mirror of
https://github.com/dhewm/dhewm3.git
synced 2025-03-21 18:21:08 +00:00
Fix dedicated server for Windows
* the OpenAL function definitions mustn't include __declspec(dllimport) => fixed by pretending to compile OpenAL statically * glimp.cpp shouldn't be used in dedicated-only mode (as it was already the case on Linux and OSX) => No special handling for ID_DEDICATED needed in glimp.cpp, as it's not used anyway * add APIENTRY to every gl function in stub_gl.cpp for compatibility with windows headers and MSVC * remove GL/gl.h #include from win_local.h as it's not needed * in qgl.h, when building dedicated server for windows, redefine WINGDIAPI to nothing for SDL_opengl.h #include to get rid off __declspec(dllimport) by using #pragma push_macro and pop_macro, because our stub is no dll. Fixes https://github.com/dhewm/dhewm3/issues/39
This commit is contained in:
parent
1f25568762
commit
105fdb0624
6 changed files with 361 additions and 343 deletions
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@ -693,7 +693,6 @@ elseif(WIN32)
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set(src_sys_base
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sys/cpu.cpp
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sys/threads.cpp
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sys/glimp.cpp
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sys/events.cpp
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sys/sys_local.cpp
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sys/win32/win_input.cpp
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@ -705,6 +704,7 @@ elseif(WIN32)
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)
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set(src_sys_core
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sys/glimp.cpp
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)
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else()
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set(src_sys_base
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@ -32,8 +32,25 @@ If you have questions concerning this license or the applicable additional terms
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#ifndef __QGL_H__
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#define __QGL_H__
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#if defined( ID_DEDICATED ) && defined( _WIN32 )
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// to allow stubbing gl on windows, define WINGDIAPI to nothing - it would otherwise be
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// extended to __declspec(dllimport) on MSVC (our stub is no dll.)
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#ifdef WINGDIAPI
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#pragma push_macro("WINGDIAPI")
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#undef WINGDIAPI
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#define WINGDIAPI
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#endif
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#endif
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#include <SDL_opengl.h>
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#if defined( ID_DEDICATED ) && defined( _WIN32 )
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// restore WINGDIAPI
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#ifdef WINGDIAPI
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#pragma pop_macro("WINGDIAPI")
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#endif
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#endif
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typedef void (*GLExtension_t)(void);
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#ifdef __cplusplus
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@ -29,6 +29,13 @@ If you have questions concerning this license or the applicable additional terms
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#ifndef __SND_LOCAL_H__
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#define __SND_LOCAL_H__
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#ifdef ID_DEDICATED
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// stub-only mode: AL_API and ALC_API shouldn't refer to any dll-stuff
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// because the implemenations are in openal_stub.cpp
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// this is ensured by defining AL_LIBTYPE_STATIC before including the AL headers
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#define AL_LIBTYPE_STATIC
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#endif
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#include <AL/al.h>
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#include <AL/alc.h>
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#include <AL/alext.h>
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@ -287,9 +287,6 @@ GLExtension_t GLimp_ExtensionPointer(const char *name) {
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}
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void GLimp_GrabInput(int flags) {
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#if defined(ID_DEDICATED)
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return;
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#else
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bool grab = flags & GRAB_ENABLE;
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if (grab && (flags & GRAB_REENABLE))
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@ -314,5 +311,4 @@ void GLimp_GrabInput(int flags) {
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SDL_ShowCursor(flags & GRAB_HIDECURSOR ? SDL_DISABLE : SDL_ENABLE);
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SDL_WM_GrabInput(grab ? SDL_GRAB_ON : SDL_GRAB_OFF);
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#endif
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#endif
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}
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@ -29,353 +29,353 @@ If you have questions concerning this license or the applicable additional terms
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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){ return false; };
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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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void APIENTRY glAccum(GLenum op, GLfloat value){};
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void APIENTRY glAlphaFunc(GLenum func, GLclampf ref){};
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GLboolean APIENTRY glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences){ return false; };
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void APIENTRY glArrayElement(GLint i){};
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void APIENTRY glBegin(GLenum mode){};
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void APIENTRY glBindTexture(GLenum target, GLuint texture){};
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void APIENTRY glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap){};
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void APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor){};
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void APIENTRY glCallList(GLuint list){};
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void APIENTRY glCallLists(GLsizei n, GLenum type, const GLvoid *lists){};
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void APIENTRY glClear(GLbitfield mask){};
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void APIENTRY glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){};
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void APIENTRY glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha){};
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void APIENTRY glClearDepth(GLclampd depth){};
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void APIENTRY glClearIndex(GLfloat c){};
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void APIENTRY glClearStencil(GLint s){};
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void APIENTRY glClipPlane(GLenum plane, const GLdouble *equation){};
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void APIENTRY glColor3b(GLbyte red, GLbyte green, GLbyte blue){};
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void APIENTRY glColor3bv(const GLbyte *v){};
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void APIENTRY glColor3d(GLdouble red, GLdouble green, GLdouble blue){};
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void APIENTRY glColor3dv(const GLdouble *v){};
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void APIENTRY glColor3f(GLfloat red, GLfloat green, GLfloat blue){};
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void APIENTRY glColor3fv(const GLfloat *v){};
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void APIENTRY glColor3i(GLint red, GLint green, GLint blue){};
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void APIENTRY glColor3iv(const GLint *v){};
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void APIENTRY glColor3s(GLshort red, GLshort green, GLshort blue){};
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void APIENTRY glColor3sv(const GLshort *v){};
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void APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue){};
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void APIENTRY glColor3ubv(const GLubyte *v){};
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void APIENTRY glColor3ui(GLuint red, GLuint green, GLuint blue){};
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void APIENTRY glColor3uiv(const GLuint *v){};
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void APIENTRY glColor3us(GLushort red, GLushort green, GLushort blue){};
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void APIENTRY glColor3usv(const GLushort *v){};
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void APIENTRY glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha){};
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void APIENTRY glColor4bv(const GLbyte *v){};
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void APIENTRY glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha){};
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void APIENTRY glColor4dv(const GLdouble *v){};
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void APIENTRY glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha){};
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void APIENTRY glColor4fv(const GLfloat *v){};
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void APIENTRY glColor4i(GLint red, GLint green, GLint blue, GLint alpha){};
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void APIENTRY glColor4iv(const GLint *v){};
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void APIENTRY glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha){};
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void APIENTRY glColor4sv(const GLshort *v){};
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void APIENTRY glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha){};
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void APIENTRY glColor4ubv(const GLubyte *v){};
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void APIENTRY glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha){};
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void APIENTRY glColor4uiv(const GLuint *v){};
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void APIENTRY glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha){};
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void APIENTRY glColor4usv(const GLushort *v){};
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void APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha){};
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void APIENTRY glColorMaterial(GLenum face, GLenum mode){};
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void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
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void APIENTRY glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type){};
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void APIENTRY glCopyTexImage1D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border){};
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void APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border){};
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void APIENTRY glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width){};
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void APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height){};
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void APIENTRY glCullFace(GLenum mode){};
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void APIENTRY glDeleteLists(GLuint list, GLsizei range){};
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void APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures){};
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void APIENTRY glDepthFunc(GLenum func){};
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void APIENTRY glDepthMask(GLboolean flag){};
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void APIENTRY glDepthRange(GLclampd zNear, GLclampd zFar){};
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void APIENTRY glDisable(GLenum cap){};
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void APIENTRY glDisableClientState(GLenum array){};
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void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count){};
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void APIENTRY glDrawBuffer(GLenum mode){};
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void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices){};
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void APIENTRY glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){};
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void APIENTRY glEdgeFlag(GLboolean flag){};
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void APIENTRY glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer){};
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void APIENTRY glEdgeFlagv(const GLboolean *flag){};
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void APIENTRY glEnable(GLenum cap){};
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void APIENTRY glEnableClientState(GLenum array){};
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void APIENTRY glEnd(void){};
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void APIENTRY glEndList(void){};
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void APIENTRY glEvalCoord1d(GLdouble u){};
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void APIENTRY glEvalCoord1dv(const GLdouble *u){};
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void APIENTRY glEvalCoord1f(GLfloat u){};
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void APIENTRY glEvalCoord1fv(const GLfloat *u){};
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void APIENTRY glEvalCoord2d(GLdouble u, GLdouble v){};
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void APIENTRY glEvalCoord2dv(const GLdouble *u){};
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void APIENTRY glEvalCoord2f(GLfloat u, GLfloat v){};
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void APIENTRY glEvalCoord2fv(const GLfloat *u){};
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void APIENTRY glEvalMesh1(GLenum mode, GLint i1, GLint i2){};
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void APIENTRY glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2){};
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void APIENTRY glEvalPoint1(GLint i){};
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void APIENTRY glEvalPoint2(GLint i, GLint j){};
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void APIENTRY glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer){};
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void APIENTRY glFinish(void){};
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void APIENTRY glFlush(void){};
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void APIENTRY glFogf(GLenum pname, GLfloat param){};
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void APIENTRY glFogfv(GLenum pname, const GLfloat *params){};
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void APIENTRY glFogi(GLenum pname, GLint param){};
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void APIENTRY glFogiv(GLenum pname, const GLint *params){};
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void APIENTRY glFrontFace(GLenum mode){};
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void APIENTRY glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){};
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GLuint APIENTRY glGenLists(GLsizei range){return 0;};
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void APIENTRY glGenTextures(GLsizei n, GLuint *textures){};
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void APIENTRY glGetBooleanv(GLenum pname, GLboolean *params){};
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void APIENTRY glGetClipPlane(GLenum plane, GLdouble *equation){};
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void APIENTRY glGetDoublev(GLenum pname, GLdouble *params){};
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GLenum APIENTRY glGetError(void){return 0;};
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void APIENTRY glGetFloatv(GLenum pname, GLfloat *params){};
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void APIENTRY 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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void APIENTRY glGetLightfv(GLenum light, GLenum pname, GLfloat *params){};
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void APIENTRY glGetLightiv(GLenum light, GLenum pname, GLint *params){};
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void APIENTRY glGetMapdv(GLenum target, GLenum query, GLdouble *v){};
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void APIENTRY glGetMapfv(GLenum target, GLenum query, GLfloat *v){};
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void APIENTRY glGetMapiv(GLenum target, GLenum query, GLint *v){};
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void APIENTRY glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params){};
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void APIENTRY glGetMaterialiv(GLenum face, GLenum pname, GLint *params){};
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void APIENTRY glGetPixelMapfv(GLenum map, GLfloat *values){};
|
||||
void APIENTRY glGetPixelMapuiv(GLenum map, GLuint *values){};
|
||||
void APIENTRY glGetPixelMapusv(GLenum map, GLushort *values){};
|
||||
void APIENTRY glGetPointerv(GLenum pname, GLvoid* *params){};
|
||||
void APIENTRY glGetPolygonStipple(GLubyte *mask){};
|
||||
const GLubyte * APIENTRY glGetString(GLenum name){
|
||||
switch( name ) {
|
||||
case GL_EXTENSIONS: return (GLubyte *)"GL_ARB_multitexture GL_ARB_texture_env_combine GL_ARB_texture_cube_map GL_ARB_texture_env_dot3";
|
||||
}
|
||||
return (const GLubyte *)"";
|
||||
};
|
||||
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params){};
|
||||
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params){};
|
||||
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params){};
|
||||
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params){};
|
||||
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params){};
|
||||
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels){};
|
||||
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params){};
|
||||
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params){};
|
||||
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params){};
|
||||
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params){};
|
||||
void glHint(GLenum target, GLenum mode){};
|
||||
void glIndexMask(GLuint mask){};
|
||||
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void glIndexd(GLdouble c){};
|
||||
void glIndexdv(const GLdouble *c){};
|
||||
void glIndexf(GLfloat c){};
|
||||
void glIndexfv(const GLfloat *c){};
|
||||
void glIndexi(GLint c){};
|
||||
void glIndexiv(const GLint *c){};
|
||||
void glIndexs(GLshort c){};
|
||||
void glIndexsv(const GLshort *c){};
|
||||
void glIndexub(GLubyte c){};
|
||||
void glIndexubv(const GLubyte *c){};
|
||||
void glInitNames(void){};
|
||||
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer){};
|
||||
GLboolean glIsEnabled(GLenum cap){ return false; };
|
||||
GLboolean glIsList(GLuint list){ return false; };
|
||||
GLboolean glIsTexture(GLuint texture){ return false; };
|
||||
void glLightModelf(GLenum pname, GLfloat param){};
|
||||
void glLightModelfv(GLenum pname, const GLfloat *params){};
|
||||
void glLightModeli(GLenum pname, GLint param){};
|
||||
void glLightModeliv(GLenum pname, const GLint *params){};
|
||||
void glLightf(GLenum light, GLenum pname, GLfloat param){};
|
||||
void glLightfv(GLenum light, GLenum pname, const GLfloat *params){};
|
||||
void glLighti(GLenum light, GLenum pname, GLint param){};
|
||||
void glLightiv(GLenum light, GLenum pname, const GLint *params){};
|
||||
void glLineStipple(GLint factor, GLushort pattern){};
|
||||
void glLineWidth(GLfloat width){};
|
||||
void glListBase(GLuint base){};
|
||||
void glLoadIdentity(void){};
|
||||
void glLoadMatrixd(const GLdouble *m){};
|
||||
void glLoadMatrixf(const GLfloat *m){};
|
||||
void glLoadName(GLuint name){};
|
||||
void glLogicOp(GLenum opcode){};
|
||||
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points){};
|
||||
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points){};
|
||||
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points){};
|
||||
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points){};
|
||||
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2){};
|
||||
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2){};
|
||||
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2){};
|
||||
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2){};
|
||||
void glMaterialf(GLenum face, GLenum pname, GLfloat param){};
|
||||
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params){};
|
||||
void glMateriali(GLenum face, GLenum pname, GLint param){};
|
||||
void glMaterialiv(GLenum face, GLenum pname, const GLint *params){};
|
||||
void glMatrixMode(GLenum mode){};
|
||||
void glMultMatrixd(const GLdouble *m){};
|
||||
void glMultMatrixf(const GLfloat *m){};
|
||||
void glNewList(GLuint list, GLenum mode){};
|
||||
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz){};
|
||||
void glNormal3bv(const GLbyte *v){};
|
||||
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz){};
|
||||
void glNormal3dv(const GLdouble *v){};
|
||||
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz){};
|
||||
void glNormal3fv(const GLfloat *v){};
|
||||
void glNormal3i(GLint nx, GLint ny, GLint nz){};
|
||||
void glNormal3iv(const GLint *v){};
|
||||
void glNormal3s(GLshort nx, GLshort ny, GLshort nz){};
|
||||
void glNormal3sv(const GLshort *v){};
|
||||
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){};
|
||||
void glPassThrough(GLfloat token){};
|
||||
void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values){};
|
||||
void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values){};
|
||||
void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values){};
|
||||
void glPixelStoref(GLenum pname, GLfloat param){};
|
||||
void glPixelStorei(GLenum pname, GLint param){};
|
||||
void glPixelTransferf(GLenum pname, GLfloat param){};
|
||||
void glPixelTransferi(GLenum pname, GLint param){};
|
||||
void glPixelZoom(GLfloat xfactor, GLfloat yfactor){};
|
||||
void glPointSize(GLfloat size){};
|
||||
void glPolygonMode(GLenum face, GLenum mode){};
|
||||
void glPolygonOffset(GLfloat factor, GLfloat units){};
|
||||
void glPolygonStipple(const GLubyte *mask){};
|
||||
void glPopAttrib(void){};
|
||||
void glPopClientAttrib(void){};
|
||||
void glPopMatrix(void){};
|
||||
void glPopName(void){};
|
||||
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities){};
|
||||
void glPushAttrib(GLbitfield mask){};
|
||||
void glPushClientAttrib(GLbitfield mask){};
|
||||
void glPushMatrix(void){};
|
||||
void glPushName(GLuint name){};
|
||||
void glRasterPos2d(GLdouble x, GLdouble y){};
|
||||
void glRasterPos2dv(const GLdouble *v){};
|
||||
void glRasterPos2f(GLfloat x, GLfloat y){};
|
||||
void glRasterPos2fv(const GLfloat *v){};
|
||||
void glRasterPos2i(GLint x, GLint y){};
|
||||
void glRasterPos2iv(const GLint *v){};
|
||||
void glRasterPos2s(GLshort x, GLshort y){};
|
||||
void glRasterPos2sv(const GLshort *v){};
|
||||
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void glRasterPos3dv(const GLdouble *v){};
|
||||
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void glRasterPos3fv(const GLfloat *v){};
|
||||
void glRasterPos3i(GLint x, GLint y, GLint z){};
|
||||
void glRasterPos3iv(const GLint *v){};
|
||||
void glRasterPos3s(GLshort x, GLshort y, GLshort z){};
|
||||
void glRasterPos3sv(const GLshort *v){};
|
||||
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){};
|
||||
void glRasterPos4dv(const GLdouble *v){};
|
||||
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){};
|
||||
void glRasterPos4fv(const GLfloat *v){};
|
||||
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w){};
|
||||
void glRasterPos4iv(const GLint *v){};
|
||||
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w){};
|
||||
void glRasterPos4sv(const GLshort *v){};
|
||||
void glReadBuffer(GLenum mode){};
|
||||
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels){};
|
||||
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2){};
|
||||
void glRectdv(const GLdouble *v1, const GLdouble *v2){};
|
||||
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2){};
|
||||
void glRectfv(const GLfloat *v1, const GLfloat *v2){};
|
||||
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2){};
|
||||
void glRectiv(const GLint *v1, const GLint *v2){};
|
||||
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2){};
|
||||
void glRectsv(const GLshort *v1, const GLshort *v2){};
|
||||
GLint glRenderMode(GLenum mode){ return 0; };
|
||||
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z){};
|
||||
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z){};
|
||||
void glScaled(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void glScalef(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height){};
|
||||
void glSelectBuffer(GLsizei size, GLuint *buffer){};
|
||||
void glShadeModel(GLenum mode){};
|
||||
void glStencilFunc(GLenum func, GLint ref, GLuint mask){};
|
||||
void glStencilMask(GLuint mask){};
|
||||
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass){};
|
||||
void glTexCoord1d(GLdouble s){};
|
||||
void glTexCoord1dv(const GLdouble *v){};
|
||||
void glTexCoord1f(GLfloat s){};
|
||||
void glTexCoord1fv(const GLfloat *v){};
|
||||
void glTexCoord1i(GLint s){};
|
||||
void glTexCoord1iv(const GLint *v){};
|
||||
void glTexCoord1s(GLshort s){};
|
||||
void glTexCoord1sv(const GLshort *v){};
|
||||
void glTexCoord2d(GLdouble s, GLdouble t){};
|
||||
void glTexCoord2dv(const GLdouble *v){};
|
||||
void glTexCoord2f(GLfloat s, GLfloat t){};
|
||||
void glTexCoord2fv(const GLfloat *v){};
|
||||
void glTexCoord2i(GLint s, GLint t){};
|
||||
void glTexCoord2iv(const GLint *v){};
|
||||
void glTexCoord2s(GLshort s, GLshort t){};
|
||||
void glTexCoord2sv(const GLshort *v){};
|
||||
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r){};
|
||||
void glTexCoord3dv(const GLdouble *v){};
|
||||
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r){};
|
||||
void glTexCoord3fv(const GLfloat *v){};
|
||||
void glTexCoord3i(GLint s, GLint t, GLint r){};
|
||||
void glTexCoord3iv(const GLint *v){};
|
||||
void glTexCoord3s(GLshort s, GLshort t, GLshort r){};
|
||||
void glTexCoord3sv(const GLshort *v){};
|
||||
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q){};
|
||||
void glTexCoord4dv(const GLdouble *v){};
|
||||
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q){};
|
||||
void glTexCoord4fv(const GLfloat *v){};
|
||||
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q){};
|
||||
void glTexCoord4iv(const GLint *v){};
|
||||
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q){};
|
||||
void glTexCoord4sv(const GLshort *v){};
|
||||
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void glTexEnvf(GLenum target, GLenum pname, GLfloat param){};
|
||||
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params){};
|
||||
void glTexEnvi(GLenum target, GLenum pname, GLint param){};
|
||||
void glTexEnviv(GLenum target, GLenum pname, const GLint *params){};
|
||||
void glTexGend(GLenum coord, GLenum pname, GLdouble param){};
|
||||
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params){};
|
||||
void glTexGenf(GLenum coord, GLenum pname, GLfloat param){};
|
||||
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params){};
|
||||
void glTexGeni(GLenum coord, GLenum pname, GLint param){};
|
||||
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params){};
|
||||
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels){};
|
||||
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {};
|
||||
void glTexParameterf(GLenum target, GLenum pname, GLfloat param){};
|
||||
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params){};
|
||||
void glTexParameteri(GLenum target, GLenum pname, GLint param){};
|
||||
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params){};
|
||||
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels){};
|
||||
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){};
|
||||
void glTranslated(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void glTranslatef(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void glVertex2d(GLdouble x, GLdouble y){};
|
||||
void glVertex2dv(const GLdouble *v){};
|
||||
void glVertex2f(GLfloat x, GLfloat y){};
|
||||
void glVertex2fv(const GLfloat *v){};
|
||||
void glVertex2i(GLint x, GLint y){};
|
||||
void glVertex2iv(const GLint *v){};
|
||||
void glVertex2s(GLshort x, GLshort y){};
|
||||
void glVertex2sv(const GLshort *v){};
|
||||
void glVertex3d(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void glVertex3dv(const GLdouble *v){};
|
||||
void glVertex3f(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void glVertex3fv(const GLfloat *v){};
|
||||
void glVertex3i(GLint x, GLint y, GLint z){};
|
||||
void glVertex3iv(const GLint *v){};
|
||||
void glVertex3s(GLshort x, GLshort y, GLshort z){};
|
||||
void glVertex3sv(const GLshort *v){};
|
||||
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){};
|
||||
void glVertex4dv(const GLdouble *v){};
|
||||
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){};
|
||||
void glVertex4fv(const GLfloat *v){};
|
||||
void glVertex4i(GLint x, GLint y, GLint z, GLint w){};
|
||||
void glVertex4iv(const GLint *v){};
|
||||
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w){};
|
||||
void glVertex4sv(const GLshort *v){};
|
||||
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height){};
|
||||
void APIENTRY glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params){};
|
||||
void APIENTRY glGetTexEnviv(GLenum target, GLenum pname, GLint *params){};
|
||||
void APIENTRY glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params){};
|
||||
void APIENTRY glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params){};
|
||||
void APIENTRY glGetTexGeniv(GLenum coord, GLenum pname, GLint *params){};
|
||||
void APIENTRY glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels){};
|
||||
void APIENTRY glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params){};
|
||||
void APIENTRY glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params){};
|
||||
void APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params){};
|
||||
void APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint *params){};
|
||||
void APIENTRY glHint(GLenum target, GLenum mode){};
|
||||
void APIENTRY glIndexMask(GLuint mask){};
|
||||
void APIENTRY glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void APIENTRY glIndexd(GLdouble c){};
|
||||
void APIENTRY glIndexdv(const GLdouble *c){};
|
||||
void APIENTRY glIndexf(GLfloat c){};
|
||||
void APIENTRY glIndexfv(const GLfloat *c){};
|
||||
void APIENTRY glIndexi(GLint c){};
|
||||
void APIENTRY glIndexiv(const GLint *c){};
|
||||
void APIENTRY glIndexs(GLshort c){};
|
||||
void APIENTRY glIndexsv(const GLshort *c){};
|
||||
void APIENTRY glIndexub(GLubyte c){};
|
||||
void APIENTRY glIndexubv(const GLubyte *c){};
|
||||
void APIENTRY glInitNames(void){};
|
||||
void APIENTRY glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer){};
|
||||
GLboolean APIENTRY glIsEnabled(GLenum cap){ return false; };
|
||||
GLboolean APIENTRY glIsList(GLuint list){ return false; };
|
||||
GLboolean APIENTRY glIsTexture(GLuint texture){ return false; };
|
||||
void APIENTRY glLightModelf(GLenum pname, GLfloat param){};
|
||||
void APIENTRY glLightModelfv(GLenum pname, const GLfloat *params){};
|
||||
void APIENTRY glLightModeli(GLenum pname, GLint param){};
|
||||
void APIENTRY glLightModeliv(GLenum pname, const GLint *params){};
|
||||
void APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param){};
|
||||
void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params){};
|
||||
void APIENTRY glLighti(GLenum light, GLenum pname, GLint param){};
|
||||
void APIENTRY glLightiv(GLenum light, GLenum pname, const GLint *params){};
|
||||
void APIENTRY glLineStipple(GLint factor, GLushort pattern){};
|
||||
void APIENTRY glLineWidth(GLfloat width){};
|
||||
void APIENTRY glListBase(GLuint base){};
|
||||
void APIENTRY glLoadIdentity(void){};
|
||||
void APIENTRY glLoadMatrixd(const GLdouble *m){};
|
||||
void APIENTRY glLoadMatrixf(const GLfloat *m){};
|
||||
void APIENTRY glLoadName(GLuint name){};
|
||||
void APIENTRY glLogicOp(GLenum opcode){};
|
||||
void APIENTRY glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points){};
|
||||
void APIENTRY glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points){};
|
||||
void APIENTRY glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points){};
|
||||
void APIENTRY glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points){};
|
||||
void APIENTRY glMapGrid1d(GLint un, GLdouble u1, GLdouble u2){};
|
||||
void APIENTRY glMapGrid1f(GLint un, GLfloat u1, GLfloat u2){};
|
||||
void APIENTRY glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2){};
|
||||
void APIENTRY glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2){};
|
||||
void APIENTRY glMaterialf(GLenum face, GLenum pname, GLfloat param){};
|
||||
void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params){};
|
||||
void APIENTRY glMateriali(GLenum face, GLenum pname, GLint param){};
|
||||
void APIENTRY glMaterialiv(GLenum face, GLenum pname, const GLint *params){};
|
||||
void APIENTRY glMatrixMode(GLenum mode){};
|
||||
void APIENTRY glMultMatrixd(const GLdouble *m){};
|
||||
void APIENTRY glMultMatrixf(const GLfloat *m){};
|
||||
void APIENTRY glNewList(GLuint list, GLenum mode){};
|
||||
void APIENTRY glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz){};
|
||||
void APIENTRY glNormal3bv(const GLbyte *v){};
|
||||
void APIENTRY glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz){};
|
||||
void APIENTRY glNormal3dv(const GLdouble *v){};
|
||||
void APIENTRY glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz){};
|
||||
void APIENTRY glNormal3fv(const GLfloat *v){};
|
||||
void APIENTRY glNormal3i(GLint nx, GLint ny, GLint nz){};
|
||||
void APIENTRY glNormal3iv(const GLint *v){};
|
||||
void APIENTRY glNormal3s(GLshort nx, GLshort ny, GLshort nz){};
|
||||
void APIENTRY glNormal3sv(const GLshort *v){};
|
||||
void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void APIENTRY glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar){};
|
||||
void APIENTRY glPassThrough(GLfloat token){};
|
||||
void APIENTRY glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values){};
|
||||
void APIENTRY glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values){};
|
||||
void APIENTRY glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values){};
|
||||
void APIENTRY glPixelStoref(GLenum pname, GLfloat param){};
|
||||
void APIENTRY glPixelStorei(GLenum pname, GLint param){};
|
||||
void APIENTRY glPixelTransferf(GLenum pname, GLfloat param){};
|
||||
void APIENTRY glPixelTransferi(GLenum pname, GLint param){};
|
||||
void APIENTRY glPixelZoom(GLfloat xfactor, GLfloat yfactor){};
|
||||
void APIENTRY glPointSize(GLfloat size){};
|
||||
void APIENTRY glPolygonMode(GLenum face, GLenum mode){};
|
||||
void APIENTRY glPolygonOffset(GLfloat factor, GLfloat units){};
|
||||
void APIENTRY glPolygonStipple(const GLubyte *mask){};
|
||||
void APIENTRY glPopAttrib(void){};
|
||||
void APIENTRY glPopClientAttrib(void){};
|
||||
void APIENTRY glPopMatrix(void){};
|
||||
void APIENTRY glPopName(void){};
|
||||
void APIENTRY glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities){};
|
||||
void APIENTRY glPushAttrib(GLbitfield mask){};
|
||||
void APIENTRY glPushClientAttrib(GLbitfield mask){};
|
||||
void APIENTRY glPushMatrix(void){};
|
||||
void APIENTRY glPushName(GLuint name){};
|
||||
void APIENTRY glRasterPos2d(GLdouble x, GLdouble y){};
|
||||
void APIENTRY glRasterPos2dv(const GLdouble *v){};
|
||||
void APIENTRY glRasterPos2f(GLfloat x, GLfloat y){};
|
||||
void APIENTRY glRasterPos2fv(const GLfloat *v){};
|
||||
void APIENTRY glRasterPos2i(GLint x, GLint y){};
|
||||
void APIENTRY glRasterPos2iv(const GLint *v){};
|
||||
void APIENTRY glRasterPos2s(GLshort x, GLshort y){};
|
||||
void APIENTRY glRasterPos2sv(const GLshort *v){};
|
||||
void APIENTRY glRasterPos3d(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void APIENTRY glRasterPos3dv(const GLdouble *v){};
|
||||
void APIENTRY glRasterPos3f(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void APIENTRY glRasterPos3fv(const GLfloat *v){};
|
||||
void APIENTRY glRasterPos3i(GLint x, GLint y, GLint z){};
|
||||
void APIENTRY glRasterPos3iv(const GLint *v){};
|
||||
void APIENTRY glRasterPos3s(GLshort x, GLshort y, GLshort z){};
|
||||
void APIENTRY glRasterPos3sv(const GLshort *v){};
|
||||
void APIENTRY glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){};
|
||||
void APIENTRY glRasterPos4dv(const GLdouble *v){};
|
||||
void APIENTRY glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){};
|
||||
void APIENTRY glRasterPos4fv(const GLfloat *v){};
|
||||
void APIENTRY glRasterPos4i(GLint x, GLint y, GLint z, GLint w){};
|
||||
void APIENTRY glRasterPos4iv(const GLint *v){};
|
||||
void APIENTRY glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w){};
|
||||
void APIENTRY glRasterPos4sv(const GLshort *v){};
|
||||
void APIENTRY glReadBuffer(GLenum mode){};
|
||||
void APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels){};
|
||||
void APIENTRY glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2){};
|
||||
void APIENTRY glRectdv(const GLdouble *v1, const GLdouble *v2){};
|
||||
void APIENTRY glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2){};
|
||||
void APIENTRY glRectfv(const GLfloat *v1, const GLfloat *v2){};
|
||||
void APIENTRY glRecti(GLint x1, GLint y1, GLint x2, GLint y2){};
|
||||
void APIENTRY glRectiv(const GLint *v1, const GLint *v2){};
|
||||
void APIENTRY glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2){};
|
||||
void APIENTRY glRectsv(const GLshort *v1, const GLshort *v2){};
|
||||
GLint APIENTRY glRenderMode(GLenum mode){ return 0; };
|
||||
void APIENTRY glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z){};
|
||||
void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z){};
|
||||
void APIENTRY glScaled(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height){};
|
||||
void APIENTRY glSelectBuffer(GLsizei size, GLuint *buffer){};
|
||||
void APIENTRY glShadeModel(GLenum mode){};
|
||||
void APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask){};
|
||||
void APIENTRY glStencilMask(GLuint mask){};
|
||||
void APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass){};
|
||||
void APIENTRY glTexCoord1d(GLdouble s){};
|
||||
void APIENTRY glTexCoord1dv(const GLdouble *v){};
|
||||
void APIENTRY glTexCoord1f(GLfloat s){};
|
||||
void APIENTRY glTexCoord1fv(const GLfloat *v){};
|
||||
void APIENTRY glTexCoord1i(GLint s){};
|
||||
void APIENTRY glTexCoord1iv(const GLint *v){};
|
||||
void APIENTRY glTexCoord1s(GLshort s){};
|
||||
void APIENTRY glTexCoord1sv(const GLshort *v){};
|
||||
void APIENTRY glTexCoord2d(GLdouble s, GLdouble t){};
|
||||
void APIENTRY glTexCoord2dv(const GLdouble *v){};
|
||||
void APIENTRY glTexCoord2f(GLfloat s, GLfloat t){};
|
||||
void APIENTRY glTexCoord2fv(const GLfloat *v){};
|
||||
void APIENTRY glTexCoord2i(GLint s, GLint t){};
|
||||
void APIENTRY glTexCoord2iv(const GLint *v){};
|
||||
void APIENTRY glTexCoord2s(GLshort s, GLshort t){};
|
||||
void APIENTRY glTexCoord2sv(const GLshort *v){};
|
||||
void APIENTRY glTexCoord3d(GLdouble s, GLdouble t, GLdouble r){};
|
||||
void APIENTRY glTexCoord3dv(const GLdouble *v){};
|
||||
void APIENTRY glTexCoord3f(GLfloat s, GLfloat t, GLfloat r){};
|
||||
void APIENTRY glTexCoord3fv(const GLfloat *v){};
|
||||
void APIENTRY glTexCoord3i(GLint s, GLint t, GLint r){};
|
||||
void APIENTRY glTexCoord3iv(const GLint *v){};
|
||||
void APIENTRY glTexCoord3s(GLshort s, GLshort t, GLshort r){};
|
||||
void APIENTRY glTexCoord3sv(const GLshort *v){};
|
||||
void APIENTRY glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q){};
|
||||
void APIENTRY glTexCoord4dv(const GLdouble *v){};
|
||||
void APIENTRY glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q){};
|
||||
void APIENTRY glTexCoord4fv(const GLfloat *v){};
|
||||
void APIENTRY glTexCoord4i(GLint s, GLint t, GLint r, GLint q){};
|
||||
void APIENTRY glTexCoord4iv(const GLint *v){};
|
||||
void APIENTRY glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q){};
|
||||
void APIENTRY glTexCoord4sv(const GLshort *v){};
|
||||
void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void APIENTRY glTexEnvf(GLenum target, GLenum pname, GLfloat param){};
|
||||
void APIENTRY glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params){};
|
||||
void APIENTRY glTexEnvi(GLenum target, GLenum pname, GLint param){};
|
||||
void APIENTRY glTexEnviv(GLenum target, GLenum pname, const GLint *params){};
|
||||
void APIENTRY glTexGend(GLenum coord, GLenum pname, GLdouble param){};
|
||||
void APIENTRY glTexGendv(GLenum coord, GLenum pname, const GLdouble *params){};
|
||||
void APIENTRY glTexGenf(GLenum coord, GLenum pname, GLfloat param){};
|
||||
void APIENTRY glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params){};
|
||||
void APIENTRY glTexGeni(GLenum coord, GLenum pname, GLint param){};
|
||||
void APIENTRY glTexGeniv(GLenum coord, GLenum pname, const GLint *params){};
|
||||
void APIENTRY glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels){};
|
||||
void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {};
|
||||
void APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param){};
|
||||
void APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params){};
|
||||
void APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param){};
|
||||
void APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint *params){};
|
||||
void APIENTRY glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels){};
|
||||
void APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels){};
|
||||
void APIENTRY glTranslated(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void APIENTRY glVertex2d(GLdouble x, GLdouble y){};
|
||||
void APIENTRY glVertex2dv(const GLdouble *v){};
|
||||
void APIENTRY glVertex2f(GLfloat x, GLfloat y){};
|
||||
void APIENTRY glVertex2fv(const GLfloat *v){};
|
||||
void APIENTRY glVertex2i(GLint x, GLint y){};
|
||||
void APIENTRY glVertex2iv(const GLint *v){};
|
||||
void APIENTRY glVertex2s(GLshort x, GLshort y){};
|
||||
void APIENTRY glVertex2sv(const GLshort *v){};
|
||||
void APIENTRY glVertex3d(GLdouble x, GLdouble y, GLdouble z){};
|
||||
void APIENTRY glVertex3dv(const GLdouble *v){};
|
||||
void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z){};
|
||||
void APIENTRY glVertex3fv(const GLfloat *v){};
|
||||
void APIENTRY glVertex3i(GLint x, GLint y, GLint z){};
|
||||
void APIENTRY glVertex3iv(const GLint *v){};
|
||||
void APIENTRY glVertex3s(GLshort x, GLshort y, GLshort z){};
|
||||
void APIENTRY glVertex3sv(const GLshort *v){};
|
||||
void APIENTRY glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w){};
|
||||
void APIENTRY glVertex4dv(const GLdouble *v){};
|
||||
void APIENTRY glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w){};
|
||||
void APIENTRY glVertex4fv(const GLfloat *v){};
|
||||
void APIENTRY glVertex4i(GLint x, GLint y, GLint z, GLint w){};
|
||||
void APIENTRY glVertex4iv(const GLint *v){};
|
||||
void APIENTRY glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w){};
|
||||
void APIENTRY glVertex4sv(const GLshort *v){};
|
||||
void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer){};
|
||||
void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height){};
|
||||
|
||||
static void StubFunction( void ) {};
|
||||
GLExtension_t GLimp_ExtensionPointer( const char *a) { return StubFunction; };
|
||||
|
|
|
@ -40,8 +40,6 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include <mmreg.h>
|
||||
#include <objbase.h>
|
||||
|
||||
#include <GL/gl.h>
|
||||
|
||||
#include "framework/CVarSystem.h"
|
||||
#include "sys/sys_public.h"
|
||||
|
||||
|
|
Loading…
Reference in a new issue