EGL_TOKEN_glGetTexEnviv 0x116
#define EGL_TOKEN_glTexParameterf 0x117
#define EGL_TOKEN_glTexParameteri 0x118
#define EGL_TOKEN_glTexParameterfv 0x119
#define EGL_TOKEN_glTexParameteriv 0x11a
#define EGL_TOKEN_glGetTexParameterfv 0x11b
#define EGL_TOKEN_glGetTexParameteriv 0x11c
#define EGL_TOKEN_glGetTexLevelParameterfv 0x11d
#define EGL_TOKEN_glGetTexLevelParameteriv 0x11e
#define EGL_TOKEN_glTexImage1D 0x11f
#define EGL_TOKEN_glTexImage2D 0x120
#define EGL_TOKEN_glGetTexImage 0x121
#define EGL_TOKEN_glGenTextures 0x122
#define EGL_TOKEN_glDeleteTextures 0x123
#define EGL_TOKEN_glBindTexture 0x124
#define EGL_TOKEN_glPrioritizeTextures 0x125
#define EGL_TOKEN_glAreTexturesResident 0x126
#define EGL_TOKEN_glIsTexture 0x127
#define EGL_TOKEN_glTexSubImage1D 0x128
#define EGL_TOKEN_glTexSubImage2D 0x129
#define EGL_TOKEN_glCopyTexImage1D 0x12a
#define EGL_TOKEN_glCopyTexImage2D 0x12b
#define EGL_TOKEN_glCopyTexSubImage1D 0x12c
#define EGL_TOKEN_glCopyTexSubImage2D 0x12d
#define EGL_TOKEN_glMap1d 0x12e
#define EGL_TOKEN_glMap1f 0x12f
#define EGL_TOKEN_glMap2d 0x130
#define EGL_TOKEN_glMap2f 0x131
#define EGL_TOKEN_glGetMapdv 0x132
#define EGL_TOKEN_glGetMapfv 0x133
#define EGL_TOKEN_glGetMapiv 0x134
#define EGL_TOKEN_glEvalCoord1d 0x135
#define EGL_TOKEN_glEvalCoord1f 0x136
#define EGL_TOKEN_glEvalCoord1dv 0x137
#define EGL_TOKEN_glEvalCoord1fv 0x138
#define EGL_TOKEN_glEvalCoord2d 0x139
#define EGL_TOKEN_glEvalCoord2f 0x13a
#define EGL_TOKEN_glEvalCoord2dv 0x13b
#define EGL_TOKEN_glEvalCoord2fv 0x13c
#define EGL_TOKEN_glMapGrid1d 0x13d
#define EGL_TOKEN_glMapGrid1f 0x13e
#define EGL_TOKEN_glMapGrid2d 0x13f
#define EGL_TOKEN_glMapGrid2f 0x140
#define EGL_TOKEN_glEvalPoint1 0x141
#define EGL_TOKEN_glEvalPoint2 0x142
#define EGL_TOKEN_glEvalMesh1 0x143
#define EGL_TOKEN_glEvalMesh2 0x144
#define EGL_TOKEN_glFogf 0x145
#define EGL_TOKEN_glFogi 0x146
#define EGL_TOKEN_glFogfv 0x147
#define EGL_TOKEN_glFogiv 0x148
#define EGL_TOKEN_glFeedbackBuffer 0x149
#define EGL_TOKEN_glPassThrough 0x14a
#define EGL_TOKEN_glSelectBuffer 0x14b
#define EGL_TOKEN_glInitNames 0x14c
#define EGL_TOKEN_glLoadName 0x14d
#define EGL_TOKEN_glPushName 0x14e
#define EGL_TOKEN_glPopName 0x14f
#define EGL_TOKEN_glDrawRangeElements 0x150
#define EGL_TOKEN_glTexImage3D 0x151
#define EGL_TOKEN_glTexSubImage3D 0x152
#define EGL_TOKEN_glCopyTexSubImage3D 0x153
#define EGL_TOKEN_glColorTable 0x154
#define EGL_TOKEN_glColorSubTable 0x155
#define EGL_TOKEN_glColorTableParameteriv 0x156
#define EGL_TOKEN_glColorTableParameterfv 0x157
#define EGL_TOKEN_glCopyColorSubTable 0x158
#define EGL_TOKEN_glCopyColorTable 0x159
#define EGL_TOKEN_glGetColorTable 0x15a
#define EGL_TOKEN_glGetColorTableParameterfv 0x15b
#define EGL_TOKEN_glGetColorTableParameteriv 0x15c
#define EGL_TOKEN_glBlendEquation 0x15d
#define EGL_TOKEN_glBlendColor 0x15e
#define EGL_TOKEN_glHistogram 0x15f
#define EGL_TOKEN_glResetHistogram 0x160
#define EGL_TOKEN_glGetHistogram 0x161
#define EGL_TOKEN_glGetHistogramParameterfv 0x162
#define EGL_TOKEN_glGetHistogramParameteriv 0x163
#define EGL_TOKEN_glMinmax 0x164
#define EGL_TOKEN_glResetMinmax 0x165
#define EGL_TOKEN_glGetMinmax 0x166
#define EGL_TOKEN_glGetMinmaxParameterfv 0x167
#define EGL_TOKEN_glGetMinmaxParameteriv 0x168
#define EGL_TOKEN_glConvolutionFilter1D 0x169
#define EGL_TOKEN_glConvolutionFilter2D 0x16a
#define EGL_TOKEN_glConvolutionParameterf 0x16b
#define EGL_TOKEN_glConvolutionParameterfv 0x16c
#define EGL_TOKEN_glConvolutionParameteri 0x16d
#define EGL_TOKEN_glConvolutionParameteriv 0x16e
#define EGL_TOKEN_glCopyConvolutionFilter1D 0x16f
#define EGL_TOKEN_glCopyConvolutionFilter2D 0x170
#define EGL_TOKEN_glGetConvolutionFilter 0x171
#define EGL_TOKEN_glGetConvolutionParameterfv 0x172
#define EGL_TOKEN_glGetConvolutionParameteriv 0x173
#define EGL_TOKEN_glSeparableFilter2D 0x174
#define EGL_TOKEN_glGetSeparableFilter 0x175
#define EGL_TOKEN_glActiveTexture 0x176
#define EGL_TOKEN_glClientActiveTexture 0x177
#define EGL_TOKEN_glCompressedTexImage1D 0x178
#define EGL_TOKEN_glCompressedTexImage2D 0x179
#define EGL_TOKEN_glCompressedTexImage3D 0x17a
#define EGL_TOKEN_glCompressedTexSubImage1D 0x17b
#define EGL_TOKEN_glCompressedTexSubImage2D 0x17c
#define EGL_TOKEN_glCompressedTexSubImage3D 0x17d
#define EGL_TOKEN_glGetCompressedTexImage 0x17e
#define EGL_TOKEN_glMultiTexCoord1d 0x17f
#define EGL_TOKEN_glMultiTexCoord1dv 0x180
#define EGL_TOKEN_glMultiTexCoord1f 0x181
#define EGL_TOKEN_glMultiTexCoord1fv 0x182
#define EGL_TOKEN_glMultiTexCoord1i 0x183
#define EGL_TOKEN_glMultiTexCoord1iv 0x184
#define EGL_TOKEN_glMultiTexCoord1s 0x185
#define EGL_TOKEN_glMultiTexCoord1sv 0x186
#define EGL_TOKEN_glMultiTexCoord2d 0x187
#define EGL_TOKEN_glMultiTexCoord2dv 0x188
#define EGL_TOKEN_glMultiTexCoord2f 0x189
#define EGL_TOKEN_glMultiTexCoord2fv 0x18a
#define EGL_TOKEN_glMultiTexCoord2i 0x18b
#define EGL_TOKEN_glMultiTexCoord2iv 0x18c
#define EGL_TOKEN_glMultiTexCoord2s 0x18d
#define EGL_TOKEN_glMultiTexCoord2sv 0x18e
#define EGL_TOKEN_glMultiTexCoord3d 0x18f
#define EGL_TOKEN_glMultiTexCoord3dv 0x190
#define EGL_TOKEN_glMultiTexCoord3f 0x191
#define EGL_TOKEN_glMultiTexCoord3fv 0x192
#define EGL_TOKEN_glMultiTexCoord3i 0x193
#define EGL_TOKEN_glMultiTexCoord3iv 0x194
#define EGL_TOKEN_glMultiTexCoord3s 0x195
#define EGL_TOKEN_glMultiTexCoord3sv 0x196
#define EGL_TOKEN_glMultiTexCoord4d 0x197
#define EGL_TOKEN_glMultiTexCoord4dv 0x198
#define EGL_TOKEN_glMultiTexCoord4f 0x199
#define EGL_TOKEN_glMultiTexCoord4fv 0x19a
#define EGL_TOKEN_glMultiTexCoord4i 0x19b
#define EGL_TOKEN_glMultiTexCoord4iv 0x19c
#define EGL_TOKEN_glMultiTexCoord4s 0x19d
#define EGL_TOKEN_glMultiTexCoord4sv 0x19e
#define EGL_TOKEN_glLoadTransposeMatrixd 0x19f
#define EGL_TOKEN_glLoadTransposeMatrixf 0x1a0
#define EGL_TOKEN_glMultTransposeMatrixd 0x1a1
#define EGL_TOKEN_glMultTransposeMatrixf 0x1a2
#define EGL_TOKEN_glSampleCoverage 0x1a3
#define EGL_TOKEN_glActiveTextureARB 0x1a4
#define EGL_TOKEN_glClientActiveTextureARB 0x1a5
#define EGL_TOKEN_glMultiTexCoord1dARB 0x1a6
#define EGL_TOKEN_glMultiTexCoord1dvARB 0x1a7
#define EGL_TOKEN_glMultiTexCoord1fARB 0x1a8
#define EGL_TOKEN_glMultiTexCoord1fvARB 0x1a9
#define EGL_TOKEN_glMultiTexCoord1iARB 0x1aa
#define EGL_TOKEN_glMultiTexCoord1ivARB 0x1ab
#define EGL_TOKEN_glMultiTexCoord1sARB 0x1ac
#define EGL_TOKEN_glMultiTexCoord1svARB 0x1ad
#define EGL_TOKEN_glMultiTexCoord2dARB 0x1ae
#define EGL_TOKEN_glMultiTexCoord2dvARB 0x1af
#define EGL_TOKEN_glMultiTexCoord2fARB 0x1b0
#define EGL_TOKEN_glMultiTexCoord2fvARB 0x1b1
#define EGL_TOKEN_glMultiTexCoord2iARB 0x1b2
#define EGL_TOKEN_glMultiTexCoord2ivARB 0x1b3
#define EGL_TOKEN_glMultiTexCoord2sARB 0x1b4
#define EGL_TOKEN_glMultiTexCoord2svARB 0x1b5
#define EGL_TOKEN_glMultiTexCoord3dARB 0x1b6
#define EGL_TOKEN_glMultiTexCoord3dvARB 0x1b7
#define EGL_TOKEN_glMultiTexCoord3fARB 0x1b8
#define EGL_TOKEN_glMultiTexCoord3fvARB 0x1b9
#define EGL_TOKEN_glMultiTexCoord3iARB 0x1ba
#define EGL_TOKEN_glMultiTexCoord3ivARB 0x1bb
#define EGL_TOKEN_glMultiTexCoord3sARB 0x1bc
#define EGL_TOKEN_glMultiTexCoord3svARB 0x1bd
#define EGL_TOKEN_glMultiTexCoord4dARB 0x1be
#define EGL_TOKEN_glMultiTexCoord4dvARB 0x1bf
#define EGL_TOKEN_glMultiTexCoord4fARB 0x1c0
#define EGL_TOKEN_glMultiTexCoord4fvARB 0x1c1
#define EGL_TOKEN_glMultiTexCoord4iARB 0x1c2
#define EGL_TOKEN_glMultiTexCoord4ivARB 0x1c3
#define EGL_TOKEN_glMultiTexCoord4sARB 0x1c4
#define EGL_TOKEN_glMultiTexCoord4svARB 0x1c5
#endif

422
Glut/EmptyGL/GL/egl_void.h Normal file
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#define glClearIndex(_a0) {(void)(_a0);}
#define glClearColor(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glIndexMask(_a0) {(void)(_a0);}
#define glColorMask(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glAlphaFunc(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glBlendFunc(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLogicOp(_a0) {(void)(_a0);}
#define glCullFace(_a0) {(void)(_a0);}
#define glFrontFace(_a0) {(void)(_a0);}
#define glPointSize(_a0) {(void)(_a0);}
#define glLineWidth(_a0) {(void)(_a0);}
#define glLineStipple(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPolygonMode(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPolygonOffset(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPolygonStipple(_a0) {(void)(_a0);}
#define glGetPolygonStipple(_a0) {(void)(_a0);}
#define glEdgeFlag(_a0) {(void)(_a0);}
#define glEdgeFlagv(_a0) {(void)(_a0);}
#define glScissor(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glClipPlane(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetClipPlane(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glDrawBuffer(_a0) {(void)(_a0);}
#define glReadBuffer(_a0) {(void)(_a0);}
#define glEnable(_a0) {(void)(_a0);}
#define glDisable(_a0) {(void)(_a0);}
#define glEnableClientState(_a0) {(void)(_a0);}
#define glDisableClientState(_a0) {(void)(_a0);}
#define glPushAttrib(_a0) {(void)(_a0);}
#define glPopAttrib() {}
#define glPushClientAttrib(_a0) {(void)(_a0);}
#define glPopClientAttrib() {}
#define glHint(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glClearDepth(_a0) {(void)(_a0);}
#define glDepthFunc(_a0) {(void)(_a0);}
#define glDepthMask(_a0) {(void)(_a0);}
#define glDepthRange(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glClearAccum(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glAccum(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glDeleteLists(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glNewList(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEndList() {}
#define glCallList(_a0) {(void)(_a0);}
#define glCallLists(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glListBase(_a0) {(void)(_a0);}
#define glBegin(_a0) {(void)(_a0);}
#define glEnd() {}
#define glVertex2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex2i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex2s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex2dv(_a0) {(void)(_a0);}
#define glVertex2fv(_a0) {(void)(_a0);}
#define glVertex2iv(_a0) {(void)(_a0);}
#define glVertex2sv(_a0) {(void)(_a0);}
#define glVertex3dv(_a0) {(void)(_a0);}
#define glVertex3fv(_a0) {(void)(_a0);}
#define glVertex3iv(_a0) {(void)(_a0);}
#define glVertex3sv(_a0) {(void)(_a0);}
#define glVertex4dv(_a0) {(void)(_a0);}
#define glVertex4fv(_a0) {(void)(_a0);}
#define glVertex4iv(_a0) {(void)(_a0);}
#define glVertex4sv(_a0) {(void)(_a0);}
#define glNormal3b(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3bv(_a0) {(void)(_a0);}
#define glNormal3dv(_a0) {(void)(_a0);}
#define glNormal3fv(_a0) {(void)(_a0);}
#define glNormal3iv(_a0) {(void)(_a0);}
#define glNormal3sv(_a0) {(void)(_a0);}
#define glIndexd(_a0) {(void)(_a0);}
#define glIndexf(_a0) {(void)(_a0);}
#define glIndexi(_a0) {(void)(_a0);}
#define glIndexs(_a0) {(void)(_a0);}
#define glIndexub(_a0) {(void)(_a0);}
#define glIndexdv(_a0) {(void)(_a0);}
#define glIndexfv(_a0) {(void)(_a0);}
#define glIndexiv(_a0) {(void)(_a0);}
#define glIndexsv(_a0) {(void)(_a0);}
#define glIndexubv(_a0) {(void)(_a0);}
#define glColor3b(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3ub(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3ui(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3us(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor4b(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4ub(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4ui(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4us(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor3bv(_a0) {(void)(_a0);}
#define glColor3dv(_a0) {(void)(_a0);}
#define glColor3fv(_a0) {(void)(_a0);}
#define glColor3iv(_a0) {(void)(_a0);}
#define glColor3sv(_a0) {(void)(_a0);}
#define glColor3ubv(_a0) {(void)(_a0);}
#define glColor3uiv(_a0) {(void)(_a0);}
#define glColor3usv(_a0) {(void)(_a0);}
#define glColor4bv(_a0) {(void)(_a0);}
#define glColor4dv(_a0) {(void)(_a0);}
#define glColor4fv(_a0) {(void)(_a0);}
#define glColor4iv(_a0) {(void)(_a0);}
#define glColor4sv(_a0) {(void)(_a0);}
#define glColor4ubv(_a0) {(void)(_a0);}
#define glColor4uiv(_a0) {(void)(_a0);}
#define glColor4usv(_a0) {(void)(_a0);}
#define glTexCoord1d(_a0) {(void)(_a0);}
#define glTexCoord1f(_a0) {(void)(_a0);}
#define glTexCoord1i(_a0) {(void)(_a0);}
#define glTexCoord1s(_a0) {(void)(_a0);}
#define glTexCoord2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord2i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord2s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord1dv(_a0) {(void)(_a0);}
#define glTexCoord1fv(_a0) {(void)(_a0);}
#define glTexCoord1iv(_a0) {(void)(_a0);}
#define glTexCoord1sv(_a0) {(void)(_a0);}
#define glTexCoord2dv(_a0) {(void)(_a0);}
#define glTexCoord2fv(_a0) {(void)(_a0);}
#define glTexCoord2iv(_a0) {(void)(_a0);}
#define glTexCoord2sv(_a0) {(void)(_a0);}
#define glTexCoord3dv(_a0) {(void)(_a0);}
#define glTexCoord3fv(_a0) {(void)(_a0);}
#define glTexCoord3iv(_a0) {(void)(_a0);}
#define glTexCoord3sv(_a0) {(void)(_a0);}
#define glTexCoord4dv(_a0) {(void)(_a0);}
#define glTexCoord4fv(_a0) {(void)(_a0);}
#define glTexCoord4iv(_a0) {(void)(_a0);}
#define glTexCoord4sv(_a0) {(void)(_a0);}
#define glRasterPos2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos2i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos2s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos2dv(_a0) {(void)(_a0);}
#define glRasterPos2fv(_a0) {(void)(_a0);}
#define glRasterPos2iv(_a0) {(void)(_a0);}
#define glRasterPos2sv(_a0) {(void)(_a0);}
#define glRasterPos3dv(_a0) {(void)(_a0);}
#define glRasterPos3fv(_a0) {(void)(_a0);}
#define glRasterPos3iv(_a0) {(void)(_a0);}
#define glRasterPos3sv(_a0) {(void)(_a0);}
#define glRasterPos4dv(_a0) {(void)(_a0);}
#define glRasterPos4fv(_a0) {(void)(_a0);}
#define glRasterPos4iv(_a0) {(void)(_a0);}
#define glRasterPos4sv(_a0) {(void)(_a0);}
#define glRectd(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRectf(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRecti(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRects(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRectdv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRectfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRectiv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRectsv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertexPointer(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glNormalPointer(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColorPointer(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glIndexPointer(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoordPointer(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glEdgeFlagPointer(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetPointerv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glArrayElement(_a0) {(void)(_a0);}
#define glDrawArrays(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glDrawElements(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glInterleavedArrays(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glShadeModel(_a0) {(void)(_a0);}
#define glLightf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLighti(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLightfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLightiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetLightfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetLightiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLightModelf(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLightModeli(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLightModelfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLightModeliv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMaterialf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMateriali(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMaterialfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMaterialiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMaterialfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMaterialiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColorMaterial(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelZoom(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelStoref(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelStorei(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelTransferf(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelTransferi(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelMapfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glPixelMapuiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glPixelMapusv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetPixelMapfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetPixelMapuiv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetPixelMapusv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glBitmap(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glReadPixels(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glDrawPixels(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glCopyPixels(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glStencilFunc(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glStencilMask(_a0) {(void)(_a0);}
#define glStencilOp(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glClearStencil(_a0) {(void)(_a0);}
#define glTexGend(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGenf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGeni(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGendv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGenfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGeniv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexGendv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexGenfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexGeniv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnvf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnvi(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnvfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnviv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexEnvfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexEnviv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameterf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameteri(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexLevelParameterfv(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glGetTexLevelParameteriv(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glTexImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glGetTexImage(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGenTextures(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glDeleteTextures(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glBindTexture(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPrioritizeTextures(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexSubImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glTexSubImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glCopyTexImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glCopyTexImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glCopyTexSubImage1D(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glCopyTexSubImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glMap1d(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glMap1f(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glMap2d(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);}
#define glMap2f(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);}
#define glGetMapdv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMapfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMapiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glEvalCoord1d(_a0) {(void)(_a0);}
#define glEvalCoord1f(_a0) {(void)(_a0);}
#define glEvalCoord1dv(_a0) {(void)(_a0);}
#define glEvalCoord1fv(_a0) {(void)(_a0);}
#define glEvalCoord2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEvalCoord2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEvalCoord2dv(_a0) {(void)(_a0);}
#define glEvalCoord2fv(_a0) {(void)(_a0);}
#define glMapGrid1d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMapGrid1f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMapGrid2d(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glMapGrid2f(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glEvalPoint1(_a0) {(void)(_a0);}
#define glEvalPoint2(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEvalMesh1(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glEvalMesh2(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glFogf(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFogi(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFogfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFogiv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFeedbackBuffer(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glPassThrough(_a0) {(void)(_a0);}
#define glSelectBuffer(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glInitNames() {}
#define glLoadName(_a0) {(void)(_a0);}
#define glPushName(_a0) {(void)(_a0);}
#define glPopName() {}
#define glDrawRangeElements(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glTexImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);}
#define glTexSubImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9,_a10) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);(void)(_a10);}
#define glCopyTexSubImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glColorTable(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glColorSubTable(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glColorTableParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColorTableParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glCopyColorSubTable(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glCopyColorTable(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGetColorTable(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glGetColorTableParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetColorTableParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glBlendEquation(_a0) {(void)(_a0);}
#define glBlendColor(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glHistogram(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glResetHistogram(_a0) {(void)(_a0);}
#define glGetHistogram(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGetHistogramParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetHistogramParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMinmax(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glResetMinmax(_a0) {(void)(_a0);}
#define glGetMinmax(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGetMinmaxParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMinmaxParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionFilter1D(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glConvolutionFilter2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glConvolutionParameterf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionParameteri(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glCopyConvolutionFilter1D(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glCopyConvolutionFilter2D(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glGetConvolutionFilter(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glGetConvolutionParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetConvolutionParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glSeparableFilter2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glGetSeparableFilter(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glActiveTexture(_a0) {(void)(_a0);}
#define glClientActiveTexture(_a0) {(void)(_a0);}
#define glCompressedTexImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glCompressedTexImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glCompressedTexImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glCompressedTexSubImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glCompressedTexSubImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glCompressedTexSubImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9,_a10) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);(void)(_a10);}
#define glGetCompressedTexImage(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord1d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4d(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4f(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4i(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4s(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLoadTransposeMatrixd(_a0) {(void)(_a0);}
#define glLoadTransposeMatrixf(_a0) {(void)(_a0);}
#define glMultTransposeMatrixd(_a0) {(void)(_a0);}
#define glMultTransposeMatrixf(_a0) {(void)(_a0);}
#define glSampleCoverage(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glActiveTextureARB(_a0) {(void)(_a0);}
#define glClientActiveTextureARB(_a0) {(void)(_a0);}
#define glMultiTexCoord1dARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1fARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1iARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1sARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2dARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2fARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2iARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2sARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3dARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3fARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3iARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3sARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4dARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4fARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4iARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4sARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}

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Glut/EmptyGL/GL/gl.h Normal file
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#ifndef __EGL_H
#define __EGL_H
// include types and defines
#include <GL/egl_defs.h>
// include log tokens
#include <GL/egl_tokens.h>
// include simple void functions we ignore
#include <GL/egl_void.h>
// include functions that need a bit of work, but we don't log
#include <GL/egl_cpx.h>
// include functions we log
#ifdef EGL_LOG_PTR
extern unsigned int *EGL_LOG_PTR;
inline void xGLL(int a) { *EGL_LOG_PTR=(unsigned int)a; EGL_LOG_PTR++; };
inline void xGLL(unsigned int a) { *EGL_LOG_PTR=a; EGL_LOG_PTR++; };
inline void xGLL(float a) { *(float *)EGL_LOG_PTR=a; EGL_LOG_PTR++; };
inline void xGLL(double a) { *(float *)EGL_LOG_PTR=(float)a; EGL_LOG_PTR++; };
inline void xGLL(const float *a) { for(int t=0;t!=16;t++) xGLL(a[t]); };
inline void xGLL(const double *a) { for(int t=0;t!=16;t++) xGLL(a[t]); };
#else
inline void xGLL(int a) {};
inline void xGLL(unsigned int a) {};
inline void xGLL(float a) {};
inline void xGLL(double a) {};
inline void xGLL(const float *a) {};
inline void xGLL(const double *a) {};
#endif
// functions we might log
#include <GL/egl_logged.h>
#endif

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#ifndef EMPTY_GLU
#define EMPTY_GLU
inline void gluOrtho2D( int a,int b, int c ,int d ) { } ;
inline void gluLookAt(
GLfloat a,GLfloat b, GLfloat c,
GLfloat d,GLfloat e, GLfloat f,
GLfloat g,GLfloat h, GLfloat i ) { };
#define GLU_FILL 1
#define GLU_SMOOTH 2
typedef int GLUquadric;
typedef GLUquadric GLUquadricObj;
inline GLUquadric *gluNewQuadric() { return (GLUquadric *)1; };
inline void gluQuadricDrawStyle( GLUquadric *o, int mode) {};
inline void gluQuadricNormals( GLUquadric *o, int mode) {};
inline void gluDeleteQuadric( GLUquadric *q) {};
inline void gluDisk (GLUquadric* quad, GLdouble inner, GLdouble outer, GLint slices, GLint loops) {};
inline void gluCylinder (GLUquadric* quad, GLdouble base, GLdouble top, GLdouble height, GLint slices, GLint stacks) {};
inline int gluBuild2DMipmaps (GLenum target, GLint components, GLint width, GLint height, GLenum format, GLenum type, const void *data) { return 0;}
#endif

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Glut/EmptyGL/GL/glut.h Normal file
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#ifndef EMPTY_GLUT_H
#define EMPTY_GLUT_H
#include <GL/gl.h>
#include <GL/glu.h>
#define GLUT_KEY_F1 0
#define GLUT_KEY_F2 1
#define GLUT_KEY_END 2
#define GLUT_KEY_LEFT 3
#define GLUT_KEY_RIGHT 4
#define GLUT_KEY_UP 5
#define GLUT_KEY_DOWN 6
#define GLUT_KEY_PAGE_UP 7
#define GLUT_KEY_PAGE_DOWN 8
#define GLUT_KEY_HOME 9
#define GLUT_KEY_F3 10
#define GLUT_KEY_F4 11
#define GLUT_KEY_F5 12
#define GLUT_ACTIVE_SHIFT 13
#define GLUT_DOUBLE 1
#define GLUT_RGBA 2
#define GLUT_DEPTH 4
#define GLUT_STENCIL 8
#define GLUT_WINDOW_WIDTH 16
#define GLUT_WINDOW_HEIGHT 32
#define GLUT_RGB 64
// years spent in torment, buried in a nameless grave?
inline void glutSwapBuffers() {}
inline void glutShowWindow() {}
inline void glutPostRedisplay() {}
inline void glutInit(int *argc, char **argv) {}
inline void glutInitDisplayMode( unsigned int ) {}
inline void glutInitWindowPosition(int x, int y) {}
inline void glutInitWindowSize(int x, int y) {}
inline int glutCreateWindow( const char *str) {return 0;}
inline void glutKeyboardFunc( void (*func)(unsigned char, int ,int ) ) {}
inline void glutSpecialFunc( void (*func)(int key, int x,int y) ) {}
inline void glutSpecialUpFunc( void (*func)(int key, int x,int y) ) {}
inline void glutReshapeFunc( void (*func)(int w,int h) ) {}
inline void glutDisplayFunc( void (*func)() ) {}
inline void glutIdleFunc( void (*func)() ) {}
inline void glutMotionFunc( void (*func)(int x,int y) ) {}
inline void glutMouseFunc( void (*func)(int button,int state,int x,int y) ) {}
inline void glutMainLoop() {}
inline void glutSetWindow(int bla) {}
inline void glutSolidCube(GLfloat ) {}
inline void glutSolidSphere(GLfloat , int a , int b) {}
inline void glutSolidCone(GLfloat ,GLfloat , int a , int b) {}
inline int glutGetModifiers() { return 0;}
inline void gluPerspective(float a,float b,float c,float d) {}
inline float glutGet(int code) { return 0.f;}
#endif