From 2b21eb5605c397cf1c82ef09e075316cde264826 Mon Sep 17 00:00:00 2001 From: "erwin.coumans" Date: Tue, 4 Nov 2008 03:31:21 +0000 Subject: [PATCH] EmptyGL is an empty implementation to allow to compile and run the Bullet demos on platforms that lack OpenGL and Glut. --- Glut/EmptyGL/GL/egl_cpx.h | 13 + Glut/EmptyGL/GL/egl_defs.h | 706 +++++++++++++++++++++++++++++++++++ Glut/EmptyGL/GL/egl_logged.h | 20 + Glut/EmptyGL/GL/egl_tokens.h | 459 +++++++++++++++++++++++ Glut/EmptyGL/GL/egl_void.h | 422 +++++++++++++++++++++ Glut/EmptyGL/GL/gl.h | 47 +++ Glut/EmptyGL/GL/glu.h | 23 ++ Glut/EmptyGL/GL/glut.h | 60 +++ 8 files changed, 1750 insertions(+) create mode 100644 Glut/EmptyGL/GL/egl_cpx.h create mode 100644 Glut/EmptyGL/GL/egl_defs.h create mode 100644 Glut/EmptyGL/GL/egl_logged.h create mode 100644 Glut/EmptyGL/GL/egl_tokens.h create mode 100644 Glut/EmptyGL/GL/egl_void.h create mode 100644 Glut/EmptyGL/GL/gl.h create mode 100644 Glut/EmptyGL/GL/glu.h create mode 100644 Glut/EmptyGL/GL/glut.h diff --git a/Glut/EmptyGL/GL/egl_cpx.h b/Glut/EmptyGL/GL/egl_cpx.h new file mode 100644 index 000000000..38f2383fc --- /dev/null +++ b/Glut/EmptyGL/GL/egl_cpx.h @@ -0,0 +1,13 @@ +// 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; }; diff --git a/Glut/EmptyGL/GL/egl_defs.h b/Glut/EmptyGL/GL/egl_defs.h new file mode 100644 index 000000000..3c03f918e --- /dev/null +++ b/Glut/EmptyGL/GL/egl_defs.h @@ -0,0 +1,706 @@ +#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 diff --git a/Glut/EmptyGL/GL/egl_logged.h b/Glut/EmptyGL/GL/egl_logged.h new file mode 100644 index 000000000..09481034d --- /dev/null +++ b/Glut/EmptyGL/GL/egl_logged.h @@ -0,0 +1,20 @@ +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);}; diff --git a/Glut/EmptyGL/GL/egl_tokens.h b/Glut/EmptyGL/GL/egl_tokens.h new file mode 100644 index 000000000..f6e9e6616 --- /dev/null +++ b/Glut/EmptyGL/GL/egl_tokens.h @@ -0,0 +1,459 @@ +#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 diff --git a/Glut/EmptyGL/GL/egl_void.h b/Glut/EmptyGL/GL/egl_void.h new file mode 100644 index 000000000..4acf38454 --- /dev/null +++ b/Glut/EmptyGL/GL/egl_void.h @@ -0,0 +1,422 @@ +#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);} diff --git a/Glut/EmptyGL/GL/gl.h b/Glut/EmptyGL/GL/gl.h new file mode 100644 index 000000000..6bc09fc35 --- /dev/null +++ b/Glut/EmptyGL/GL/gl.h @@ -0,0 +1,47 @@ +#ifndef __EGL_H +#define __EGL_H + +// include types and defines + +#include + +// include log tokens + +#include + +// include simple void functions we ignore + +#include + +// include functions that need a bit of work, but we don't log + +#include + +// 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 + +#endif diff --git a/Glut/EmptyGL/GL/glu.h b/Glut/EmptyGL/GL/glu.h new file mode 100644 index 000000000..ba3d67826 --- /dev/null +++ b/Glut/EmptyGL/GL/glu.h @@ -0,0 +1,23 @@ +#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 diff --git a/Glut/EmptyGL/GL/glut.h b/Glut/EmptyGL/GL/glut.h new file mode 100644 index 000000000..d0894e021 --- /dev/null +++ b/Glut/EmptyGL/GL/glut.h @@ -0,0 +1,60 @@ +#ifndef EMPTY_GLUT_H +#define EMPTY_GLUT_H + +#include +#include + + +#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