void gl_DepthFunc(GLcontext *ctx, GLenum func)
void gl_DeleteTextures(GLcontext *ctx, GLsizei n, const GLuint *texName)
void gl_GetColorTable(GLcontext *ctx, GLenum target, GLenum format, GLenum type, GLvoid *table)
void gl_GetTexGenfv(GLcontext *ctx, GLenum coord, GLenum pname, GLfloat *params)
GLboolean gl_AreTexturesResident(GLcontext *ctx, GLsizei n, const GLuint *texName, GLboolean *residences)
void gl_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, struct gl_image *image)
void gl_LogicOp(GLcontext *ctx, GLenum opcode)
void gl_Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_ReadBuffer(GLcontext *ctx, GLenum mode)
void gl_CopyTexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_FeedbackBuffer(GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer)
void gl_EvalMesh2(GLcontext *ctx, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void gl_AlphaFunc(GLcontext *ctx, GLenum func, GLclampf ref)
void gl_DrawArrays(GLcontext *ctx, GLenum mode, GLint first, GLsizei count)
void gl_Color4ub(GLcontext *ctx, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void gl_GetMapdv(GLcontext *ctx, GLenum target, GLenum query, GLdouble *v)
void gl_EvalMesh1(GLcontext *ctx, GLenum mode, GLint i1, GLint i2)
void gl_CopyTexImage2D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void gl_Disable(GLcontext *ctx, GLenum cap)
void gl_PopClientAttrib(GLcontext *ctx)
GLboolean gl_IsTexture(GLcontext *ctx, GLuint texture)
void gl_PushAttrib(GLcontext *ctx, GLbitfield mask)
void gl_ColorTable(GLcontext *ctx, GLenum target, GLenum internalFormat, struct gl_image *table)
void gl_StencilOp(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass)
void gl_ClearAccum(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void gl_PopAttrib(GLcontext *ctx)
void gl_GetTexEnviv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_PopMatrix(GLcontext *ctx)
void gl_ClearIndex(GLcontext *ctx, GLfloat c)
void gl_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, struct gl_image *image)
void gl_MapGrid1f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2)
void gl_DepthMask(GLcontext *ctx, GLboolean flag)
void gl_NewList(GLcontext *ctx, GLuint list, GLenum mode)
void gl_GetClipPlane(GLcontext *ctx, GLenum plane, GLdouble *equation)
void gl_EndList(GLcontext *ctx)
void gl_GetMapfv(GLcontext *ctx, GLenum target, GLenum query, GLfloat *v)
void gl_ClearColor(GLcontext *ctx, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
void gl_IndexPointer(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_Color4ubv(GLcontext *ctx, const GLubyte *c)
void gl_PolygonStipple(GLcontext *ctx, const GLubyte *mask)
void gl_TexCoord2f(GLcontext *ctx, GLfloat s, GLfloat t)
void gl_GetTexParameterfv(GLcontext *ctx, GLenum target, GLenum pname, GLfloat *params)
void gl_Clear(GLcontext *ctx, GLbitfield mask)
void gl_vertex4f_nop(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_LoadIdentity(GLcontext *ctx)
void gl_Finish(GLcontext *ctx)
void gl_Scalef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_InterleavedArrays(GLcontext *ctx, GLenum format, GLsizei stride, const GLvoid *pointer)
void gl_Normal3f(GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz)
void gl_LineStipple(GLcontext *ctx, GLint factor, GLushort pattern)
void gl_TexEnvfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param)
void gl_Accum(GLcontext *ctx, GLenum op, GLfloat value)
void gl_Frustum(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_Ortho(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_EvalCoord1f(GLcontext *ctx, GLfloat u)
void gl_BlendFunc(GLcontext *ctx, GLenum sfactor, GLenum dfactor)
const GLubyte * gl_GetString(GLcontext *ctx, GLenum name)
void gl_Indexf(GLcontext *ctx, GLfloat c)
void gl_GetTexGeniv(GLcontext *ctx, GLenum coord, GLenum pname, GLint *params)
void gl_Flush(GLcontext *ctx)
void gl_Normal3fv(GLcontext *ctx, const GLfloat *n)
void gl_ListBase(GLcontext *ctx, GLuint base)
void gl_TexImage1D(GLcontext *ctx, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, struct gl_image *image)
GLboolean gl_IsList(GLcontext *ctx, GLuint list)
void gl_CullFace(GLcontext *ctx, GLenum mode)
void gl_DisableClientState(GLcontext *ctx, GLenum cap)
void gl_PointSize(GLcontext *ctx, GLfloat size)
void gl_GetTexImage(GLcontext *ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void gl_ShadeModel(GLcontext *ctx, GLenum mode)
void gl_Translatef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_Color3fv(GLcontext *ctx, const GLfloat *c)
void gl_Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params, GLint nparams)
void gl_IndexMask(GLcontext *ctx, GLuint mask)
void gl_Hint(GLcontext *ctx, GLenum target, GLenum mode)
void gl_EnableClientState(GLcontext *ctx, GLenum cap)
void gl_CallLists(GLcontext *ctx, GLsizei n, GLenum type, const GLvoid *lists)
void gl_GetTexParameteriv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_PixelStorei(GLcontext *ctx, GLenum pname, GLint param)
void gl_PushMatrix(GLcontext *ctx)
void gl_GetBooleanv(GLcontext *ctx, GLenum pname, GLboolean *params)
void gl_GetDoublev(GLcontext *ctx, GLenum pname, GLdouble *params)
void gl_GetPixelMapuiv(GLcontext *ctx, GLenum map, GLuint *values)
void gl_GetColorTableParameteriv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_EvalCoord2f(GLcontext *ctx, GLfloat u, GLfloat v)
void gl_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, GLenum type)
void gl_PixelZoom(GLcontext *ctx, GLfloat xfactor, GLfloat yfactor)
void gl_LoadMatrixf(GLcontext *ctx, const GLfloat *m)
void gl_MultMatrixf(GLcontext *ctx, const GLfloat *m)
void gl_ReadPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void gl_vertex3fv_nop(GLcontext *ctx, const GLfloat v[3])
void gl_ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
void gl_NormalPointer(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_TexCoordPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_DeleteLists(GLcontext *ctx, GLuint list, GLsizei range)
void gl_EvalPoint1(GLcontext *ctx, GLint i)
void gl_DrawElements(GLcontext *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void gl_Enable(GLcontext *ctx, GLenum cap)
void gl_DrawBuffer(GLcontext *ctx, GLenum mode)
void gl_Bitmap(GLcontext *ctx, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const struct gl_image *bitmap)
void gl_TexParameterfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params)
void gl_TexGenfv(GLcontext *ctx, GLenum coord, GLenum pname, const GLfloat *params)
void gl_Rotatef(GLcontext *ctx, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void gl_ColorPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
void gl_Map1f(GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points, GLboolean retain)
void gl_Materialfv(GLcontext *ctx, GLenum face, GLenum pname, const GLfloat *params)
void gl_InitNames(GLcontext *ctx)
void gl_GetLightiv(GLcontext *ctx, GLenum light, GLenum pname, GLint *params)
void gl_ColorMask(GLcontext *ctx, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void gl_ColorSubTable(GLcontext *ctx, GLenum target, GLsizei start, struct gl_image *data)
void gl_PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
void gl_Color4f(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void gl_GetMaterialfv(GLcontext *ctx, GLenum face, GLenum pname, GLfloat *params)
GLenum gl_GetError(GLcontext *ctx)
void gl_GetLightfv(GLcontext *ctx, GLenum light, GLenum pname, GLfloat *params)
void gl_GetIntegerv(GLcontext *ctx, GLenum pname, GLint *params)
void gl_DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
void gl_PushClientAttrib(GLcontext *ctx, GLbitfield mask)
void gl_GetMapiv(GLcontext *ctx, GLenum target, GLenum query, GLint *v)
void gl_GenTextures(GLcontext *ctx, GLsizei n, GLuint *texName)
void gl_DrawPixels(GLcontext *ctx, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void gl_LineWidth(GLcontext *ctx, GLfloat width)
void gl_ClearDepth(GLcontext *ctx, GLclampd depth)
void gl_End(GLcontext *ctx)
void gl_StencilMask(GLcontext *ctx, GLuint mask)
GLuint gl_GenLists(GLcontext *ctx, GLsizei range)
void gl_StencilFunc(GLcontext *ctx, GLenum func, GLint ref, GLuint mask)
void gl_VertexPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_MatrixMode(GLcontext *ctx, GLenum mode)
void gl_GetTexLevelParameterfv(GLcontext *ctx, GLenum target, GLint level, GLenum pname, GLfloat *params)
void gl_ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
void gl_Color3f(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue)
void gl_RasterPos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_PopName(GLcontext *ctx)
void gl_PixelMapfv(GLcontext *ctx, GLenum map, GLint mapsize, const GLfloat *values)
void gl_PrioritizeTextures(GLcontext *ctx, GLsizei n, const GLuint *texName, const GLclampf *priorities)
void gl_ArrayElement(GLcontext *ctx, GLint i)
void gl_GetMaterialiv(GLcontext *ctx, GLenum face, GLenum pname, GLint *params)
void gl_Rectf(GLcontext *ctx, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void gl_Indexi(GLcontext *ctx, GLint c)
void gl_GetFloatv(GLcontext *ctx, GLenum pname, GLfloat *params)
void gl_EdgeFlag(GLcontext *ctx, GLboolean flag)
void gl_vertex2f_nop(GLcontext *ctx, GLfloat x, GLfloat y)
void gl_vertex3f_nop(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_Color4fv(GLcontext *ctx, const GLfloat *c)
void gl_SelectBuffer(GLcontext *ctx, GLsizei size, GLuint *buffer)
void gl_EdgeFlagPointer(GLcontext *ctx, GLsizei stride, const GLboolean *ptr)
void gl_EvalPoint2(GLcontext *ctx, GLint i, GLint j)
void gl_GetPolygonStipple(GLcontext *ctx, GLubyte *mask)
void gl_ClearStencil(GLcontext *ctx, GLint s)
void gl_GetTexEnvfv(GLcontext *ctx, GLenum target, GLenum pname, GLfloat *params)
void gl_TexImage2D(GLcontext *ctx, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, struct gl_image *image)
void gl_Map2f(GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points, GLboolean retain)
void gl_Begin(GLcontext *ctx, GLenum p)
GLboolean gl_IsEnabled(GLcontext *ctx, GLenum cap)
void gl_CopyTexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void gl_LoadName(GLcontext *ctx, GLuint name)
void gl_PushName(GLcontext *ctx, GLuint name)
void gl_Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
GLint gl_RenderMode(GLcontext *ctx, GLenum mode)
void gl_GetPointerv(GLcontext *ctx, GLenum pname, GLvoid **params)
void gl_FrontFace(GLcontext *ctx, GLenum mode)
void gl_GetPixelMapfv(GLcontext *ctx, GLenum map, GLfloat *values)
void gl_LightModelfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_MapGrid2f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void gl_GetTexLevelParameteriv(GLcontext *ctx, GLenum target, GLint level, GLenum pname, GLint *params)
void gl_CopyTexImage1D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void gl_GetPixelMapusv(GLcontext *ctx, GLenum map, GLushort *values)
void gl_PassThrough(GLcontext *ctx, GLfloat token)
void gl_TexCoord4f(GLcontext *ctx, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void gl_GetTexGendv(GLcontext *ctx, GLenum coord, GLenum pname, GLdouble *params)
void gl_CallList(GLcontext *ctx, GLuint list)
void gl_BindTexture(GLcontext *ctx, GLenum target, GLuint texName)
void gl_PixelTransferf(GLcontext *ctx, GLenum pname, GLfloat param)