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//
// SWIG OpenGL module
// This file is basically just copied out of Mesa-1.2.8 but
// with a few minor modifications.
//
%module opengl
%{
#ifdef __WIN32__
#include <windows.h>
#endif
#include <GL/gl.h>
%}
/* $Id: gl.h,v 1.17 1996/05/08 16:46:41 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 1.2
* Copyright (C) 1995-1996 Brian Paul (brianp@ssec.wisc.edu)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
$Log: gl.h,v $
* Revision 1.17 1996/05/08 16:46:41 brianp
* added GL_MESA_window_pos extension
*
* Revision 1.16 1996/02/15 16:00:00 brianp
* added vertex array extension symbols and functions
*
* Revision 1.15 1995/11/03 14:29:02 brianp
* added patches for CenterLine C++ per Steven Spitz
* cleaned up some comments
*
* Revision 1.14 1995/10/27 20:26:53 brianp
* added glPolygonOffsetEXT() and related GLenums
*
* Revision 1.13 1995/10/19 13:47:23 brianp
* GL_LINEAR_MIPMAP_NEAREST had wrong value
*
* Revision 1.12 1995/10/02 13:13:56 brianp
* removed an extra glColor4B prototype
*
* Revision 1.11 1995/09/28 13:17:48 brianp
* renamed GL_ALL_ATTRIB_BIT to GL_ALL_ATTRIB_BITS
*
* Revision 1.10 1995/08/13 17:26:02 brianp
* assign explicit values to all GLenum symbols to match OpenGL
*
* Revision 1.9 1995/05/30 13:17:38 brianp
* added glGetTexImage(), glGetMap[dfi]v() protos, GL_AUX[123], GL_COEF,
* GL_DOMAIN, GL_ORDER symbols
*
* Revision 1.8 1995/05/29 21:19:54 brianp
* added GL_TEXTURE_WIDTH, HEIGHT, BORDER, COMPONENTS symbols
* added glGetMaterial*, glGetPixelMap*, glGetTexGen*, glGetTexParameter* protos
*
* Revision 1.7 1995/05/22 17:03:21 brianp
* Release 1.2
*
* Revision 1.6 1995/04/28 20:04:03 brianp
* added GL_REPLACE_EXT texture symbol
* fixed glGetString and glGetLighiv prototypes
*
* Revision 1.5 1995/04/19 13:47:05 brianp
* renamed occurances of near and far for SCO x86 Unix
*
* Revision 1.4 1995/04/05 18:29:04 brianp
* added GL_EXT_blend_* compile-time symbols
*
* Revision 1.3 1995/03/10 16:28:41 brianp
* updated for blending extensions
*
* Revision 1.2 1995/03/04 19:45:47 brianp
* 1.1 beta revision
*
* Revision 1.1 1995/02/28 21:21:03 brianp
* Initial revision
*
*/
#ifndef GL_H
#define GL_H
#ifdef __cplusplus
extern "C" {
#endif
/*
* Apps can test for this symbol to do conditional compilation if needed.
*/
#define MESA
/*
*
* Enumerations
*
*/
typedef enum {
/* Boolean values */
GL_FALSE = 0,
GL_TRUE = 1,
/* Data types */
GL_BYTE = 0x1400,
GL_UNSIGNED_BYTE = 0x1401,
GL_SHORT = 0x1402,
GL_UNSIGNED_SHORT = 0x1403,
GL_INT = 0x1404,
GL_UNSIGNED_INT = 0x1405,
GL_FLOAT = 0x1406,
GL_2_BYTES = 0x1407,
GL_3_BYTES = 0x1408,
GL_4_BYTES = 0x1409,
// GL_DOUBLE_EXT = 0x140A,
/* Primitives */
GL_LINES = 0x0001,
GL_POINTS = 0x0000,
GL_LINE_STRIP = 0x0003,
GL_LINE_LOOP = 0x0002,
GL_TRIANGLES = 0x0004,
GL_TRIANGLE_STRIP = 0x0005,
GL_TRIANGLE_FAN = 0x0006,
GL_QUADS = 0x0007,
GL_QUAD_STRIP = 0x0008,
GL_POLYGON = 0x0009,
GL_EDGE_FLAG = 0x0B43,
/* Matrix Mode */
GL_MATRIX_MODE = 0x0BA0,
GL_MODELVIEW = 0x1700,
GL_PROJECTION = 0x1701,
GL_TEXTURE = 0x1702,
/* Points */
GL_POINT_SMOOTH = 0x0B10,
GL_POINT_SIZE = 0x0B11,
GL_POINT_SIZE_GRANULARITY = 0x0B13,
GL_POINT_SIZE_RANGE = 0x0B12,
/* Lines */
GL_LINE_SMOOTH = 0x0B20,
GL_LINE_STIPPLE = 0x0B24,
GL_LINE_STIPPLE_PATTERN = 0x0B25,
GL_LINE_STIPPLE_REPEAT = 0x0B26,
GL_LINE_WIDTH = 0x0B21,
GL_LINE_WIDTH_GRANULARITY = 0x0B23,
GL_LINE_WIDTH_RANGE = 0x0B22,
/* Polygons */
GL_POINT = 0x1B00,
GL_LINE = 0x1B01,
GL_FILL = 0x1B02,
GL_CCW = 0x0901,
GL_CW = 0x0900,
GL_FRONT = 0x0404,
GL_BACK = 0x0405,
GL_CULL_FACE = 0x0B44,
GL_CULL_FACE_MODE = 0x0B45,
GL_POLYGON_SMOOTH = 0x0B41,
GL_POLYGON_STIPPLE = 0x0B42,
GL_FRONT_FACE = 0x0B46,
GL_POLYGON_MODE = 0x0B40,
/* Display Lists */
GL_COMPILE = 0x1300,
GL_COMPILE_AND_EXECUTE = 0x1301,
GL_LIST_BASE = 0x0B32,
GL_LIST_INDEX = 0x0B33,
GL_LIST_MODE = 0x0B30,
/* Depth buffer */
GL_NEVER = 0x0200,
GL_LESS = 0x0201,
GL_GEQUAL = 0x0206,
GL_LEQUAL = 0x0203,
GL_GREATER = 0x0204,
GL_NOTEQUAL = 0x0205,
GL_EQUAL = 0x0202,
GL_ALWAYS = 0x0207,
GL_DEPTH_TEST = 0x0B71,
GL_DEPTH_BITS = 0x0D56,
GL_DEPTH_CLEAR_VALUE = 0x0B73,
GL_DEPTH_FUNC = 0x0B74,
GL_DEPTH_RANGE = 0x0B70,
GL_DEPTH_WRITEMASK = 0x0B72,
GL_DEPTH_COMPONENT = 0x1902,
/* Lighting */
GL_LIGHTING = 0x0B50,
GL_LIGHT0 = 0x4000,
GL_LIGHT1 = 0x4001,
GL_LIGHT2 = 0x4002,
GL_LIGHT3 = 0x4003,
GL_LIGHT4 = 0x4004,
GL_LIGHT5 = 0x4005,
GL_LIGHT6 = 0x4006,
GL_LIGHT7 = 0x4007,
GL_SPOT_EXPONENT = 0x1205,
GL_SPOT_CUTOFF = 0x1206,
GL_CONSTANT_ATTENUATION = 0x1207,
GL_LINEAR_ATTENUATION = 0x1208,
GL_QUADRATIC_ATTENUATION = 0x1209,
GL_AMBIENT = 0x1200,
GL_DIFFUSE = 0x1201,
GL_SPECULAR = 0x1202,
GL_SHININESS = 0x1601,
GL_EMISSION = 0x1600,
GL_POSITION = 0x1203,
GL_SPOT_DIRECTION = 0x1204,
GL_AMBIENT_AND_DIFFUSE = 0x1602,
GL_COLOR_INDEXES = 0x1603,
GL_LIGHT_MODEL_TWO_SIDE = 0x0B52,
GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51,
GL_LIGHT_MODEL_AMBIENT = 0x0B53,
GL_FRONT_AND_BACK = 0x0408,
GL_SHADE_MODEL = 0x0B54,
GL_FLAT = 0x1D00,
GL_SMOOTH = 0x1D01,
GL_COLOR_MATERIAL = 0x0B57,
GL_COLOR_MATERIAL_FACE = 0x0B55,
GL_COLOR_MATERIAL_PARAMETER = 0x0B56,
GL_NORMALIZE = 0x0BA1,
/* User clipping planes */
GL_CLIP_PLANE0 = 0x3000,
GL_CLIP_PLANE1 = 0x3001,
GL_CLIP_PLANE2 = 0x3002,
GL_CLIP_PLANE3 = 0x3003,
GL_CLIP_PLANE4 = 0x3004,
GL_CLIP_PLANE5 = 0x3005,
/* Accumulation buffer */
GL_ACCUM_RED_BITS = 0x0D58,
GL_ACCUM_GREEN_BITS = 0x0D59,
GL_ACCUM_BLUE_BITS = 0x0D5A,
GL_ACCUM_ALPHA_BITS = 0x0D5B,
GL_ACCUM_CLEAR_VALUE = 0x0B80,
GL_ACCUM = 0x0100,
GL_ADD = 0x0104,
GL_LOAD = 0x0101,
GL_MULT = 0x0103,
GL_RETURN = 0x0102,
/* Alpha testing */
GL_ALPHA_TEST = 0x0BC0,
GL_ALPHA_TEST_REF = 0x0BC2,
GL_ALPHA_TEST_FUNC = 0x0BC1,
/* Blending */
GL_BLEND = 0x0BE2,
GL_BLEND_SRC = 0x0BE1,
GL_BLEND_DST = 0x0BE0,
GL_ZERO = 0,
GL_ONE = 1,
GL_SRC_COLOR = 0x0300,
GL_ONE_MINUS_SRC_COLOR = 0x0301,
GL_DST_COLOR = 0x0306,
GL_ONE_MINUS_DST_COLOR = 0x0307,
GL_SRC_ALPHA = 0x0302,
GL_ONE_MINUS_SRC_ALPHA = 0x0303,
GL_DST_ALPHA = 0x0304,
GL_ONE_MINUS_DST_ALPHA = 0x0305,
GL_SRC_ALPHA_SATURATE = 0x0308,
/* Render Mode */
GL_FEEDBACK = 0x1C01,
GL_RENDER = 0x1C00,
GL_SELECT = 0x1C02,
/* Feedback */
GL_2D = 0x0600,
GL_3D = 0x0601,
GL_3D_COLOR = 0x0602,
GL_3D_COLOR_TEXTURE = 0x0603,
GL_4D_COLOR_TEXTURE = 0x0604,
GL_POINT_TOKEN = 0x0701,
GL_LINE_TOKEN = 0x0702,
GL_LINE_RESET_TOKEN = 0x0707,
GL_POLYGON_TOKEN = 0x0703,
GL_BITMAP_TOKEN = 0x0704,
GL_DRAW_PIXEL_TOKEN = 0x0705,
GL_COPY_PIXEL_TOKEN = 0x0706,
GL_PASS_THROUGH_TOKEN = 0x0700,
/* Fog */
GL_FOG = 0x0B60,
GL_FOG_MODE = 0x0B65,
GL_FOG_DENSITY = 0x0B62,
GL_FOG_COLOR = 0x0B66,
GL_FOG_INDEX = 0x0B61,
GL_FOG_START = 0x0B63,
GL_FOG_END = 0x0B64,
GL_LINEAR = 0x2601,
GL_EXP = 0x0800,
GL_EXP2 = 0x0801,
/* Logic Ops */
GL_LOGIC_OP = 0x0BF1,
GL_LOGIC_OP_MODE = 0x0BF0,
GL_CLEAR = 0x1500,
GL_SET = 0x150F,
GL_COPY = 0x1503,
GL_COPY_INVERTED = 0x150C,
GL_NOOP = 0x1505,
GL_INVERT = 0x150A,
GL_AND = 0x1501,
GL_NAND = 0x150E,
GL_OR = 0x1507,
GL_NOR = 0x1508,
GL_XOR = 0x1506,
GL_EQUIV = 0x1509,
GL_AND_REVERSE = 0x1502,
GL_AND_INVERTED = 0x1504,
GL_OR_REVERSE = 0x150B,
GL_OR_INVERTED = 0x150D,
/* Stencil */
GL_STENCIL_TEST = 0x0B90,
GL_STENCIL_WRITEMASK = 0x0B98,
GL_STENCIL_BITS = 0x0D57,
GL_STENCIL_FUNC = 0x0B92,
GL_STENCIL_VALUE_MASK = 0x0B93,
GL_STENCIL_REF = 0x0B97,
GL_STENCIL_FAIL = 0x0B94,
GL_STENCIL_PASS_DEPTH_PASS = 0x0B96,
GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95,
GL_STENCIL_CLEAR_VALUE = 0x0B91,
GL_STENCIL_INDEX = 0x1901,
GL_KEEP = 0x1E00,
GL_REPLACE = 0x1E01,
GL_INCR = 0x1E02,
GL_DECR = 0x1E03,
/* Buffers, Pixel Drawing/Reading */
GL_NONE = 0,
GL_LEFT = 0x0406,
GL_RIGHT = 0x0407,
/*GL_FRONT = 0x0404, */
/*GL_BACK = 0x0405, */
/*GL_FRONT_AND_BACK = 0x0408, */
GL_FRONT_LEFT = 0x0400,
GL_FRONT_RIGHT = 0x0401,
GL_BACK_LEFT = 0x0402,
GL_BACK_RIGHT = 0x0403,
GL_AUX0 = 0x0409,
GL_AUX1 = 0x040A,
GL_AUX2 = 0x040B,
GL_AUX3 = 0x040C,
GL_COLOR_INDEX = 0x1900,
GL_RED = 0x1903,
GL_GREEN = 0x1904,
GL_BLUE = 0x1905,
GL_ALPHA = 0x1906,
GL_LUMINANCE = 0x1909,
GL_LUMINANCE_ALPHA = 0x190A,
GL_ALPHA_BITS = 0x0D55,
GL_RED_BITS = 0x0D52,
GL_GREEN_BITS = 0x0D53,
GL_BLUE_BITS = 0x0D54,
GL_INDEX_BITS = 0x0D51,
GL_SUBPIXEL_BITS = 0x0D50,
GL_AUX_BUFFERS = 0x0C00,
GL_READ_BUFFER = 0x0C02,
GL_DRAW_BUFFER = 0x0C01,
GL_DOUBLEBUFFER = 0x0C32,
GL_STEREO = 0x0C33,
GL_BITMAP = 0x1A00,
GL_COLOR = 0x1800,
GL_DEPTH = 0x1801,
GL_STENCIL = 0x1802,
GL_DITHER = 0x0BD0,
GL_RGB = 0x1907,
GL_RGBA = 0x1908,
/* Implementation limits */
GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36,
GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38,
GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39,
GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35,
GL_MAX_NAME_STACK_DEPTH = 0x0D37,
GL_MAX_LIST_NESTING = 0x0B31,
GL_MAX_LIGHTS = 0x0D31,
GL_MAX_CLIP_PLANES = 0x0D32,
GL_MAX_VIEWPORT_DIMS = 0x0D3A,
GL_MAX_PIXEL_MAP_TABLE = 0x0D34,
GL_MAX_EVAL_ORDER = 0x0D30,
GL_MAX_TEXTURE_SIZE = 0x0D33,
/* Gets */
GL_ATTRIB_STACK_DEPTH = 0x0BB0,
GL_COLOR_CLEAR_VALUE = 0x0C22,
GL_COLOR_WRITEMASK = 0x0C23,
GL_CURRENT_INDEX = 0x0B01,
GL_CURRENT_COLOR = 0x0B00,
GL_CURRENT_NORMAL = 0x0B02,
GL_CURRENT_RASTER_COLOR = 0x0B04,
GL_CURRENT_RASTER_DISTANCE = 0x0B09,
GL_CURRENT_RASTER_INDEX = 0x0B05,
GL_CURRENT_RASTER_POSITION = 0x0B07,
GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06,
GL_CURRENT_RASTER_POSITION_VALID = 0x0B08,
GL_CURRENT_TEXTURE_COORDS = 0x0B03,
GL_INDEX_CLEAR_VALUE = 0x0C20,
GL_INDEX_MODE = 0x0C30,
GL_INDEX_WRITEMASK = 0x0C21,
GL_MODELVIEW_MATRIX = 0x0BA6,
GL_MODELVIEW_STACK_DEPTH = 0x0BA3,
GL_NAME_STACK_DEPTH = 0x0D70,
GL_PROJECTION_MATRIX = 0x0BA7,
GL_PROJECTION_STACK_DEPTH = 0x0BA4,
GL_RENDER_MODE = 0x0C40,
GL_RGBA_MODE = 0x0C31,
GL_TEXTURE_MATRIX = 0x0BA8,
GL_TEXTURE_STACK_DEPTH = 0x0BA5,
GL_VIEWPORT = 0x0BA2,
/* Evaluators */
GL_AUTO_NORMAL = 0x0D80,
GL_MAP1_COLOR_4 = 0x0D90,
GL_MAP1_GRID_DOMAIN = 0x0DD0,
GL_MAP1_GRID_SEGMENTS = 0x0DD1,
GL_MAP1_INDEX = 0x0D91,
GL_MAP1_NORMAL = 0x0D92,
GL_MAP1_TEXTURE_COORD_1 = 0x0D93,
GL_MAP1_TEXTURE_COORD_2 = 0x0D94,
GL_MAP1_TEXTURE_COORD_3 = 0x0D95,
GL_MAP1_TEXTURE_COORD_4 = 0x0D96,
GL_MAP1_VERTEX_3 = 0x0D97,
GL_MAP1_VERTEX_4 = 0x0D98,
GL_MAP2_COLOR_4 = 0x0DB0,
GL_MAP2_GRID_DOMAIN = 0x0DD2,
GL_MAP2_GRID_SEGMENTS = 0x0DD3,
GL_MAP2_INDEX = 0x0DB1,
GL_MAP2_NORMAL = 0x0DB2,
GL_MAP2_TEXTURE_COORD_1 = 0x0DB3,
GL_MAP2_TEXTURE_COORD_2 = 0x0DB4,
GL_MAP2_TEXTURE_COORD_3 = 0x0DB5,
GL_MAP2_TEXTURE_COORD_4 = 0x0DB6,
GL_MAP2_VERTEX_3 = 0x0DB7,
GL_MAP2_VERTEX_4 = 0x0DB8,
GL_COEFF = 0x0A00,
GL_DOMAIN = 0x0A02,
GL_ORDER = 0x0A01,
/* Hints */
GL_FOG_HINT = 0x0C54,
GL_LINE_SMOOTH_HINT = 0x0C52,
GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50,
GL_POINT_SMOOTH_HINT = 0x0C51,
GL_POLYGON_SMOOTH_HINT = 0x0C53,
GL_DONT_CARE = 0x1100,
GL_FASTEST = 0x1101,
GL_NICEST = 0x1102,
/* Scissor box */
GL_SCISSOR_TEST = 0x0C11,
GL_SCISSOR_BOX = 0x0C10,
/* Pixel Mode / Transfer */
GL_MAP_COLOR = 0x0D10,
GL_MAP_STENCIL = 0x0D11,
GL_INDEX_SHIFT = 0x0D12,
GL_INDEX_OFFSET = 0x0D13,
GL_RED_SCALE = 0x0D14,
GL_RED_BIAS = 0x0D15,
GL_GREEN_SCALE = 0x0D18,
GL_GREEN_BIAS = 0x0D19,
GL_BLUE_SCALE = 0x0D1A,
GL_BLUE_BIAS = 0x0D1B,
GL_ALPHA_SCALE = 0x0D1C,
GL_ALPHA_BIAS = 0x0D1D,
GL_DEPTH_SCALE = 0x0D1E,
GL_DEPTH_BIAS = 0x0D1F,
GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1,
GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0,
GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2,
GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3,
GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4,
GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5,
GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6,
GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7,
GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8,
GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9,
GL_PIXEL_MAP_S_TO_S = 0x0C71,
GL_PIXEL_MAP_I_TO_I = 0x0C70,
GL_PIXEL_MAP_I_TO_R = 0x0C72,
GL_PIXEL_MAP_I_TO_G = 0x0C73,
GL_PIXEL_MAP_I_TO_B = 0x0C74,
GL_PIXEL_MAP_I_TO_A = 0x0C75,
GL_PIXEL_MAP_R_TO_R = 0x0C76,
GL_PIXEL_MAP_G_TO_G = 0x0C77,
GL_PIXEL_MAP_B_TO_B = 0x0C78,
GL_PIXEL_MAP_A_TO_A = 0x0C79,
GL_PACK_ALIGNMENT = 0x0D05,
GL_PACK_LSB_FIRST = 0x0D01,
GL_PACK_ROW_LENGTH = 0x0D02,
GL_PACK_SKIP_PIXELS = 0x0D04,
GL_PACK_SKIP_ROWS = 0x0D03,
GL_PACK_SWAP_BYTES = 0x0D00,
GL_UNPACK_ALIGNMENT = 0x0CF5,
GL_UNPACK_LSB_FIRST = 0x0CF1,
GL_UNPACK_ROW_LENGTH = 0x0CF2,
GL_UNPACK_SKIP_PIXELS = 0x0CF4,
GL_UNPACK_SKIP_ROWS = 0x0CF3,
GL_UNPACK_SWAP_BYTES = 0x0CF0,
GL_ZOOM_X = 0x0D16,
GL_ZOOM_Y = 0x0D17,
/* Texture mapping */
GL_TEXTURE_ENV = 0x2300,
GL_TEXTURE_ENV_MODE = 0x2200,
GL_TEXTURE_1D = 0x0DE0,
GL_TEXTURE_2D = 0x0DE1,
GL_TEXTURE_WRAP_S = 0x2802,
GL_TEXTURE_WRAP_T = 0x2803,
GL_TEXTURE_MAG_FILTER = 0x2800,
GL_TEXTURE_MIN_FILTER = 0x2801,
GL_TEXTURE_ENV_COLOR = 0x2201,
GL_TEXTURE_GEN_S = 0x0C60,
GL_TEXTURE_GEN_T = 0x0C61,
GL_TEXTURE_GEN_MODE = 0x2500,
GL_TEXTURE_BORDER_COLOR = 0x1004,
GL_TEXTURE_WIDTH = 0x1000,
GL_TEXTURE_HEIGHT = 0x1001,
GL_TEXTURE_BORDER = 0x1005,
GL_TEXTURE_COMPONENTS = 0x1003,
GL_NEAREST_MIPMAP_NEAREST = 0x2700,
GL_NEAREST_MIPMAP_LINEAR = 0x2702,
GL_LINEAR_MIPMAP_NEAREST = 0x2701,
GL_LINEAR_MIPMAP_LINEAR = 0x2703,
GL_OBJECT_LINEAR = 0x2401,
GL_OBJECT_PLANE = 0x2501,
GL_EYE_LINEAR = 0x2400,
GL_EYE_PLANE = 0x2502,
GL_SPHERE_MAP = 0x2402,
GL_DECAL = 0x2101,
GL_MODULATE = 0x2100,
GL_NEAREST = 0x2600,
GL_REPEAT = 0x2901,
GL_CLAMP = 0x2900,
GL_S = 0x2000,
GL_T = 0x2001,
GL_R = 0x2002,
GL_Q = 0x2003,
GL_TEXTURE_GEN_R = 0x0C62,
GL_TEXTURE_GEN_Q = 0x0C63,
/* Utility */
GL_VENDOR = 0x1F00,
GL_RENDERER = 0x1F01,
GL_VERSION = 0x1F02,
GL_EXTENSIONS = 0x1F03,
/* Errors */
GL_INVALID_VALUE = 0x0501,
GL_INVALID_ENUM = 0x0500,
GL_INVALID_OPERATION = 0x0502,
GL_STACK_OVERFLOW = 0x0503,
GL_STACK_UNDERFLOW = 0x0504,
GL_OUT_OF_MEMORY = 0x0505,
/* Blending Extensions */
// GL_CONSTANT_COLOR_EXT = 0x8001,
// GL_ONE_MINUS_CONSTANT_COLOR_EXT = 0x8002,
// GL_CONSTANT_ALPHA_EXT = 0x8003,
// GL_ONE_MINUS_CONSTANT_ALPHA_EXT = 0x8004,
// GL_BLEND_EQUATION_EXT = 0x8009,
// GL_MIN_EXT = 0x8007,
// GL_MAX_EXT = 0x8008,
// GL_FUNC_ADD_EXT = 0x8006,
// GL_FUNC_SUBTRACT_EXT = 0x800A,
// GL_FUNC_REVERSE_SUBTRACT_EXT = 0x800B,
// GL_BLEND_COLOR_EXT = 0x8005,
// GL_REPLACE_EXT = 0x8062,
/* Polygon Offset Extension */
// GL_POLYGON_OFFSET_EXT = 0x8037,
// GL_POLYGON_OFFSET_FACTOR_EXT = 0x8038,
// GL_POLYGON_OFFSET_BIAS_EXT = 0x8039,
/* Vertex Array Extension */
GL_VERTEX_ARRAY_EXT = 0x8074,
GL_NORMAL_ARRAY_EXT = 0x8075,
GL_COLOR_ARRAY_EXT = 0x8076,
GL_INDEX_ARRAY_EXT = 0x8077,
GL_TEXTURE_COORD_ARRAY_EXT = 0x8078,
GL_EDGE_FLAG_ARRAY_EXT = 0x8079,
GL_VERTEX_ARRAY_SIZE_EXT = 0x807A,
GL_VERTEX_ARRAY_TYPE_EXT = 0x807B,
GL_VERTEX_ARRAY_STRIDE_EXT = 0x807C,
GL_VERTEX_ARRAY_COUNT_EXT = 0x807D,
GL_NORMAL_ARRAY_TYPE_EXT = 0x807E,
GL_NORMAL_ARRAY_STRIDE_EXT = 0x807F,
GL_NORMAL_ARRAY_COUNT_EXT = 0x8080,
GL_COLOR_ARRAY_SIZE_EXT = 0x8081,
GL_COLOR_ARRAY_TYPE_EXT = 0x8082,
GL_COLOR_ARRAY_STRIDE_EXT = 0x8083,
GL_COLOR_ARRAY_COUNT_EXT = 0x8084,
GL_INDEX_ARRAY_TYPE_EXT = 0x8085,
GL_INDEX_ARRAY_STRIDE_EXT = 0x8086,
GL_INDEX_ARRAY_COUNT_EXT = 0x8087,
GL_TEXTURE_COORD_ARRAY_SIZE_EXT = 0x8088,
GL_TEXTURE_COORD_ARRAY_TYPE_EXT = 0x8089,
GL_TEXTURE_COORD_ARRAY_STRIDE_EXT= 0x808A,
GL_TEXTURE_COORD_ARRAY_COUNT_EXT= 0x808B,
GL_EDGE_FLAG_ARRAY_STRIDE_EXT = 0x808C,
GL_EDGE_FLAG_ARRAY_COUNT_EXT = 0x808D,
GL_VERTEX_ARRAY_POINTER_EXT = 0x808E,
GL_NORMAL_ARRAY_POINTER_EXT = 0x808F,
GL_COLOR_ARRAY_POINTER_EXT = 0x8090,
GL_INDEX_ARRAY_POINTER_EXT = 0x8091,
GL_TEXTURE_COORD_ARRAY_POINTER_EXT= 0x8092,
GL_EDGE_FLAG_ARRAY_POINTER_EXT = 0x8093
} GLenum;
/* GL_NO_ERROR must be zero */
#define GL_NO_ERROR GL_FALSE
enum {
GL_CURRENT_BIT = 0x00000001,
GL_POINT_BIT = 0x00000002,
GL_LINE_BIT = 0x00000004,
GL_POLYGON_BIT = 0x00000008,
GL_POLYGON_STIPPLE_BIT = 0x00000010,
GL_PIXEL_MODE_BIT = 0x00000020,
GL_LIGHTING_BIT = 0x00000040,
GL_FOG_BIT = 0x00000080,
GL_DEPTH_BUFFER_BIT = 0x00000100,
GL_ACCUM_BUFFER_BIT = 0x00000200,
GL_STENCIL_BUFFER_BIT = 0x00000400,
GL_VIEWPORT_BIT = 0x00000800,
GL_TRANSFORM_BIT = 0x00001000,
GL_ENABLE_BIT = 0x00002000,
GL_COLOR_BUFFER_BIT = 0x00004000,
GL_HINT_BIT = 0x00008000,
GL_EVAL_BIT = 0x00010000,
GL_LIST_BIT = 0x00020000,
GL_TEXTURE_BIT = 0x00040000,
GL_SCISSOR_BIT = 0x00080000,
GL_ALL_ATTRIB_BITS = 0x000fffff
};
typedef unsigned int GLbitfield;
/*
*
* Data types (may be architecture dependent in some cases)
*
*/
/* C type GL type storage */
/*-------------------------------------------------------------------------*/
typedef void GLvoid;
typedef unsigned char GLboolean;
typedef signed char GLbyte; /* 1-byte signed */
typedef short GLshort; /* 2-byte signed */
typedef int GLint; /* 4-byte signed */
typedef unsigned char GLubyte; /* 1-byte unsigned */
typedef unsigned short GLushort; /* 2-byte unsigned */
typedef unsigned int GLuint; /* 4-byte unsigned */
typedef int GLsizei; /* 4-byte signed */
typedef float GLfloat; /* single precision float */
typedef float GLclampf; /* single precision float in [0,1] */
typedef double GLdouble; /* double precision float */
typedef double GLclampd; /* double precision float in [0,1] */
/*
* Miscellaneous
*/
void glClearIndex( GLfloat c );
void glClearColor( GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha );
void glClear( GLbitfield mask );
void glIndexMask( GLuint mask );
void glColorMask( GLboolean red, GLboolean green,
GLboolean blue, GLboolean alpha );
void glAlphaFunc( GLenum func, GLclampf ref );
void glBlendFunc( GLenum sfactor, GLenum dfactor );
void glLogicOp( GLenum opcode );
void glCullFace( GLenum mode );
void glFrontFace( GLenum mode );
void glPointSize( GLfloat size );
void glLineWidth( GLfloat width );
void glLineStipple( GLint factor, GLushort pattern );
void glPolygonMode( GLenum face, GLenum mode );
void glPolygonStipple( const GLubyte *mask );
void glGetPolygonStipple( GLubyte *mask );
void glEdgeFlag( GLboolean flag );
void glEdgeFlagv( const GLboolean *flag );
void glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
void glClipPlane( GLenum plane, const GLdouble *equation );
void glGetClipPlane( GLenum plane, GLdouble *equation );
void glDrawBuffer( GLenum mode );
void glReadBuffer( GLenum mode );
void glEnable( GLenum cap );
void glDisable( GLenum cap );
GLboolean glIsEnabled( GLenum cap );
void glGetBooleanv( GLenum pname, GLboolean *params );
void glGetDoublev( GLenum pname, GLdouble *params );
void glGetFloatv( GLenum pname, GLfloat *params );
void glGetIntegerv( GLenum pname, GLint *params );
void glPushAttrib( GLbitfield mask );
void glPopAttrib( void );
GLint glRenderMode( GLenum mode );
GLenum glGetError( void );
const GLubyte *glGetString( GLenum name );
void glFinish( void );
void glFlush( void );
void glHint( GLenum target, GLenum mode );
/*
* Depth Buffer
*/
void glClearDepth( GLclampd depth );
void glDepthFunc( GLenum func );
void glDepthMask( GLboolean flag );
void glDepthRange( GLclampd near_val, GLclampd far_val );
/*
* Accumulation Buffer
*/
void glClearAccum( GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
void glAccum( GLenum op, GLfloat value );
/*
* Transformation
*/
void glMatrixMode( GLenum mode );
void glOrtho( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near_val, GLdouble far_val );
void glFrustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near_val, GLdouble far_val );
void glViewport( GLint x, GLint y, GLsizei width, GLsizei height );
void glPushMatrix( void );
void glPopMatrix( void );
void glLoadIdentity( void );
void glLoadMatrixd( const GLdouble *m );
void glLoadMatrixf( const GLfloat *m );
void glMultMatrixd( const GLdouble *m );
void glMultMatrixf( const GLfloat *m );
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 glTranslated( GLdouble x, GLdouble y, GLdouble z );
void glTranslatef( GLfloat x, GLfloat y, GLfloat z );
/*
* Display Lists
*/
GLboolean glIsList( GLuint list );
void glDeleteLists( GLuint list, GLsizei range );
GLuint glGenLists( GLsizei range );
void glNewList( GLuint list, GLenum mode );
void glEndList( void );
void glCallList( GLuint list );
void glCallLists( GLsizei n, GLenum type, const GLvoid *lists );
void glListBase( GLuint base );
/*
* Drawing Functions
*/
void glBegin( GLenum mode );
void glEnd( void );
void glVertex2d( GLdouble x, GLdouble y );
void glVertex2f( GLfloat x, GLfloat y );
void glVertex2i( GLint x, GLint y );
void glVertex2s( GLshort x, GLshort y );
void glVertex3d( GLdouble x, GLdouble y, GLdouble z );
void glVertex3f( GLfloat x, GLfloat y, GLfloat z );
void glVertex3i( GLint x, GLint y, GLint z );
void glVertex3s( GLshort x, GLshort y, GLshort z );
void glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
void glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
void glVertex4i( GLint x, GLint y, GLint z, GLint w );
void glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w );
void glVertex2dv( const GLdouble *v );
void glVertex2fv( const GLfloat *v );
void glVertex2iv( const GLint *v );
void glVertex2sv( const GLshort *v );
void glVertex3dv( const GLdouble *v );
void glVertex3fv( const GLfloat *v );
void glVertex3iv( const GLint *v );
void glVertex3sv( const GLshort *v );
void glVertex4dv( const GLdouble *v );
void glVertex4fv( const GLfloat *v );
void glVertex4iv( const GLint *v );
void glVertex4sv( const GLshort *v );
void glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz );
void glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz );
void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz );
void glNormal3i( GLint nx, GLint ny, GLint nz );
void glNormal3s( GLshort nx, GLshort ny, GLshort nz );
void glNormal3bv( const GLbyte *v );
void glNormal3dv( const GLdouble *v );
void glNormal3fv( const GLfloat *v );
void glNormal3iv( const GLint *v );
void glNormal3sv( const GLshort *v );
void glIndexd( GLdouble c );
void glIndexf( GLfloat c );
void glIndexi( GLint c );
void glIndexs( GLshort c );
void glIndexdv( const GLdouble *c );
void glIndexfv( const GLfloat *c );
void glIndexiv( const GLint *c );
void glIndexsv( const GLshort *c );
void glColor3b( GLbyte red, GLbyte green, GLbyte blue );
void glColor3d( GLdouble red, GLdouble green, GLdouble blue );
void glColor3f( GLfloat red, GLfloat green, GLfloat blue );
void glColor3i( GLint red, GLint green, GLint blue );
void glColor3s( GLshort red, GLshort green, GLshort blue );
void glColor3ub( GLubyte red, GLubyte green, GLubyte blue );
void glColor3ui( GLuint red, GLuint green, GLuint blue );
void glColor3us( GLushort red, GLushort green, GLushort blue );
void glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha );
void glColor4d( GLdouble red, GLdouble green,
GLdouble blue, GLdouble alpha );
void glColor4f( GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha );
void glColor4i( GLint red, GLint green, GLint blue, GLint alpha );
void glColor4s( GLshort red, GLshort green,
GLshort blue, GLshort alpha );
void glColor4ub( GLubyte red, GLubyte green,
GLubyte blue, GLubyte alpha );
void glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha );
void glColor4us( GLushort red, GLushort green,
GLushort blue, GLushort alpha );
void glColor3bv( const GLbyte *v );
void glColor3dv( const GLdouble *v );
void glColor3fv( const GLfloat *v );
void glColor3iv( const GLint *v );
void glColor3sv( const GLshort *v );
void glColor3ubv( const GLubyte *v );
void glColor3uiv( const GLuint *v );
void glColor3usv( const GLushort *v );
void glColor4bv( const GLbyte *v );
void glColor4dv( const GLdouble *v );
void glColor4fv( const GLfloat *v );
void glColor4iv( const GLint *v );
void glColor4sv( const GLshort *v );
void glColor4ubv( const GLubyte *v );
void glColor4uiv( const GLuint *v );
void glColor4usv( const GLushort *v );
void glTexCoord1d( GLdouble s );
void glTexCoord1f( GLfloat s );
void glTexCoord1i( GLint s );
void glTexCoord1s( GLshort s );
void glTexCoord2d( GLdouble s, GLdouble t );
void glTexCoord2f( GLfloat s, GLfloat t );
void glTexCoord2i( GLint s, GLint t );
void glTexCoord2s( GLshort s, GLshort t );
void glTexCoord3d( GLdouble s, GLdouble t, GLdouble r );
void glTexCoord3f( GLfloat s, GLfloat t, GLfloat r );
void glTexCoord3i( GLint s, GLint t, GLint r );
void glTexCoord3s( GLshort s, GLshort t, GLshort r );
void glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q );
void glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q );
void glTexCoord4i( GLint s, GLint t, GLint r, GLint q );
void glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q );
void glTexCoord1dv( const GLdouble *v );
void glTexCoord1fv( const GLfloat *v );
void glTexCoord1iv( const GLint *v );
void glTexCoord1sv( const GLshort *v );
void glTexCoord2dv( const GLdouble *v );
void glTexCoord2fv( const GLfloat *v );
void glTexCoord2iv( const GLint *v );
void glTexCoord2sv( const GLshort *v );
void glTexCoord3dv( const GLdouble *v );
void glTexCoord3fv( const GLfloat *v );
void glTexCoord3iv( const GLint *v );
void glTexCoord3sv( const GLshort *v );
void glTexCoord4dv( const GLdouble *v );
void glTexCoord4fv( const GLfloat *v );
void glTexCoord4iv( const GLint *v );
void glTexCoord4sv( const GLshort *v );
void glRasterPos2d( GLdouble x, GLdouble y );
void glRasterPos2f( GLfloat x, GLfloat y );
void glRasterPos2i( GLint x, GLint y );
void glRasterPos2s( GLshort x, GLshort y );
void glRasterPos3d( GLdouble x, GLdouble y, GLdouble z );
void glRasterPos3f( GLfloat x, GLfloat y, GLfloat z );
void glRasterPos3i( GLint x, GLint y, GLint z );
void glRasterPos3s( GLshort x, GLshort y, GLshort z );
void glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w );
void glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
void glRasterPos4i( GLint x, GLint y, GLint z, GLint w );
void glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w );
void glRasterPos2dv( const GLdouble *v );
void glRasterPos2fv( const GLfloat *v );
void glRasterPos2iv( const GLint *v );
void glRasterPos2sv( const GLshort *v );
void glRasterPos3dv( const GLdouble *v );
void glRasterPos3fv( const GLfloat *v );
void glRasterPos3iv( const GLint *v );
void glRasterPos3sv( const GLshort *v );
void glRasterPos4dv( const GLdouble *v );
void glRasterPos4fv( const GLfloat *v );
void glRasterPos4iv( const GLint *v );
void glRasterPos4sv( const GLshort *v );
void glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 );
void glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 );
void glRecti( GLint x1, GLint y1, GLint x2, GLint y2 );
void glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 );
void glRectdv( const GLdouble *v1, const GLdouble *v2 );
void glRectfv( const GLfloat *v1, const GLfloat *v2 );
void glRectiv( const GLint *v1, const GLint *v2 );
void glRectsv( const GLshort *v1, const GLshort *v2 );
/*
* Lighting
*/
void glShadeModel( GLenum mode );
void glLightf( GLenum light, GLenum pname, GLfloat param );
void glLighti( GLenum light, GLenum pname, GLint param );
void glLightfv( GLenum light, GLenum pname, const GLfloat *params );
void glLightiv( GLenum light, GLenum pname, const GLint *params );
void glGetLightfv( GLenum light, GLenum pname, GLfloat *params );
void glGetLightiv( GLenum light, GLenum pname, GLint *params );
void glLightModelf( GLenum pname, GLfloat param );
void glLightModeli( GLenum pname, GLint param );
void glLightModelfv( GLenum pname, const GLfloat *params );
void glLightModeliv( GLenum pname, const GLint *params );
void glMaterialf( GLenum face, GLenum pname, GLfloat param );
void glMateriali( GLenum face, GLenum pname, GLint param );
void glMaterialfv( GLenum face, GLenum pname, const GLfloat *params );
void glMaterialiv( GLenum face, GLenum pname, const GLint *params );
void glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
void glGetMaterialiv( GLenum face, GLenum pname, GLint *params );
void glColorMaterial( GLenum face, GLenum mode );
/*
* Raster functions
*/
void glPixelZoom( GLfloat xfactor, GLfloat yfactor );
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 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 glGetPixelMapfv( GLenum map, GLfloat *values );
void glGetPixelMapuiv( GLenum map, GLuint *values );
void glGetPixelMapusv( GLenum map, GLushort *values );
void glBitmap( GLsizei width, GLsizei height,
GLfloat xorig, GLfloat yorig,
GLfloat xmove, GLfloat ymove,
const GLubyte *bitmap );
void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid *pixels );
void glDrawPixels( GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid *pixels );
void glCopyPixels( GLint x, GLint y, GLsizei width, GLsizei height,
GLenum type );
/*
* Stenciling
*/
void glStencilFunc( GLenum func, GLint ref, GLuint mask );
void glStencilMask( GLuint mask );
void glStencilOp( GLenum fail, GLenum zfail, GLenum zpass );
void glClearStencil( GLint s );
/*
* Texture mapping
*/
void glTexGend( GLenum coord, GLenum pname, GLdouble param );
void glTexGenf( GLenum coord, GLenum pname, GLfloat param );
void glTexGeni( GLenum coord, GLenum pname, GLint param );
void glTexGendv( GLenum coord, GLenum pname, const GLdouble *params );
void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params );
void glTexGeniv( GLenum coord, GLenum pname, const 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 glTexEnvf( GLenum target, GLenum pname, GLfloat param );
void glTexEnvi( GLenum target, GLenum pname, GLint param );
void glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params );
void glTexEnviv( GLenum target, GLenum pname, const GLint *params );
void glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params );
void glGetTexEnviv( GLenum target, GLenum pname, GLint *params );
void glTexParameterf( GLenum target, GLenum pname, GLfloat param );
void glTexParameteri( GLenum target, GLenum pname, GLint param );
void glTexParameterfv( GLenum target, GLenum pname,
const GLfloat *params );
void glTexParameteriv( GLenum target, GLenum pname,
const GLint *params );
void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat *params);
void glGetTexParameteriv( GLenum target, GLenum pname, GLint *params );
void glGetTexLevelParameterfv( GLenum target, GLint level,
GLenum pname, GLfloat *params );
void glGetTexLevelParameteriv( GLenum target, GLint level,
GLenum pname, GLint *params );
void glTexImage1D( GLenum target, GLint level, GLint components,
GLsizei width, GLint border,
GLenum format, GLenum type, const GLvoid *pixels );
void glTexImage2D( GLenum target, GLint level, GLint components,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid *pixels );
void glGetTexImage( GLenum target, GLint level, GLenum format,
GLenum type, GLvoid *pixels );
/*
* Evaluators
*/
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 glGetMapdv( GLenum target, GLenum query, GLdouble *v );
void glGetMapfv( GLenum target, GLenum query, GLfloat *v );
void glGetMapiv( GLenum target, GLenum query, GLint *v );
void glEvalCoord1d( GLdouble u );
void glEvalCoord1f( GLfloat u );
void glEvalCoord1dv( const GLdouble *u );
void glEvalCoord1fv( const GLfloat *u );
void glEvalCoord2d( GLdouble u, GLdouble v );
void glEvalCoord2f( GLfloat u, GLfloat v );
void glEvalCoord2dv( const GLdouble *u );
void glEvalCoord2fv( const GLfloat *u );
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 glEvalPoint1( GLint i );
void glEvalPoint2( GLint i, GLint j );
void glEvalMesh1( GLenum mode, GLint i1, GLint i2 );
void glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 );
/*
* Fog
*/
void glFogf( GLenum pname, GLfloat param );
void glFogi( GLenum pname, GLint param );
void glFogfv( GLenum pname, const GLfloat *params );
void glFogiv( GLenum pname, const GLint *params );
/*
* Selection and Feedback
*/
void glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer );
void glPassThrough( GLfloat token );
void glSelectBuffer( GLsizei size, GLuint *buffer );
void glInitNames( void );
void glLoadName( GLuint name );
void glPushName( GLuint name );
void glPopName( void );
/*
* Extensions
*/
/*
void glBlendEquationEXT( GLenum mode );
void glBlendColorEXT( GLclampf red, GLclampf green,
GLclampf blue, GLclampf alpha );
void glPolygonOffsetEXT( GLfloat factor, GLfloat bias );
void glVertexPointerEXT( GLint size, GLenum type, GLsizei stride,
GLsizei count, const void *ptr );
void glNormalPointerEXT( GLenum type, GLsizei stride,
GLsizei count, const void *ptr );
void glColorPointerEXT( GLint size, GLenum type, GLsizei stride,
GLsizei count, const void *ptr );
void glIndexPointerEXT( GLenum type, GLsizei stride, GLsizei count,
const void *ptr );
void glTexCoordPointerEXT( GLint size, GLenum type, GLsizei stride,
GLsizei count, const void *ptr );
void glEdgeFlagPointerEXT( GLsizei stride, GLsizei count,
const GLboolean *ptr );
void glGetPointervEXT( GLenum pname, void **params );
void glArrayElementEXT( GLint i );
void glDrawArraysEXT( GLenum mode, GLint first, GLsizei count );
void glWindowPos2iMESA( GLint x, GLint y );
void glWindowPos2sMESA( GLshort x, GLshort y );
void glWindowPos2fMESA( GLfloat x, GLfloat y );
void glWindowPos2dMESA( GLdouble x, GLdouble y );
void glWindowPos2ivMESA( const GLint *p );
void glWindowPos2svMESA( const GLshort *p );
void glWindowPos2fvMESA( const GLfloat *p );
void glWindowPos2dvMESA( const GLdouble *p );
void glWindowPos3iMESA( GLint x, GLint y, GLint z );
void glWindowPos3sMESA( GLshort x, GLshort y, GLshort z );
void glWindowPos3fMESA( GLfloat x, GLfloat y, GLfloat z );
void glWindowPos3dMESA( GLdouble x, GLdouble y, GLdouble z );
void glWindowPos3ivMESA( const GLint *p );
void glWindowPos3svMESA( const GLshort *p );
void glWindowPos3fvMESA( const GLfloat *p );
void glWindowPos3dvMESA( const GLdouble *p );
void glWindowPos4iMESA( GLint x, GLint y, GLint z, GLint w );
void glWindowPos4sMESA( GLshort x, GLshort y, GLshort z, GLshort w );
void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w );
void glWindowPos4dMESA( GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void glWindowPos4ivMESA( const GLint *p );
void glWindowPos4svMESA( const GLshort *p );
void glWindowPos4fvMESA( const GLfloat *p );
void glWindowPos4dvMESA( const GLdouble *p );
*/
/*
* Compile-time tests for extensions:
*/
#define GL_EXT_blend_color 1
#define GL_EXT_blend_logic_op 1
#define GL_EXT_blend_minmax 1
#define GL_EXT_blend_subtract 1
#define GL_EXT_polygon_offset 1
#define GL_EXT_vertex_array 1
#define GL_MESA_window_pos 1
#ifdef __cplusplus
}
#endif
#endif
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