#include #include #include #include #include #include "QF/GL/defines.h" #include "QF/GL/types.h" #include "QF/GLSL/types.h" typedef struct __GLXcontextRec *GLXContext; typedef XID GLXDrawable; #define QFGL_DONT_NEED(ret, func, params) QFGL_NEED(ret, func, params) #undef QFGL_WANT #undef QFGL_NEED #define QFGL_WANT(ret, name, args) \ ret GLAPIENTRY norm_##name args; #define QFGL_NEED(ret, name, args) \ ret GLAPIENTRY norm_##name args; #include "QF/GL/qf_funcs_list.h" #include "QF/GLSL/qf_funcs_list.h" #undef QFGL_NEED #undef QFGL_WANT void norm_glAccum (GLenum op, GLfloat value) { } void norm_glActiveTexture (GLenum texture) { } void norm_glAlphaFunc (GLenum func, GLclampf ref) { } GLboolean norm_glAreTexturesResident (GLsizei n, const GLuint * textures, GLboolean * residences) { return 0; } void norm_glArrayElement (GLint i) { } void norm_glAttachShader (GLuint program, GLuint shader) { } void norm_glBegin (GLenum mode) { } void norm_glBindAttribLocation (GLuint program, GLuint index, const GLchar* name) { } void norm_glBindBuffer (GLenum target, GLuint buffer) { } void norm_glBindFramebuffer (GLenum target, GLuint framebuffer) { } void norm_glBindRenderbuffer (GLenum target, GLuint renderbuffer) { } void norm_glBindTexture (GLenum target, GLuint texture) { } void norm_glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap) { } void norm_glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { } void norm_glBlendEquation (GLenum mode) { } void norm_glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha) { } void norm_glBlendFunc (GLenum sfactor, GLenum dfactor) { } void norm_glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { } void norm_glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { } void norm_glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { } void norm_glCallList (GLuint list) { } void norm_glCallLists (GLsizei n, GLenum type, const GLvoid * lists) { } GLenum norm_glCheckFramebufferStatus (GLenum target) { return 0x8CD5; } void norm_glClearDepthf (GLclampf depth) { } void norm_glCompileShader (GLuint shader) { } void norm_glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { } void norm_glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) { } GLuint norm_glCreateProgram (void) { static int program; return ++program; } GLuint norm_glCreateShader (GLenum type) { static int shader; return ++shader; } void norm_glDeleteBuffers (GLsizei n, const GLuint* buffers) { } void norm_glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers) { } void norm_glDeleteProgram (GLuint program) { } void norm_glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers) { } void norm_glDeleteShader (GLuint shader) { } void norm_glDepthRangef (GLclampf zNear, GLclampf zFar) { } void norm_glDetachShader (GLuint program, GLuint shader) { } void norm_glDisableVertexAttribArray (GLuint index) { } void norm_glEnableVertexAttribArray (GLuint index) { } void norm_glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { } void norm_glGenBuffers (GLsizei n, GLuint* buffers) { memset (buffers, 0, n * sizeof (GLuint)); } void norm_glGenFramebuffers (GLsizei n, GLuint* framebuffers) { memset (framebuffers, 0, n * sizeof (GLuint)); } void norm_glGenRenderbuffers (GLsizei n, GLuint* renderbuffers) { memset (renderbuffers, 0, n * sizeof (GLuint)); } void norm_glGenerateMipmap (GLenum target) { } void norm_glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { } void norm_glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { } void norm_glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { } int norm_glGetAttribLocation (GLuint program, const GLchar* name) { return 0; } void norm_glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params) { } void norm_glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params) { } void norm_glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) { if (bufsize > 0) { *infolog = 0; } } void norm_glGetProgramiv (GLuint program, GLenum pname, GLint* params) { *params = 0; } void norm_glGetRenderbufferParameteriv (GLuint shader, GLenum pname, GLint* params) { } void norm_glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) { if (bufsize > 0) { *infolog = 0; } } void norm_glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { } void norm_glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { } void norm_glGetShaderiv (GLuint shader, GLenum pname, GLint* params) { *params = 0; } int norm_glGetUniformLocation (GLuint program, const GLchar* name) { return 0; } void norm_glGetUniformfv (GLuint program, GLint location, GLfloat* params) { } void norm_glGetUniformiv (GLuint program, GLint location, GLint* params) { } void norm_glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer) { } void norm_glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params) { } void norm_glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params) { } GLboolean norm_glIsBuffer (GLuint buffer) { return 0; } GLboolean norm_glIsFramebuffer (GLuint framebuffer) { return 0; } GLboolean norm_glIsProgram (GLuint program) { return 0; } GLboolean norm_glIsRenderbuffer (GLuint renderbuffer) { return 0; } GLboolean norm_glIsShader (GLuint shader) { return 0; } void norm_glLinkProgram (GLuint program) { } void norm_glReleaseShaderCompiler (void) { } void norm_glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { } void norm_glSampleCoverage (GLclampf value, GLboolean invert) { } void norm_glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { } void norm_glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length) { } void norm_glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask) { } void norm_glStencilMaskSeparate (GLenum face, GLuint mask) { } void norm_glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { } void norm_glUniform1f (GLint location, GLfloat x) { } void norm_glUniform1fv (GLint location, GLsizei count, const GLfloat* v) { } void norm_glUniform1i (GLint location, GLint x) { } void norm_glUniform1iv (GLint location, GLsizei count, const GLint* v) { } void norm_glUniform2f (GLint location, GLfloat x, GLfloat y) { } void norm_glUniform2fv (GLint location, GLsizei count, const GLfloat* v) { } void norm_glUniform2i (GLint location, GLint x, GLint y) { } void norm_glUniform2iv (GLint location, GLsizei count, const GLint* v) { } void norm_glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z) { } void norm_glUniform3fv (GLint location, GLsizei count, const GLfloat* v) { } void norm_glUniform3i (GLint location, GLint x, GLint y, GLint z) { } void norm_glUniform3iv (GLint location, GLsizei count, const GLint* v) { } void norm_glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { } void norm_glUniform4fv (GLint location, GLsizei count, const GLfloat* v) { } void norm_glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w) { } void norm_glUniform4iv (GLint location, GLsizei count, const GLint* v) { } void norm_glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { } void norm_glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { } void norm_glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { } void norm_glUseProgram (GLuint program) { } void norm_glValidateProgram (GLuint program) { } void norm_glVertexAttrib1f (GLuint indx, GLfloat x) { } void norm_glVertexAttrib1fv (GLuint indx, const GLfloat* values) { } void norm_glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y) { } void norm_glVertexAttrib2fv (GLuint indx, const GLfloat* values) { } void norm_glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z) { } void norm_glVertexAttrib3fv (GLuint indx, const GLfloat* values) { } void norm_glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { } void norm_glVertexAttrib4fv (GLuint indx, const GLfloat* values) { } void norm_glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { } void norm_glClear (GLbitfield mask) { } void norm_glClearAccum (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { } void norm_glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { } void norm_glClearDepth (GLclampd depth) { } void norm_glClearIndex (GLfloat c) { } void norm_glClearStencil (GLint s) { } void norm_glClipPlane (GLenum plane, const GLdouble * equation) { } void norm_glColor3b (GLbyte red, GLbyte green, GLbyte blue) { } void norm_glColor3bv (const GLbyte * v) { } void norm_glColor3d (GLdouble red, GLdouble green, GLdouble blue) { } void norm_glColor3dv (const GLdouble * v) { } void norm_glColor3f (GLfloat red, GLfloat green, GLfloat blue) { } void norm_glColor3fv (const GLfloat * v) { } void norm_glColor3i (GLint red, GLint green, GLint blue) { } void norm_glColor3iv (const GLint * v) { } void norm_glColor3s (GLshort red, GLshort green, GLshort blue) { } void norm_glColor3sv (const GLshort * v) { } void norm_glColor3ub (GLubyte red, GLubyte green, GLubyte blue) { } void norm_glColor3ubv (const GLubyte * v) { } void norm_glColor3ui (GLuint red, GLuint green, GLuint blue) { } void norm_glColor3uiv (const GLuint * v) { } void norm_glColor3us (GLushort red, GLushort green, GLushort blue) { } void norm_glColor3usv (const GLushort * v) { } void norm_glColor4b (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) { } void norm_glColor4bv (const GLbyte * v) { } void norm_glColor4d (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) { } void norm_glColor4dv (const GLdouble * v) { } void norm_glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { } void norm_glColor4fv (const GLfloat * v) { } void norm_glColor4i (GLint red, GLint green, GLint blue, GLint alpha) { } void norm_glColor4iv (const GLint * v) { } void norm_glColor4s (GLshort red, GLshort green, GLshort blue, GLshort alpha) { } void norm_glColor4sv (const GLshort * v) { } void norm_glColor4ub (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) { } void norm_glColor4ubv (const GLubyte * v) { } void norm_glColor4ui (GLuint red, GLuint green, GLuint blue, GLuint alpha) { } void norm_glColor4uiv (const GLuint * v) { } void norm_glColor4us (GLushort red, GLushort green, GLushort blue, GLushort alpha) { } void norm_glColor4usv (const GLushort * v) { } void norm_glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { } void norm_glColorMaterial (GLenum face, GLenum mode) { } void norm_glColorPointer (GLint size, GLenum type, GLsizei stride, const GLvoid * ptr) { } void norm_glColorSubTable (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid * data) { } void norm_glColorTable (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table) { } void norm_glColorTableParameterfv (GLenum target, GLenum pname, const GLfloat * params) { } void norm_glColorTableParameteriv (GLenum target, GLenum pname, const GLint * params) { } void norm_glConvolutionFilter1D (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * image) { } void norm_glConvolutionFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * image) { } void norm_glConvolutionParameterf (GLenum target, GLenum pname, GLfloat params) { } void norm_glConvolutionParameterfv (GLenum target, GLenum pname, const GLfloat * params) { } void norm_glConvolutionParameteri (GLenum target, GLenum pname, GLint params) { } void norm_glConvolutionParameteriv (GLenum target, GLenum pname, const GLint * params) { } void norm_glCopyColorSubTable (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width) { } void norm_glCopyColorTable (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) { } void norm_glCopyConvolutionFilter1D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) { } void norm_glCopyConvolutionFilter2D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height) { } void norm_glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) { } void norm_glCopyTexImage1D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { } void norm_glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { } void norm_glCopyTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { } void norm_glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { } void norm_glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { } void norm_glCullFace (GLenum mode) { } void norm_glDeleteLists (GLuint list, GLsizei range) { } void norm_glDeleteTextures (GLsizei n, const GLuint * textures) { } void norm_glDepthFunc (GLenum func) { } void norm_glDepthMask (GLboolean flag) { } void norm_glDepthRange (GLclampd near_val, GLclampd far_val) { } void norm_glDisable (GLenum cap) { } void norm_glDisableClientState (GLenum cap) { } void norm_glDrawArrays (GLenum mode, GLint first, GLsizei count) { } void norm_glDrawBuffer (GLenum mode) { } void norm_glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid * indices) { } void norm_glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels) { } void norm_glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices) { } void norm_glEdgeFlag (GLboolean flag) { } void norm_glEdgeFlagPointer (GLsizei stride, const GLvoid * ptr) { } void norm_glEdgeFlagv (const GLboolean * flag) { } void norm_glEnable (GLenum cap) { } void norm_glEnableClientState (GLenum cap) { } void norm_glEnd (void) { } void norm_glEndList (void) { } void norm_glEvalCoord1d (GLdouble u) { } void norm_glEvalCoord1dv (const GLdouble * u) { } void norm_glEvalCoord1f (GLfloat u) { } void norm_glEvalCoord1fv (const GLfloat * u) { } void norm_glEvalCoord2d (GLdouble u, GLdouble v) { } void norm_glEvalCoord2dv (const GLdouble * u) { } void norm_glEvalCoord2f (GLfloat u, GLfloat v) { } void norm_glEvalCoord2fv (const GLfloat * u) { } void norm_glEvalMesh1 (GLenum mode, GLint i1, GLint i2) { } void norm_glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) { } void norm_glEvalPoint1 (GLint i) { } void norm_glEvalPoint2 (GLint i, GLint j) { } void norm_glFeedbackBuffer (GLsizei size, GLenum type, GLfloat * buffer) { } void norm_glFinish (void) { } void norm_glFlush (void) { } void norm_glFogf (GLenum pname, GLfloat param) { } void norm_glFogfv (GLenum pname, const GLfloat * params) { } void norm_glFogi (GLenum pname, GLint param) { } void norm_glFogiv (GLenum pname, const GLint * params) { } void norm_glFrontFace (GLenum mode) { } void norm_glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { } GLuint norm_glGenLists (GLsizei range) { return 0; } void norm_glGenTextures (GLsizei n, GLuint * textures) { memset (textures, 0, n * sizeof (GLuint)); } void norm_glGetBooleanv (GLenum pname, GLboolean * params) { } void norm_glGetClipPlane (GLenum plane, GLdouble * equation) { } void norm_glGetColorTable (GLenum target, GLenum format, GLenum type, GLvoid * table) { } void norm_glGetColorTableParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void norm_glGetColorTableParameteriv (GLenum target, GLenum pname, GLint * params) { } void norm_glGetConvolutionFilter (GLenum target, GLenum format, GLenum type, GLvoid * image) { } void norm_glGetConvolutionParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void norm_glGetConvolutionParameteriv (GLenum target, GLenum pname, GLint * params) { } void norm_glGetDoublev (GLenum pname, GLdouble * params) { } GLenum norm_glGetError (void) { return 0; } void norm_glGetFloatv (GLenum pname, GLfloat * params) { } void norm_glGetHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values) { } void norm_glGetHistogramParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void norm_glGetHistogramParameteriv (GLenum target, GLenum pname, GLint * params) { } void norm_glGetIntegerv (GLenum pname, GLint * params) { switch (pname) { case GL_MAX_TEXTURE_SIZE: *params = 2048; 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 norm_glGetLightfv (GLenum light, GLenum pname, GLfloat * params) { } void norm_glGetLightiv (GLenum light, GLenum pname, GLint * params) { } void norm_glGetMapdv (GLenum target, GLenum query, GLdouble * v) { } void norm_glGetMapfv (GLenum target, GLenum query, GLfloat * v) { } void norm_glGetMapiv (GLenum target, GLenum query, GLint * v) { } void norm_glGetMaterialfv (GLenum face, GLenum pname, GLfloat * params) { } void norm_glGetMaterialiv (GLenum face, GLenum pname, GLint * params) { } void norm_glGetMinmax (GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid * values) { } void norm_glGetMinmaxParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void norm_glGetMinmaxParameteriv (GLenum target, GLenum pname, GLint * params) { } void norm_glGetPixelMapfv (GLenum map, GLfloat * values) { } void norm_glGetPixelMapuiv (GLenum map, GLuint * values) { } void norm_glGetPixelMapusv (GLenum map, GLushort * values) { } void norm_glGetPointerv (GLenum pname, void **params) { } void norm_glGetPolygonStipple (GLubyte * mask) { } void norm_glGetSeparableFilter (GLenum target, GLenum format, GLenum type, GLvoid * row, GLvoid * column, GLvoid * span) { } const GLubyte * norm_glGetString (GLenum name) { if (name == GL_VERSION) return (const GLubyte *) "1.4"; return (const GLubyte *) ""; } void norm_glGetTexEnvfv (GLenum target, GLenum pname, GLfloat * params) { } void norm_glGetTexEnviv (GLenum target, GLenum pname, GLint * params) { } void norm_glGetTexGendv (GLenum coord, GLenum pname, GLdouble * params) { } void norm_glGetTexGenfv (GLenum coord, GLenum pname, GLfloat * params) { } void norm_glGetTexGeniv (GLenum coord, GLenum pname, GLint * params) { } void norm_glGetTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels) { } void norm_glGetTexLevelParameterfv (GLenum target, GLint level, GLenum pname, GLfloat * params) { } void norm_glGetTexLevelParameteriv (GLenum target, GLint level, GLenum pname, GLint * params) { } void norm_glGetTexParameterfv (GLenum target, GLenum pname, GLfloat * params) { } void norm_glGetTexParameteriv (GLenum target, GLenum pname, GLint * params) { } void norm_glHint (GLenum target, GLenum mode) { } void norm_glHistogram (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink) { } void norm_glIndexMask (GLuint mask) { } void norm_glIndexPointer (GLenum type, GLsizei stride, const GLvoid * ptr) { } void norm_glIndexd (GLdouble c) { } void norm_glIndexdv (const GLdouble * c) { } void norm_glIndexf (GLfloat c) { } void norm_glIndexfv (const GLfloat * c) { } void norm_glIndexi (GLint c) { } void norm_glIndexiv (const GLint * c) { } void norm_glIndexs (GLshort c) { } void norm_glIndexsv (const GLshort * c) { } void norm_glIndexub (GLubyte c) { } void norm_glIndexubv (const GLubyte * c) { } void norm_glInitNames (void) { } void norm_glInterleavedArrays (GLenum format, GLsizei stride, const GLvoid * pointer) { } GLboolean norm_glIsEnabled (GLenum cap) { return 0; } GLboolean norm_glIsList (GLuint list) { return 0; } GLboolean norm_glIsTexture (GLuint texture) { return 0; } void norm_glLightModelf (GLenum pname, GLfloat param) { } void norm_glLightModelfv (GLenum pname, const GLfloat * params) { } void norm_glLightModeli (GLenum pname, GLint param) { } void norm_glLightModeliv (GLenum pname, const GLint * params) { } void norm_glLightf (GLenum light, GLenum pname, GLfloat param) { } void norm_glLightfv (GLenum light, GLenum pname, const GLfloat * params) { } void norm_glLighti (GLenum light, GLenum pname, GLint param) { } void norm_glLightiv (GLenum light, GLenum pname, const GLint * params) { } void norm_glLineStipple (GLint factor, GLushort pattern) { } void norm_glLineWidth (GLfloat width) { } void norm_glListBase (GLuint base) { } void norm_glLoadIdentity (void) { } void norm_glLoadMatrixd (const GLdouble * m) { } void norm_glLoadMatrixf (const GLfloat * m) { } void norm_glLoadName (GLuint name) { } void norm_glLogicOp (GLenum opcode) { } void norm_glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points) { } void norm_glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points) { } void norm_glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points) { } void norm_glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points) { } void norm_glMapGrid1d (GLint un, GLdouble u1, GLdouble u2) { } void norm_glMapGrid1f (GLint un, GLfloat u1, GLfloat u2) { } void norm_glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) { } void norm_glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) { } void norm_glMaterialf (GLenum face, GLenum pname, GLfloat param) { } void norm_glMaterialfv (GLenum face, GLenum pname, const GLfloat * params) { } void norm_glMateriali (GLenum face, GLenum pname, GLint param) { } void norm_glMaterialiv (GLenum face, GLenum pname, const GLint * params) { } void norm_glMatrixMode (GLenum mode) { } void norm_glMinmax (GLenum target, GLenum internalformat, GLboolean sink) { } void norm_glMultMatrixd (const GLdouble * m) { } void norm_glMultMatrixf (const GLfloat * m) { } void norm_glNewList (GLuint list, GLenum mode) { } void norm_glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz) { } void norm_glNormal3bv (const GLbyte * v) { } void norm_glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz) { } void norm_glNormal3dv (const GLdouble * v) { } void norm_glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz) { } void norm_glNormal3fv (const GLfloat * v) { } void norm_glNormal3i (GLint nx, GLint ny, GLint nz) { } void norm_glNormal3iv (const GLint * v) { } void norm_glNormal3s (GLshort nx, GLshort ny, GLshort nz) { } void norm_glNormal3sv (const GLshort * v) { } void norm_glNormalPointer (GLenum type, GLsizei stride, const GLvoid * ptr) { } void norm_glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { } void norm_glPassThrough (GLfloat token) { } void norm_glPixelMapfv (GLenum map, GLint mapsize, const GLfloat * values) { } void norm_glPixelMapuiv (GLenum map, GLint mapsize, const GLuint * values) { } void norm_glPixelMapusv (GLenum map, GLint mapsize, const GLushort * values) { } void norm_glPixelStoref (GLenum pname, GLfloat param) { } void norm_glPixelStorei (GLenum pname, GLint param) { } void norm_glPixelTransferf (GLenum pname, GLfloat param) { } void norm_glPixelTransferi (GLenum pname, GLint param) { } void norm_glPixelZoom (GLfloat xfactor, GLfloat yfactor) { } void norm_glPointSize (GLfloat size) { } void norm_glPolygonMode (GLenum face, GLenum mode) { } void norm_glPolygonOffset (GLfloat factor, GLfloat units) { } void norm_glPolygonStipple (const GLubyte * mask) { } void norm_glPopAttrib (void) { } void norm_glPopClientAttrib (void) { } void norm_glPopMatrix (void) { } void norm_glPopName (void) { } void norm_glPrioritizeTextures (GLsizei n, const GLuint * textures, const GLclampf * priorities) { } void norm_glPushAttrib (GLbitfield mask) { } void norm_glPushClientAttrib (GLbitfield mask) { } void norm_glPushMatrix (void) { } void norm_glPushName (GLuint name) { } void norm_glRasterPos2d (GLdouble x, GLdouble y) { } void norm_glRasterPos2dv (const GLdouble * v) { } void norm_glRasterPos2f (GLfloat x, GLfloat y) { } void norm_glRasterPos2fv (const GLfloat * v) { } void norm_glRasterPos2i (GLint x, GLint y) { } void norm_glRasterPos2iv (const GLint * v) { } void norm_glRasterPos2s (GLshort x, GLshort y) { } void norm_glRasterPos2sv (const GLshort * v) { } void norm_glRasterPos3d (GLdouble x, GLdouble y, GLdouble z) { } void norm_glRasterPos3dv (const GLdouble * v) { } void norm_glRasterPos3f (GLfloat x, GLfloat y, GLfloat z) { } void norm_glRasterPos3fv (const GLfloat * v) { } void norm_glRasterPos3i (GLint x, GLint y, GLint z) { } void norm_glRasterPos3iv (const GLint * v) { } void norm_glRasterPos3s (GLshort x, GLshort y, GLshort z) { } void norm_glRasterPos3sv (const GLshort * v) { } void norm_glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w) { } void norm_glRasterPos4dv (const GLdouble * v) { } void norm_glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w) { } void norm_glRasterPos4fv (const GLfloat * v) { } void norm_glRasterPos4i (GLint x, GLint y, GLint z, GLint w) { } void norm_glRasterPos4iv (const GLint * v) { } void norm_glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w) { } void norm_glRasterPos4sv (const GLshort * v) { } void norm_glReadBuffer (GLenum mode) { } void norm_glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels) { } void norm_glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { } void norm_glRectdv (const GLdouble * v1, const GLdouble * v2) { } void norm_glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { } void norm_glRectfv (const GLfloat * v1, const GLfloat * v2) { } void norm_glRecti (GLint x1, GLint y1, GLint x2, GLint y2) { } void norm_glRectiv (const GLint * v1, const GLint * v2) { } void norm_glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2) { } void norm_glRectsv (const GLshort * v1, const GLshort * v2) { } GLint norm_glRenderMode (GLenum mode) { return 0; } void norm_glResetHistogram (GLenum target) { } void norm_glResetMinmax (GLenum target) { } void norm_glRotated (GLdouble angle, GLdouble x, GLdouble y, GLdouble z) { } void norm_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { } void norm_glScaled (GLdouble x, GLdouble y, GLdouble z) { } void norm_glScalef (GLfloat x, GLfloat y, GLfloat z) { } void norm_glScissor (GLint x, GLint y, GLsizei width, GLsizei height) { } void norm_glSelectBuffer (GLsizei size, GLuint * buffer) { } void norm_glSeparableFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * row, const GLvoid * column) { } void norm_glShadeModel (GLenum mode) { } void norm_glStencilFunc (GLenum func, GLint ref, GLuint mask) { } void norm_glStencilMask (GLuint mask) { } void norm_glStencilOp (GLenum fail, GLenum zfail, GLenum zpass) { } void norm_glTexCoord1d (GLdouble s) { } void norm_glTexCoord1dv (const GLdouble * v) { } void norm_glTexCoord1f (GLfloat s) { } void norm_glTexCoord1fv (const GLfloat * v) { } void norm_glTexCoord1i (GLint s) { } void norm_glTexCoord1iv (const GLint * v) { } void norm_glTexCoord1s (GLshort s) { } void norm_glTexCoord1sv (const GLshort * v) { } void norm_glTexCoord2d (GLdouble s, GLdouble t) { } void norm_glTexCoord2dv (const GLdouble * v) { } void norm_glTexCoord2f (GLfloat s, GLfloat t) { } void norm_glTexCoord2fv (const GLfloat * v) { } void norm_glTexCoord2i (GLint s, GLint t) { } void norm_glTexCoord2iv (const GLint * v) { } void norm_glTexCoord2s (GLshort s, GLshort t) { } void norm_glTexCoord2sv (const GLshort * v) { } void norm_glTexCoord3d (GLdouble s, GLdouble t, GLdouble r) { } void norm_glTexCoord3dv (const GLdouble * v) { } void norm_glTexCoord3f (GLfloat s, GLfloat t, GLfloat r) { } void norm_glTexCoord3fv (const GLfloat * v) { } void norm_glTexCoord3i (GLint s, GLint t, GLint r) { } void norm_glTexCoord3iv (const GLint * v) { } void norm_glTexCoord3s (GLshort s, GLshort t, GLshort r) { } void norm_glTexCoord3sv (const GLshort * v) { } void norm_glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q) { } void norm_glTexCoord4dv (const GLdouble * v) { } void norm_glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q) { } void norm_glTexCoord4fv (const GLfloat * v) { } void norm_glTexCoord4i (GLint s, GLint t, GLint r, GLint q) { } void norm_glTexCoord4iv (const GLint * v) { } void norm_glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q) { } void norm_glTexCoord4sv (const GLshort * v) { } void norm_glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const GLvoid * ptr) { } void norm_glTexEnvf (GLenum target, GLenum pname, GLfloat param) { } void norm_glTexEnvfv (GLenum target, GLenum pname, const GLfloat * params) { } void norm_glTexEnvi (GLenum target, GLenum pname, GLint param) { } void norm_glTexEnviv (GLenum target, GLenum pname, const GLint * params) { } void norm_glTexGend (GLenum coord, GLenum pname, GLdouble param) { } void norm_glTexGendv (GLenum coord, GLenum pname, const GLdouble * params) { } void norm_glTexGenf (GLenum coord, GLenum pname, GLfloat param) { } void norm_glTexGenfv (GLenum coord, GLenum pname, const GLfloat * params) { } void norm_glTexGeni (GLenum coord, GLenum pname, GLint param) { } void norm_glTexGeniv (GLenum coord, GLenum pname, const GLint * params) { } void norm_glTexImage1D (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels) { } void norm_glTexImage2D (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels) { } void norm_glTexImage3D (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels) { } void norm_glTexParameterf (GLenum target, GLenum pname, GLfloat param) { } void norm_glTexParameterfv (GLenum target, GLenum pname, const GLfloat * params) { } void norm_glTexParameteri (GLenum target, GLenum pname, GLint param) { } void norm_glTexParameteriv (GLenum target, GLenum pname, const GLint * params) { } void norm_glTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels) { } void norm_glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels) { } void norm_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 norm_glTranslated (GLdouble x, GLdouble y, GLdouble z) { } void norm_glTranslatef (GLfloat x, GLfloat y, GLfloat z) { } void norm_glVertex2d (GLdouble x, GLdouble y) { } void norm_glVertex2dv (const GLdouble * v) { } void norm_glVertex2f (GLfloat x, GLfloat y) { } void norm_glVertex2fv (const GLfloat * v) { } void norm_glVertex2i (GLint x, GLint y) { } void norm_glVertex2iv (const GLint * v) { } void norm_glVertex2s (GLshort x, GLshort y) { } void norm_glVertex2sv (const GLshort * v) { } void norm_glVertex3d (GLdouble x, GLdouble y, GLdouble z) { } void norm_glVertex3dv (const GLdouble * v) { } void norm_glVertex3f (GLfloat x, GLfloat y, GLfloat z) { } void norm_glVertex3fv (const GLfloat * v) { } void norm_glVertex3i (GLint x, GLint y, GLint z) { } void norm_glVertex3iv (const GLint * v) { } void norm_glVertex3s (GLshort x, GLshort y, GLshort z) { } void norm_glVertex3sv (const GLshort * v) { } void norm_glVertex4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w) { } void norm_glVertex4dv (const GLdouble * v) { } void norm_glVertex4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w) { } void norm_glVertex4fv (const GLfloat * v) { } void norm_glVertex4i (GLint x, GLint y, GLint z, GLint w) { } void norm_glVertex4iv (const GLint * v) { } void norm_glVertex4s (GLshort x, GLshort y, GLshort z, GLshort w) { } void norm_glVertex4sv (const GLshort * v) { } void norm_glVertexPointer (GLint size, GLenum type, GLsizei stride, const GLvoid * ptr) { } void norm_glViewport (GLint x, GLint y, GLsizei width, GLsizei height) { } void norm_glPNTrianglesiATI (GLint x, GLint y) { } void norm_glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { } void norm_glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { } void norm_glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer) { } void norm_glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level) { } void norm_glNamedFramebufferTexture (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) { } void norm_glCreateVertexArrays (GLsizei n, GLuint *arrays) { } void norm_glBindVertexArray (GLuint array) { }