2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../../renderer/tr_local.h"
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void glAccum(GLenum op, GLfloat value){};
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void glAlphaFunc(GLenum func, GLclampf ref){};
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GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences){};
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void glArrayElement(GLint i){};
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void glBegin(GLenum mode){};
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void glBindTexture(GLenum target, GLuint texture){};
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void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap){};
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void glBlendFunc(GLenum sfactor, GLenum dfactor){};
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void glCallList(GLuint list){};
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void glCallLists(GLsizei n, GLenum type, const GLvoid *lists){};
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void glClear(GLbitfield mask){};
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void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){};
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void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha){};
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void glClearDepth(GLclampd depth){};
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void glClearIndex(GLfloat c){};
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void glClearStencil(GLint s){};
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void glClipPlane(GLenum plane, const GLdouble *equation){};
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void glColor3b(GLbyte red, GLbyte green, GLbyte blue){};
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void glColor3bv(const GLbyte *v){};
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void glColor3d(GLdouble red, GLdouble green, GLdouble blue){};
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void glColor3dv(const GLdouble *v){};
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void glColor3f(GLfloat red, GLfloat green, GLfloat blue){};
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void glColor3fv(const GLfloat *v){};
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void glColor3i(GLint red, GLint green, GLint blue){};
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void glColor3iv(const GLint *v){};
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void glColor3s(GLshort red, GLshort green, GLshort blue){};
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void glColor3sv(const GLshort *v){};
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void glColor3ub(GLubyte red, GLubyte green, GLubyte blue){};
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void glColor3ubv(const GLubyte *v){};
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void glColor3ui(GLuint red, GLuint green, GLuint blue){};
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void glColor3uiv(const GLuint *v){};
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void glColor3us(GLushort red, GLushort green, GLushort blue){};
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void glColor3usv(const GLushort *v){};
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void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha){};
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void glColor4bv(const GLbyte *v){};
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void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha){};
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void glColor4dv(const GLdouble *v){};
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void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){};
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void glColor4fv(const GLfloat *v){};
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void glColor4i(GLint red, GLint green, GLint blue, GLint alpha){};
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void glColor4iv(const GLint *v){};
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void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha){};
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void glColor4sv(const GLshort *v){};
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void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha){};
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void glColor4ubv(const GLubyte *v){};
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void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha){};
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void glColor4uiv(const GLuint *v){};
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void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha){};
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void glColor4usv(const GLushort *v){};
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void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha){};
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void glColorMaterial(GLenum face, GLenum mode){};
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void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
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void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type){};
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void glCopyTexImage1D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border){};
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void glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border){};
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void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width){};
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void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height){};
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void glCullFace(GLenum mode){};
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void glDeleteLists(GLuint list, GLsizei range){};
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void glDeleteTextures(GLsizei n, const GLuint *textures){};
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void glDepthFunc(GLenum func){};
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void glDepthMask(GLboolean flag){};
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void glDepthRange(GLclampd zNear, GLclampd zFar){};
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void glDisable(GLenum cap){};
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void glDisableClientState(GLenum array){};
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void glDrawArrays(GLenum mode, GLint first, GLsizei count){};
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void glDrawBuffer(GLenum mode){};
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void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices){};
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void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){};
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void glEdgeFlag(GLboolean flag){};
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void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer){};
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void glEdgeFlagv(const GLboolean *flag){};
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void glEnable(GLenum cap){};
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void glEnableClientState(GLenum array){};
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void glEnd(void){};
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void glEndList(void){};
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void glEvalCoord1d(GLdouble u){};
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void glEvalCoord1dv(const GLdouble *u){};
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void glEvalCoord1f(GLfloat u){};
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void glEvalCoord1fv(const GLfloat *u){};
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void glEvalCoord2d(GLdouble u, GLdouble v){};
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void glEvalCoord2dv(const GLdouble *u){};
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void glEvalCoord2f(GLfloat u, GLfloat v){};
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void glEvalCoord2fv(const GLfloat *u){};
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void glEvalMesh1(GLenum mode, GLint i1, GLint i2){};
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void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2){};
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void glEvalPoint1(GLint i){};
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void glEvalPoint2(GLint i, GLint j){};
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void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer){};
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void glFinish(void){};
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void glFlush(void){};
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void glFogf(GLenum pname, GLfloat param){};
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void glFogfv(GLenum pname, const GLfloat *params){};
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void glFogi(GLenum pname, GLint param){};
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void glFogiv(GLenum pname, const GLint *params){};
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void glFrontFace(GLenum mode){};
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void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){};
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GLuint glGenLists(GLsizei range){return 0;};
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void glGenTextures(GLsizei n, GLuint *textures){};
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void glGetBooleanv(GLenum pname, GLboolean *params){};
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void glGetClipPlane(GLenum plane, GLdouble *equation){};
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void glGetDoublev(GLenum pname, GLdouble *params){};
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GLenum glGetError(void){return 0;};
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void glGetFloatv(GLenum pname, GLfloat *params){};
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void glGetIntegerv(GLenum pname, GLint *params){
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switch( pname ) {
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case GL_MAX_TEXTURE_SIZE: *params = 1024; break;
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case GL_MAX_TEXTURE_UNITS_ARB: *params = 2; break;
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default: *params = 0; break;
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}
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};
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void glGetLightfv(GLenum light, GLenum pname, GLfloat *params){};
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void glGetLightiv(GLenum light, GLenum pname, GLint *params){};
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void glGetMapdv(GLenum target, GLenum query, GLdouble *v){};
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void glGetMapfv(GLenum target, GLenum query, GLfloat *v){};
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void glGetMapiv(GLenum target, GLenum query, GLint *v){};
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void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params){};
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void glGetMaterialiv(GLenum face, GLenum pname, GLint *params){};
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void glGetPixelMapfv(GLenum map, GLfloat *values){};
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void glGetPixelMapuiv(GLenum map, GLuint *values){};
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void glGetPixelMapusv(GLenum map, GLushort *values){};
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void glGetPointerv(GLenum pname, GLvoid* *params){};
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void glGetPolygonStipple(GLubyte *mask){};
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const GLubyte * glGetString(GLenum name){
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switch( name ) {
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case GL_EXTENSIONS: return (GLubyte *)"GL_ARB_multitexture GL_ARB_texture_env_combine GL_ARB_texture_cube_map GL_ARB_texture_env_dot3";
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}
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return (const GLubyte *)"";
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};
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void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params){};
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void glGetTexEnviv(GLenum target, GLenum pname, GLint *params){};
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void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params){};
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void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params){};
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void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params){};
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void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels){};
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void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params){};
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void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params){};
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void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params){};
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void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params){};
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void glHint(GLenum target, GLenum mode){};
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void glIndexMask(GLuint mask){};
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void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer){};
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void glIndexd(GLdouble c){};
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void glIndexdv(const GLdouble *c){};
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void glIndexf(GLfloat c){};
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void glIndexfv(const GLfloat *c){};
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void glIndexi(GLint c){};
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void glIndexiv(const GLint *c){};
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void glIndexs(GLshort c){};
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void glIndexsv(const GLshort *c){};
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void glIndexub(GLubyte c){};
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void glIndexubv(const GLubyte *c){};
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void glInitNames(void){};
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void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer){};
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GLboolean glIsEnabled(GLenum cap){};
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GLboolean glIsList(GLuint list){};
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GLboolean glIsTexture(GLuint texture){};
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void glLightModelf(GLenum pname, GLfloat param){};
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void glLightModelfv(GLenum pname, const GLfloat *params){};
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void glLightModeli(GLenum pname, GLint param){};
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void glLightModeliv(GLenum pname, const GLint *params){};
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void glLightf(GLenum light, GLenum pname, GLfloat param){};
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void glLightfv(GLenum light, GLenum pname, const GLfloat *params){};
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void glLighti(GLenum light, GLenum pname, GLint param){};
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void glLightiv(GLenum light, GLenum pname, const GLint *params){};
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void glLineStipple(GLint factor, GLushort pattern){};
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void glLineWidth(GLfloat width){};
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void glListBase(GLuint base){};
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void glLoadIdentity(void){};
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void glLoadMatrixd(const GLdouble *m){};
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void glLoadMatrixf(const GLfloat *m){};
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void glLoadName(GLuint name){};
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void glLogicOp(GLenum opcode){};
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void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points){};
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void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points){};
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void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points){};
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void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points){};
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void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2){};
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void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2){};
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void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2){};
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void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2){};
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void glMaterialf(GLenum face, GLenum pname, GLfloat param){};
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void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params){};
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void glMateriali(GLenum face, GLenum pname, GLint param){};
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void glMaterialiv(GLenum face, GLenum pname, const GLint *params){};
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void glMatrixMode(GLenum mode){};
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void glMultMatrixd(const GLdouble *m){};
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void glMultMatrixf(const GLfloat *m){};
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void glNewList(GLuint list, GLenum mode){};
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void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz){};
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void glNormal3bv(const GLbyte *v){};
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void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz){};
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void glNormal3dv(const GLdouble *v){};
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void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz){};
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void glNormal3fv(const GLfloat *v){};
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void glNormal3i(GLint nx, GLint ny, GLint nz){};
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void glNormal3iv(const GLint *v){};
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void glNormal3s(GLshort nx, GLshort ny, GLshort nz){};
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void glNormal3sv(const GLshort *v){};
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void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer){};
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void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){};
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void glPassThrough(GLfloat token){};
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void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values){};
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void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values){};
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void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values){};
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void glPixelStoref(GLenum pname, GLfloat param){};
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void glPixelStorei(GLenum pname, GLint param){};
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void glPixelTransferf(GLenum pname, GLfloat param){};
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void glPixelTransferi(GLenum pname, GLint param){};
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void glPixelZoom(GLfloat xfactor, GLfloat yfactor){};
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void glPointSize(GLfloat size){};
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void glPolygonMode(GLenum face, GLenum mode){};
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void glPolygonOffset(GLfloat factor, GLfloat units){};
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void glPolygonStipple(const GLubyte *mask){};
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void glPopAttrib(void){};
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void glPopClientAttrib(void){};
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void glPopMatrix(void){};
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void glPopName(void){};
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void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities){};
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void glPushAttrib(GLbitfield mask){};
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void glPushClientAttrib(GLbitfield mask){};
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void glPushMatrix(void){};
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void glPushName(GLuint name){};
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void glRasterPos2d(GLdouble x, GLdouble y){};
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void glRasterPos2dv(const GLdouble *v){};
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void glRasterPos2f(GLfloat x, GLfloat y){};
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void glRasterPos2fv(const GLfloat *v){};
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void glRasterPos2i(GLint x, GLint y){};
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void glRasterPos2iv(const GLint *v){};
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void glRasterPos2s(GLshort x, GLshort y){};
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void glRasterPos2sv(const GLshort *v){};
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void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z){};
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void glRasterPos3dv(const GLdouble *v){};
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void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z){};
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void glRasterPos3fv(const GLfloat *v){};
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void glRasterPos3i(GLint x, GLint y, GLint z){};
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void glRasterPos3iv(const GLint *v){};
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void glRasterPos3s(GLshort x, GLshort y, GLshort z){};
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void glRasterPos3sv(const GLshort *v){};
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void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){};
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void glRasterPos4dv(const GLdouble *v){};
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void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){};
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void glRasterPos4fv(const GLfloat *v){};
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void glRasterPos4i(GLint x, GLint y, GLint z, GLint w){};
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void glRasterPos4iv(const GLint *v){};
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void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w){};
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void glRasterPos4sv(const GLshort *v){};
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void glReadBuffer(GLenum mode){};
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void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels){};
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void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2){};
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void glRectdv(const GLdouble *v1, const GLdouble *v2){};
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void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2){};
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void glRectfv(const GLfloat *v1, const GLfloat *v2){};
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void glRecti(GLint x1, GLint y1, GLint x2, GLint y2){};
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void glRectiv(const GLint *v1, const GLint *v2){};
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void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2){};
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void glRectsv(const GLshort *v1, const GLshort *v2){};
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GLint glRenderMode(GLenum mode){};
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void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z){};
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void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z){};
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void glScaled(GLdouble x, GLdouble y, GLdouble z){};
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void glScalef(GLfloat x, GLfloat y, GLfloat z){};
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void glScissor(GLint x, GLint y, GLsizei width, GLsizei height){};
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void glSelectBuffer(GLsizei size, GLuint *buffer){};
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void glShadeModel(GLenum mode){};
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void glStencilFunc(GLenum func, GLint ref, GLuint mask){};
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void glStencilMask(GLuint mask){};
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void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass){};
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void glTexCoord1d(GLdouble s){};
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void glTexCoord1dv(const GLdouble *v){};
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void glTexCoord1f(GLfloat s){};
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void glTexCoord1fv(const GLfloat *v){};
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void glTexCoord1i(GLint s){};
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void glTexCoord1iv(const GLint *v){};
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void glTexCoord1s(GLshort s){};
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void glTexCoord1sv(const GLshort *v){};
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void glTexCoord2d(GLdouble s, GLdouble t){};
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void glTexCoord2dv(const GLdouble *v){};
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void glTexCoord2f(GLfloat s, GLfloat t){};
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void glTexCoord2fv(const GLfloat *v){};
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void glTexCoord2i(GLint s, GLint t){};
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void glTexCoord2iv(const GLint *v){};
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void glTexCoord2s(GLshort s, GLshort t){};
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void glTexCoord2sv(const GLshort *v){};
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void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r){};
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void glTexCoord3dv(const GLdouble *v){};
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void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r){};
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void glTexCoord3fv(const GLfloat *v){};
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void glTexCoord3i(GLint s, GLint t, GLint r){};
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void glTexCoord3iv(const GLint *v){};
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void glTexCoord3s(GLshort s, GLshort t, GLshort r){};
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void glTexCoord3sv(const GLshort *v){};
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void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q){};
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void glTexCoord4dv(const GLdouble *v){};
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void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q){};
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void glTexCoord4fv(const GLfloat *v){};
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void glTexCoord4i(GLint s, GLint t, GLint r, GLint q){};
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void glTexCoord4iv(const GLint *v){};
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void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q){};
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void glTexCoord4sv(const GLshort *v){};
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void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
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void glTexEnvf(GLenum target, GLenum pname, GLfloat param){};
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void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params){};
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void glTexEnvi(GLenum target, GLenum pname, GLint param){};
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void glTexEnviv(GLenum target, GLenum pname, const GLint *params){};
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void glTexGend(GLenum coord, GLenum pname, GLdouble param){};
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void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params){};
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void glTexGenf(GLenum coord, GLenum pname, GLfloat param){};
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void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params){};
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void glTexGeni(GLenum coord, GLenum pname, GLint param){};
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void glTexGeniv(GLenum coord, GLenum pname, const GLint *params){};
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void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels){};
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void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {};
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void glTexParameterf(GLenum target, GLenum pname, GLfloat param){};
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void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params){};
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void glTexParameteri(GLenum target, GLenum pname, GLint param){};
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void glTexParameteriv(GLenum target, GLenum pname, const GLint *params){};
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void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels){};
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void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){};
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void glTranslated(GLdouble x, GLdouble y, GLdouble z){};
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void glTranslatef(GLfloat x, GLfloat y, GLfloat z){};
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void glVertex2d(GLdouble x, GLdouble y){};
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void glVertex2dv(const GLdouble *v){};
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void glVertex2f(GLfloat x, GLfloat y){};
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void glVertex2fv(const GLfloat *v){};
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void glVertex2i(GLint x, GLint y){};
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void glVertex2iv(const GLint *v){};
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void glVertex2s(GLshort x, GLshort y){};
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void glVertex2sv(const GLshort *v){};
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void glVertex3d(GLdouble x, GLdouble y, GLdouble z){};
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void glVertex3dv(const GLdouble *v){};
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z){};
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void glVertex3fv(const GLfloat *v){};
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void glVertex3i(GLint x, GLint y, GLint z){};
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void glVertex3iv(const GLint *v){};
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void glVertex3s(GLshort x, GLshort y, GLshort z){};
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void glVertex3sv(const GLshort *v){};
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void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){};
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void glVertex4dv(const GLdouble *v){};
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void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){};
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void glVertex4fv(const GLfloat *v){};
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void glVertex4i(GLint x, GLint y, GLint z, GLint w){};
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void glVertex4iv(const GLint *v){};
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void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w){};
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void glVertex4sv(const GLshort *v){};
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void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
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void glViewport(GLint x, GLint y, GLsizei width, GLsizei height){};
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void GLimp_WakeBackEnd(void*a) {};
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void GLimp_EnableLogging(bool) {};
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void GLimp_FrontEndSleep() {};
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void GLimp_ActivateContext() {};
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void GLimp_DeactivateContext() {};
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bool GLimp_SpawnRenderThread(void (*a)()) {return false;};
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static void StubFunction( void ) {};
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GLExtension_t GLimp_ExtensionPointer( const char *a) { return StubFunction; };
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bool GLimp_Init(glimpParms_t a) {return true;};
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void GLimp_SetGamma(unsigned short*a, unsigned short*b, unsigned short*c) {};
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void GLimp_Shutdown() {};
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void GLimp_SwapBuffers() {};
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void *GLimp_BackEndSleep() {return 0;};
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