#include #include #include #include #include "QF/GL/defines.h" #include "QF/GL/types.h" typedef struct __GLXcontextRec *GLXContext; typedef XID GLXDrawable; void glAccum (GLenum op, GLfloat value) { } void glAlphaFunc (GLenum func, GLclampf ref) { } GLboolean glAreTexturesResident (GLsizei n, const GLuint * textures, GLboolean * residences) { return 0; } void glArrayElement (GLint i) { } void glBegin (GLenum mode) { } void glBindTexture (GLenum target, GLuint texture) { } void glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap) { } void glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { } void glBlendEquation (GLenum mode) { } void glBlendFunc (GLenum sfactor, GLenum dfactor) { } void glCallList (GLuint list) { } void glCallLists (GLsizei n, GLenum type, const GLvoid * lists) { } void glClear (GLbitfield mask) { } void glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { } void glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { } void glClearDepth (GLclampd depth) { } void glClearIndex (GLfloat c) { } void glClearStencil (GLint s) { } void glClipPlane (GLenum plane, const GLdouble * equation) { } void glColor3b (GLbyte red, GLbyte green, GLbyte blue) { } void glColor3bv (const GLbyte * v) { } void glColor3d (GLdouble red, GLdouble green, GLdouble blue) { } void glColor3dv (const GLdouble * v) { } void glColor3f (GLfloat red, GLfloat green, GLfloat blue) { } void glColor3fv (const GLfloat * v) { } void glColor3i (GLint red, GLint green, GLint blue) { } void glColor3iv (const GLint * v) { } void glColor3s (GLshort red, GLshort green, GLshort blue) { } void glColor3sv (const GLshort * v) { } void glColor3ub (GLubyte red, GLubyte green, GLubyte blue) { } void glColor3ubv (const GLubyte * v) { } void glColor3ui (GLuint red, GLuint green, GLuint blue) { } void glColor3uiv (const GLuint * v) { } void glColor3us (GLushort red, GLushort green, GLushort blue) { } void glColor3usv (const GLushort * v) { } void glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) { } void glColor4bv (const GLbyte * v) { } void glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) { } void glColor4dv (const GLdouble * v) { } void glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { } void glColor4fv (const GLfloat * v) { } void glColor4i (GLint red, GLint green, GLint blue, GLint alpha) { } void glColor4iv (const GLint * v) { } void glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha) { } void glColor4sv (const GLshort * v) { } void glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) { } void glColor4ubv (const GLubyte * v) { } void glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha) { } void glColor4uiv (const GLuint * v) { } void glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha) { } void glColor4usv (const GLushort * v) { } void glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { } void glColorMaterial (GLenum face, GLenum mode) { } void glColorPointer (GLint size, GLenum type, GLsizei stride, const GLvoid * ptr) { } void glColorSubTable (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid * data) { } void glColorTable (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table) { } void glColorTableParameterfv (GLenum target, GLenum pname, const GLfloat * params) { } void glColorTableParameteriv (GLenum target, GLenum pname, const GLint * params) { } void glConvolutionFilter1D (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * image) { } void glConvolutionFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * image) { } void glConvolutionParameterf (GLenum target, GLenum pname, GLfloat params) { } void glConvolutionParameterfv (GLenum target, GLenum pname, const GLfloat * params) { } void glConvolutionParameteri (GLenum target, GLenum pname, GLint params) { } void glConvolutionParameteriv (GLenum target, GLenum pname, const GLint * params) { } void glCopyColorSubTable (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width) { } void glCopyColorTable (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) { } void glCopyConvolutionFilter1D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) { } void glCopyConvolutionFilter2D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height) { } void glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) { } void glCopyTexImage1D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { } void glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { } void glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { } void glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { } void glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { } void glCullFace (GLenum mode) { } void glDeleteLists (GLuint list, GLsizei range) { } void glDeleteTextures (GLsizei n, const GLuint * textures) { } void glDepthFunc (GLenum func) { } void glDepthMask (GLboolean flag) { } void glDepthRange (GLclampd near_val, GLclampd far_val) { } void glDisable (GLenum cap) { } void glDisableClientState (GLenum cap) { } void glDrawArrays (GLenum mode, GLint first, GLsizei count) { } void glDrawBuffer (GLenum mode) { } void glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid * indices) { } void glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels) { } void glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices) { } void glEdgeFlag (GLboolean flag) { } void glEdgeFlagPointer (GLsizei stride, const GLvoid * ptr) { } void glEdgeFlagv (const GLboolean * flag) { } void glEnable (GLenum cap) { } void glEnableClientState (GLenum cap) { } void glEnd (void) { } void glEndList (void) { } void glEvalCoord1d (GLdouble u) { } void glEvalCoord1dv (const GLdouble * u) { } void glEvalCoord1f (GLfloat u) { } void glEvalCoord1fv (const GLfloat * u) { } void glEvalCoord2d (GLdouble u, GLdouble v) { } void glEvalCoord2dv (const GLdouble * u) { } void glEvalCoord2f (GLfloat u, GLfloat v) { } void glEvalCoord2fv (const GLfloat * u) { } void glEvalMesh1 (GLenum mode, GLint i1, GLint i2) { } void glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) { } void glEvalPoint1 (GLint i) { } void glEvalPoint2 (GLint i, GLint j) { } void glFeedbackBuffer (GLsizei size, GLenum type, GLfloat * buffer) { } void glFinish (void) { } void glFlush (void) { } void glFogf (GLenum pname, GLfloat param) { } void glFogfv (GLenum pname, const GLfloat * params) { } void glFogi (GLenum pname, GLint param) { } void glFogiv (GLenum pname, const GLint * params) { } void glFrontFace (GLenum mode) { } void glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { } GLuint glGenLists (GLsizei range) { return 0; } void glGenTextures (GLsizei n, GLuint * textures) { } void glGetBooleanv (GLenum pname, GLboolean * params) { } void glGetClipPlane (GLenum plane, GLdouble * equation) { } void glGetColorTable (GLenum target, GLenum format, GLenum type, GLvoid * table) { } void glGetColorTableParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void glGetColorTableParameteriv (GLenum target, GLenum pname, GLint * params) { } void glGetConvolutionFilter (GLenum target, GLenum format, GLenum type, GLvoid * image) { } void glGetConvolutionParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void glGetConvolutionParameteriv (GLenum target, GLenum pname, GLint * params) { } void glGetDoublev (GLenum pname, GLdouble * params) { } GLenum glGetError (void) { return 0; } void glGetFloatv (GLenum pname, GLfloat * params) { } void glGetHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values) { } void glGetHistogramParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void glGetHistogramParameteriv (GLenum target, GLenum pname, GLint * params) { } void glGetIntegerv (GLenum pname, GLint * params) { switch (pname) { case GL_MAX_TEXTURE_SIZE: *params = 512; break; case GL_UNPACK_ALIGNMENT: case GL_PACK_ALIGNMENT: *params = 4; break; case GL_UNPACK_ROW_LENGTH: case GL_UNPACK_SKIP_ROWS: case GL_UNPACK_SKIP_PIXELS: case GL_PACK_ROW_LENGTH: case GL_PACK_SKIP_ROWS: case GL_PACK_SKIP_PIXELS: *params = 0; break; default: *params = 0; break; } } void glGetLightfv (GLenum light, GLenum pname, GLfloat * params) { } void glGetLightiv (GLenum light, GLenum pname, GLint * params) { } void glGetMapdv (GLenum target, GLenum query, GLdouble * v) { } void glGetMapfv (GLenum target, GLenum query, GLfloat * v) { } void glGetMapiv (GLenum target, GLenum query, GLint * v) { } void glGetMaterialfv (GLenum face, GLenum pname, GLfloat * params) { } void glGetMaterialiv (GLenum face, GLenum pname, GLint * params) { } void glGetMinmax (GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid * values) { } void glGetMinmaxParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void glGetMinmaxParameteriv (GLenum target, GLenum pname, GLint * params) { } void glGetPixelMapfv (GLenum map, GLfloat * values) { } void glGetPixelMapuiv (GLenum map, GLuint * values) { } void glGetPixelMapusv (GLenum map, GLushort * values) { } void glGetPointerv (GLenum pname, void **params) { } void glGetPolygonStipple (GLubyte * mask) { } void glGetSeparableFilter (GLenum target, GLenum format, GLenum type, GLvoid * row, GLvoid * column, GLvoid * span) { } const GLubyte * glGetString (GLenum name) { return ""; } 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 glHistogram (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink) { } void glIndexMask (GLuint mask) { } void glIndexPointer (GLenum type, GLsizei stride, const GLvoid * ptr) { } 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 0; } GLboolean glIsList (GLuint list) { return 0; } GLboolean glIsTexture (GLuint texture) { return 0; } 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 glMinmax (GLenum target, GLenum internalformat, GLboolean sink) { } 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 * ptr) { } void glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { } void glPassThrough (GLfloat token) { } void glPixelMapfv (GLenum map, GLint mapsize, const GLfloat * values) { } void glPixelMapuiv (GLenum map, GLint mapsize, const GLuint * values) { } void glPixelMapusv (GLenum map, GLint 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 glResetHistogram (GLenum target) { } void glResetMinmax (GLenum target) { } 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 glSeparableFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * row, const GLvoid * column) { } 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 * ptr) { } 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 glTexImage3D (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, 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 glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, 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 * ptr) { } void glViewport (GLint x, GLint y, GLsizei width, GLsizei height) { } void glXSwapBuffers (Display *dpy, GLXDrawable drawable) { } XVisualInfo* glXChooseVisual (Display *dpy, int screen, int *attribList) { XVisualInfo template; int num_visuals; int template_mask; template_mask = 0; template.visualid = XVisualIDFromVisual (XDefaultVisual (dpy, screen)); template_mask = VisualIDMask; return XGetVisualInfo (dpy, template_mask, &template, &num_visuals); } GLXContext glXCreateContext (Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct) { return (GLXContext)1; } Bool glXMakeCurrent (Display *dpy, GLXDrawable drawable, GLXContext ctx) { return 1; } void glXDestroyContext( Display *dpy, GLXContext ctx ) { } int glXGetConfig( Display *dpy, XVisualInfo *visual, int attrib, int *value ) { return 0; }