quakeforge/tools/gl_stub/gl_stub.c
Bill Currie 4912f3083d My gl stubs code for the null-renderer tests. Builds GLstub.so which should
then be used for the gl_driver cvar (you will generally need to give the full
path).
2001-11-27 23:56:10 +00:00

2002 lines
24 KiB
C

#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/keysym.h>
#include <X11/cursorfont.h>
#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;
}