348{
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void gl_GetColorTableParameteriv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_GetColorTable(GLcontext *ctx, GLenum target, GLenum format, GLenum type, GLvoid *table)
void gl_save_NewList(GLcontext *ctx, GLuint list, GLenum mode)
void gl_save_BlendFunc(GLcontext *ctx, GLenum sfactor, GLenum dfactor)
void gl_save_PrioritizeTextures(GLcontext *ctx, GLsizei num, const GLuint *textures, const GLclampf *priorities)
void gl_save_FrontFace(GLcontext *ctx, GLenum mode)
void gl_save_Begin(GLcontext *ctx, GLenum mode)
void gl_save_DepthFunc(GLcontext *ctx, GLenum func)
void gl_save_Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_save_MatrixMode(GLcontext *ctx, GLenum mode)
void gl_save_PushMatrix(GLcontext *ctx)
void gl_save_Hint(GLcontext *ctx, GLenum target, GLenum mode)
void gl_save_EvalMesh1(GLcontext *ctx, GLenum mode, GLint i1, GLint i2)
void gl_save_PassThrough(GLcontext *ctx, GLfloat token)
void gl_save_PixelZoom(GLcontext *ctx, GLfloat xfactor, GLfloat yfactor)
void gl_save_BindTexture(GLcontext *ctx, GLenum target, GLuint texture)
void gl_save_ClearColor(GLcontext *ctx, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
void gl_save_Vertex3f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_save_PopName(GLcontext *ctx)
void gl_save_Accum(GLcontext *ctx, GLenum op, GLfloat value)
void gl_save_PushName(GLcontext *ctx, GLuint name)
void gl_save_Vertex2f(GLcontext *ctx, GLfloat x, GLfloat y)
void gl_save_Rotatef(GLcontext *ctx, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void gl_save_Color4f(GLcontext *ctx, GLfloat r, GLfloat g, GLfloat b, GLfloat a)
void gl_save_TexImage2D(GLcontext *ctx, GLenum target, GLint level, GLint components, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, struct gl_image *teximage)
void gl_save_ColorSubTable(GLcontext *ctx, GLenum target, GLsizei start, struct gl_image *data)
void gl_save_ReadBuffer(GLcontext *ctx, GLenum mode)
void gl_save_IndexMask(GLcontext *ctx, GLuint mask)
void gl_save_EvalMesh2(GLcontext *ctx, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void gl_save_PixelTransferf(GLcontext *ctx, GLenum pname, GLfloat param)
void gl_save_PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
void gl_save_Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height)
void gl_save_EvalCoord1f(GLcontext *ctx, GLfloat u)
void gl_save_ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equ)
void gl_save_DepthMask(GLcontext *ctx, GLboolean mask)
void gl_save_PushAttrib(GLcontext *ctx, GLbitfield mask)
void gl_save_Frustum(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_save_CallList(GLcontext *ctx, GLuint list)
void gl_save_ColorMask(GLcontext *ctx, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void gl_save_PolygonStipple(GLcontext *ctx, const GLubyte *mask)
void gl_save_LineStipple(GLcontext *ctx, GLint factor, GLushort pattern)
void gl_DeleteLists(GLcontext *ctx, GLuint list, GLsizei range)
void gl_save_MapGrid2f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void gl_save_ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
void gl_save_ColorTable(GLcontext *ctx, GLenum target, GLenum internalFormat, struct gl_image *table)
void gl_save_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, struct gl_image *image)
void gl_save_Vertex3fv(GLcontext *ctx, const GLfloat v[3])
void gl_save_StencilOp(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass)
void gl_save_ClearAccum(GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void gl_save_Scalef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_save_LineWidth(GLcontext *ctx, GLfloat width)
void gl_save_CopyTexImage2D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void gl_save_TexParameterfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params)
void gl_save_TexGenfv(GLcontext *ctx, GLenum coord, GLenum pname, const GLfloat *params)
void gl_save_Color4ubv(GLcontext *ctx, const GLubyte *c)
void gl_save_Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_save_Color4fv(GLcontext *ctx, const GLfloat *c)
void gl_save_Bitmap(GLcontext *ctx, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const struct gl_image *bitmap)
void gl_save_TexCoord2f(GLcontext *ctx, GLfloat s, GLfloat t)
void gl_save_EvalPoint2(GLcontext *ctx, GLint i, GLint j)
void gl_save_MultMatrixf(GLcontext *ctx, const GLfloat *m)
GLboolean gl_IsList(GLcontext *ctx, GLuint list)
void gl_save_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_save_LoadName(GLcontext *ctx, GLuint name)
void gl_save_CopyTexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void gl_save_Normal3fv(GLcontext *ctx, const GLfloat norm[3])
void gl_save_CopyTexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLint height)
void gl_save_DrawBuffer(GLcontext *ctx, GLenum mode)
void gl_save_PixelMapfv(GLcontext *ctx, GLenum map, GLint mapsize, const GLfloat *values)
GLuint gl_GenLists(GLcontext *ctx, GLsizei range)
void gl_save_TexEnvfv(GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params)
void gl_save_TexCoord4f(GLcontext *ctx, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void gl_save_Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params, GLint numparams)
void gl_save_EdgeFlag(GLcontext *ctx, GLboolean flag)
void gl_save_CopyTexImage1D(GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void gl_save_PopMatrix(GLcontext *ctx)
void gl_save_LogicOp(GLcontext *ctx, GLenum opcode)
void gl_save_CullFace(GLcontext *ctx, GLenum mode)
void gl_save_CallLists(GLcontext *ctx, GLsizei n, GLenum type, const GLvoid *lists)
void gl_save_Rectf(GLcontext *ctx, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void gl_save_Translatef(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z)
void gl_save_DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
void gl_save_EvalCoord2f(GLcontext *ctx, GLfloat u, GLfloat v)
void gl_save_AlphaFunc(GLcontext *ctx, GLenum func, GLclampf ref)
void gl_save_InitNames(GLcontext *ctx)
void gl_save_ClearIndex(GLcontext *ctx, GLfloat c)
void gl_save_LightModelfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void gl_EndList(GLcontext *ctx)
void gl_save_TexImage1D(GLcontext *ctx, GLenum target, GLint level, GLint components, GLsizei width, GLint border, GLenum format, GLenum type, struct gl_image *teximage)
void gl_save_Enable(GLcontext *ctx, GLenum cap)
void gl_save_Color3fv(GLcontext *ctx, const GLfloat *c)
void gl_save_PointSize(GLcontext *ctx, GLfloat size)
void gl_save_Ortho(GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval)
void gl_save_Indexi(GLcontext *ctx, GLint index)
void gl_save_RasterPos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_save_CopyPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void gl_save_LoadMatrixf(GLcontext *ctx, const GLfloat *m)
void gl_save_LoadIdentity(GLcontext *ctx)
void gl_save_Color4ub(GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a)
void gl_save_StencilFunc(GLcontext *ctx, GLenum func, GLint ref, GLuint mask)
void gl_save_ShadeModel(GLcontext *ctx, GLenum mode)
void gl_save_Vertex4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void gl_save_Indexf(GLcontext *ctx, GLfloat index)
void gl_save_StencilMask(GLcontext *ctx, GLuint mask)
void gl_save_Normal3f(GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz)
void gl_save_MapGrid1f(GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2)
void gl_save_Disable(GLcontext *ctx, GLenum cap)
void gl_save_Materialfv(GLcontext *ctx, GLenum face, GLenum pname, const GLfloat *params)
void gl_save_End(GLcontext *ctx)
void gl_save_Color3f(GLcontext *ctx, GLfloat r, GLfloat g, GLfloat b)
void gl_save_Map1f(GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points, GLboolean retain)
void gl_save_Clear(GLcontext *ctx, GLbitfield mask)
void gl_save_ListBase(GLcontext *ctx, GLuint base)
void gl_save_EvalPoint1(GLcontext *ctx, GLint i)
void gl_save_PopAttrib(GLcontext *ctx)
void gl_save_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_save_ClearStencil(GLcontext *ctx, GLint s)
void gl_save_PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
void gl_save_ClearDepth(GLcontext *ctx, GLclampd depth)
void gl_PopClientAttrib(GLcontext *ctx)
void gl_PushClientAttrib(GLcontext *ctx, GLbitfield mask)
void gl_GetClipPlane(GLcontext *ctx, GLenum plane, GLdouble *equation)
GLenum gl_GetError(GLcontext *ctx)
void gl_DisableClientState(GLcontext *ctx, GLenum cap)
void gl_EnableClientState(GLcontext *ctx, GLenum cap)
GLboolean gl_IsEnabled(GLcontext *ctx, GLenum cap)
void gl_GetMapfv(GLcontext *ctx, GLenum target, GLenum query, GLfloat *v)
void gl_GetMapdv(GLcontext *ctx, GLenum target, GLenum query, GLdouble *v)
void gl_GetMapiv(GLcontext *ctx, GLenum target, GLenum query, GLint *v)
void gl_Flush(GLcontext *ctx)
const GLubyte * gl_GetString(GLcontext *ctx, GLenum name)
void gl_Finish(GLcontext *ctx)
void gl_DrawPixels(GLcontext *ctx, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
GLint gl_RenderMode(GLcontext *ctx, GLenum mode)
void gl_FeedbackBuffer(GLcontext *ctx, GLsizei size, GLenum type, GLfloat *buffer)
void gl_SelectBuffer(GLcontext *ctx, GLsizei size, GLuint *buffer)
void gl_GetFloatv(GLcontext *ctx, GLenum pname, GLfloat *params)
void gl_GetDoublev(GLcontext *ctx, GLenum pname, GLdouble *params)
void gl_GetBooleanv(GLcontext *ctx, GLenum pname, GLboolean *params)
void gl_GetIntegerv(GLcontext *ctx, GLenum pname, GLint *params)
void gl_GetPointerv(GLcontext *ctx, GLenum pname, GLvoid **params)
void gl_GetMaterialfv(GLcontext *ctx, GLenum face, GLenum pname, GLfloat *params)
void gl_GetLightiv(GLcontext *ctx, GLenum light, GLenum pname, GLint *params)
void gl_GetLightfv(GLcontext *ctx, GLenum light, GLenum pname, GLfloat *params)
void gl_GetMaterialiv(GLcontext *ctx, GLenum face, GLenum pname, GLint *params)
void gl_PixelStorei(GLcontext *ctx, GLenum pname, GLint param)
void gl_GetPixelMapusv(GLcontext *ctx, GLenum map, GLushort *values)
void gl_GetPixelMapuiv(GLcontext *ctx, GLenum map, GLuint *values)
void gl_GetPixelMapfv(GLcontext *ctx, GLenum map, GLfloat *values)
void gl_GetPolygonStipple(GLcontext *ctx, GLubyte *mask)
void gl_ReadPixels(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void gl_GetTexImage(GLcontext *ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void gl_DeleteTextures(GLcontext *ctx, GLsizei n, const GLuint *texName)
GLboolean gl_AreTexturesResident(GLcontext *ctx, GLsizei n, const GLuint *texName, GLboolean *residences)
GLboolean gl_IsTexture(GLcontext *ctx, GLuint texture)
void gl_GenTextures(GLcontext *ctx, GLsizei n, GLuint *texName)
void gl_GetTexLevelParameterfv(GLcontext *ctx, GLenum target, GLint level, GLenum pname, GLfloat *params)
void gl_GetTexParameterfv(GLcontext *ctx, GLenum target, GLenum pname, GLfloat *params)
void gl_GetTexGeniv(GLcontext *ctx, GLenum coord, GLenum pname, GLint *params)
void gl_GetTexGenfv(GLcontext *ctx, GLenum coord, GLenum pname, GLfloat *params)
void gl_GetTexLevelParameteriv(GLcontext *ctx, GLenum target, GLint level, GLenum pname, GLint *params)
void gl_GetTexEnvfv(GLcontext *ctx, GLenum target, GLenum pname, GLfloat *params)
void gl_GetTexEnviv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_GetTexParameteriv(GLcontext *ctx, GLenum target, GLenum pname, GLint *params)
void gl_GetTexGendv(GLcontext *ctx, GLenum coord, GLenum pname, GLdouble *params)
void gl_TexCoordPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_save_DrawElements(GLcontext *ctx, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void gl_save_DrawArrays(GLcontext *ctx, GLenum mode, GLint first, GLsizei count)
void gl_IndexPointer(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_NormalPointer(GLcontext *ctx, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_save_ArrayElement(GLcontext *ctx, GLint i)
void gl_save_InterleavedArrays(GLcontext *ctx, GLenum format, GLsizei stride, const GLvoid *pointer)
void gl_VertexPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
void gl_EdgeFlagPointer(GLcontext *ctx, GLsizei stride, const GLboolean *ptr)
void gl_ColorPointer(GLcontext *ctx, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)