Windows NT 4.0 source code leak
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  1. /*
  2. ** Copyright 1992, Silicon Graphics, Inc.
  3. ** All Rights Reserved.
  4. **
  5. ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
  6. ** the contents of this file may not be disclosed to third parties, copied or
  7. ** duplicated in any form, in whole or in part, without the prior written
  8. ** permission of Silicon Graphics, Inc.
  9. **
  10. ** RESTRICTED RIGHTS LEGEND:
  11. ** Use, duplication or disclosure by the Government is subject to restrictions
  12. ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
  13. ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
  14. ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
  15. ** rights reserved under the Copyright Laws of the United States.
  16. */
  17. #include <windows.h>
  18. #include <GL/gl.h>
  19. #include "shell.h"
  20. void CallTexCoord(void)
  21. {
  22. GLfloat x, y, z, w;
  23. x = 1.0;
  24. y = 1.0;
  25. z = 1.0;
  26. w = 1.0;
  27. Output("glTexCoord1s, ");
  28. Output("glTexCoord1sv, ");
  29. Output("glTexCoord1i, ");
  30. Output("glTexCoord1iv, ");
  31. Output("glTexCoord1f, ");
  32. Output("glTexCoord1fv, ");
  33. Output("glTexCoord1d, ");
  34. Output("glTexCoord1dv, ");
  35. Output("glTexCoord2s, ");
  36. Output("glTexCoord2sv, ");
  37. Output("glTexCoord2i, ");
  38. Output("glTexCoord2iv, ");
  39. Output("glTexCoord2f, ");
  40. Output("glTexCoord2fv, ");
  41. Output("glTexCoord2d, ");
  42. Output("glTexCoord2dv, ");
  43. Output("glTexCoord3s, ");
  44. Output("glTexCoord3sv, ");
  45. Output("glTexCoord3i, ");
  46. Output("glTexCoord13iv, ");
  47. Output("glTexCoord3f, ");
  48. Output("glTexCoord3fv, ");
  49. Output("glTexCoord3d, ");
  50. Output("glTexCoord3dv, ");
  51. Output("glTexCoord4s, ");
  52. Output("glTexCoord4sv, ");
  53. Output("glTexCoord4i, ");
  54. Output("glTexCoord4iv, ");
  55. Output("glTexCoord4f, ");
  56. Output("glTexCoord4fv, ");
  57. Output("glTexCoord4d, ");
  58. Output("glTexCoord4dv\n");
  59. glTexCoord1s((GLshort)x);
  60. {
  61. GLshort buf[1];
  62. buf[0] = (GLshort)x;
  63. glTexCoord1sv(buf);
  64. }
  65. glTexCoord1i((GLint)x);
  66. {
  67. GLint buf[1];
  68. buf[0] = (GLint)x;
  69. glTexCoord1iv(buf);
  70. }
  71. glTexCoord1f((GLfloat)x);
  72. {
  73. GLfloat buf[1];
  74. buf[0] = (GLfloat)x;
  75. glTexCoord1fv(buf);
  76. }
  77. glTexCoord1d((GLdouble)x);
  78. {
  79. GLdouble buf[1];
  80. buf[0] = (GLdouble)x;
  81. glTexCoord1dv(buf);
  82. }
  83. glTexCoord2s((GLshort)x, (GLshort)y);
  84. {
  85. GLshort buf[2];
  86. buf[0] = (GLshort)x;
  87. buf[1] = (GLshort)y;
  88. glTexCoord2sv(buf);
  89. }
  90. glTexCoord2i((GLint)x, (GLint)y);
  91. {
  92. GLint buf[2];
  93. buf[0] = (GLint)x;
  94. buf[1] = (GLint)y;
  95. glTexCoord2iv(buf);
  96. }
  97. glTexCoord2f((GLfloat)x, (GLfloat)y);
  98. {
  99. GLfloat buf[2];
  100. buf[0] = (GLfloat)x;
  101. buf[1] = (GLfloat)y;
  102. glTexCoord2fv(buf);
  103. }
  104. glTexCoord2d((GLdouble)x, (GLdouble)y);
  105. {
  106. GLdouble buf[2];
  107. buf[0] = (GLdouble)x;
  108. buf[1] = (GLdouble)y;
  109. glTexCoord2dv(buf);
  110. }
  111. glTexCoord3s((GLshort)x, (GLshort)y, (GLshort)z);
  112. {
  113. GLshort buf[3];
  114. buf[0] = (GLshort)x;
  115. buf[1] = (GLshort)y;
  116. buf[2] = (GLshort)z;
  117. glTexCoord3sv(buf);
  118. }
  119. glTexCoord3i((GLint)x, (GLint)y, (GLint)z);
  120. {
  121. GLint buf[3];
  122. buf[0] = (GLint)x;
  123. buf[1] = (GLint)y;
  124. buf[2] = (GLint)z;
  125. glTexCoord3iv(buf);
  126. }
  127. glTexCoord3f((GLfloat)x, (GLfloat)y, (GLfloat)z);
  128. {
  129. GLfloat buf[3];
  130. buf[0] = (GLfloat)x;
  131. buf[1] = (GLfloat)y;
  132. buf[2] = (GLfloat)z;
  133. glTexCoord3fv(buf);
  134. }
  135. glTexCoord3d((GLdouble)x, (GLdouble)y, (GLdouble)z);
  136. {
  137. GLdouble buf[3];
  138. buf[0] = (GLdouble)x;
  139. buf[1] = (GLdouble)y;
  140. buf[2] = (GLdouble)z;
  141. glTexCoord3dv(buf);
  142. }
  143. glTexCoord4s((GLshort)x, (GLshort)y, (GLshort)z, (GLshort)w);
  144. {
  145. GLshort buf[4];
  146. buf[0] = (GLshort)x;
  147. buf[1] = (GLshort)y;
  148. buf[2] = (GLshort)z;
  149. buf[3] = (GLshort)w;
  150. glTexCoord4sv(buf);
  151. }
  152. glTexCoord4i((GLint)x, (GLint)y, (GLint)z, (GLint)w);
  153. {
  154. GLint buf[4];
  155. buf[0] = (GLint)x;
  156. buf[1] = (GLint)y;
  157. buf[2] = (GLint)z;
  158. buf[3] = (GLint)w;
  159. glTexCoord4iv(buf);
  160. }
  161. glTexCoord4f((GLfloat)x, (GLfloat)y, (GLfloat)z, (GLfloat)w);
  162. {
  163. GLfloat buf[4];
  164. buf[0] = (GLfloat)x;
  165. buf[1] = (GLfloat)y;
  166. buf[2] = (GLfloat)z;
  167. buf[3] = (GLfloat)w;
  168. glTexCoord4fv(buf);
  169. }
  170. glTexCoord4d((GLdouble)x, (GLdouble)y, (GLdouble)z, (GLdouble)w);
  171. {
  172. GLdouble buf[4];
  173. buf[0] = (GLdouble)x;
  174. buf[1] = (GLdouble)y;
  175. buf[2] = (GLdouble)z;
  176. buf[3] = (GLdouble)w;
  177. glTexCoord4dv(buf);
  178. }
  179. Output("\n");
  180. }
  181. void CallTexEnv(void)
  182. {
  183. GLint i, j, k;
  184. Output("glTexEnvi, ");
  185. Output("glTexEnvf\n");
  186. for (i = 0; enum_TextureEnvTarget[i].value != -1; i++) {
  187. for (j = 0; enum_TextureEnvParameter[j].value != -1; j++) {
  188. if (enum_TextureEnvParameter[j].value == GL_TEXTURE_ENV_COLOR) {
  189. continue;
  190. }
  191. for (k = 0; enum_TextureEnvMode[k].value != -1; k++) {
  192. Output("\t%s, %s, %s\n", enum_TextureEnvTarget[i].name, enum_TextureEnvParameter[j].name, enum_TextureEnvMode[k].name);
  193. glTexEnvi(enum_TextureEnvTarget[i].value, enum_TextureEnvParameter[j].value, (GLint)enum_TextureEnvMode[k].value);
  194. glTexEnvf(enum_TextureEnvTarget[i].value, enum_TextureEnvParameter[j].value, (GLfloat)enum_TextureEnvMode[k].value);
  195. ProbeEnum();
  196. }
  197. }
  198. }
  199. Output("\n");
  200. Output("glTexEnviv, ");
  201. Output("glTexEnvfv\n");
  202. for (i = 0; enum_TextureEnvTarget[i].value != -1; i++) {
  203. for (j = 0; enum_TextureEnvParameter[j].value != -1; j++) {
  204. switch (enum_TextureEnvParameter[j].value) {
  205. case GL_TEXTURE_ENV_MODE:
  206. for (k = 0; enum_TextureEnvMode[k].value != -1; k++) {
  207. Output("\t%s, %s, %s\n", enum_TextureEnvTarget[i].name, enum_TextureEnvParameter[j].name, enum_TextureEnvMode[k].name);
  208. {
  209. GLint buf[1];
  210. buf[0] = (GLint)enum_TextureEnvMode[k].value;
  211. glTexEnviv(enum_TextureEnvTarget[i].value, enum_TextureEnvParameter[j].value, buf);
  212. }
  213. {
  214. GLfloat buf[1];
  215. buf[0] = (GLfloat)enum_TextureEnvMode[k].value;
  216. glTexEnvfv(enum_TextureEnvTarget[i].value, enum_TextureEnvParameter[j].value, buf);
  217. }
  218. ProbeEnum();
  219. }
  220. break;
  221. case GL_TEXTURE_ENV_COLOR:
  222. Output("\t%s, %s\n", enum_TextureEnvTarget[i].name, enum_TextureEnvParameter[j].name);
  223. {
  224. static GLint buf[] = {
  225. 0, 0, 0, 0
  226. };
  227. glTexEnviv(enum_TextureEnvTarget[i].value, enum_TextureEnvParameter[j].value, buf);
  228. }
  229. {
  230. static GLfloat buf[] = {
  231. 0.0, 0.0, 0.0, 0.0
  232. };
  233. glTexEnvfv(enum_TextureEnvTarget[i].value, enum_TextureEnvParameter[j].value, buf);
  234. }
  235. ProbeEnum();
  236. break;
  237. }
  238. }
  239. }
  240. Output("\n");
  241. }
  242. void CallTexGen(void)
  243. {
  244. GLint i, j, k;
  245. Output("glTexGeni, ");
  246. Output("glTexGenf, ");
  247. Output("glTexGend\n");
  248. for (i = 0; enum_TextureCoordName[i].value != -1; i++) {
  249. for (j = 0; enum_TextureGenParameter[j].value != -1; j++) {
  250. if (enum_TextureGenParameter[j].value == GL_OBJECT_PLANE) {
  251. continue;
  252. } else if (enum_TextureGenParameter[j].value == GL_EYE_PLANE) {
  253. continue;
  254. }
  255. for (k = 0; enum_TextureGenMode[k].value != -1; k++) {
  256. if (enum_TextureGenMode[k].value == GL_SPHERE_MAP) {
  257. if (enum_TextureCoordName[i].value == GL_R) {
  258. continue;
  259. } else if (enum_TextureCoordName[i].value == GL_Q) {
  260. continue;
  261. }
  262. }
  263. Output("\t%s, %s, %s\n", enum_TextureCoordName[i].name, enum_TextureGenParameter[j].name, enum_TextureGenMode[k].name);
  264. glTexGeni(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, (GLint)enum_TextureGenMode[k].value);
  265. glTexGenf(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, (GLfloat)enum_TextureGenMode[k].value);
  266. glTexGend(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, (GLdouble)enum_TextureGenMode[k].value);
  267. ProbeEnum();
  268. }
  269. }
  270. }
  271. Output("\n");
  272. Output("glTexGeniv, ");
  273. Output("glTexGenfv, ");
  274. Output("glTexGendv\n");
  275. for (i = 0; enum_TextureCoordName[i].value != -1; i++) {
  276. for (j = 0; enum_TextureGenParameter[j].value != -1; j++) {
  277. if (enum_TextureGenParameter[j].value == GL_TEXTURE_GEN_MODE) {
  278. for (k = 0; enum_TextureGenMode[k].value != -1; k++) {
  279. if (enum_TextureGenMode[k].value == GL_SPHERE_MAP) {
  280. if (enum_TextureCoordName[i].value == GL_R) {
  281. continue;
  282. } else if (enum_TextureCoordName[i].value == GL_Q) {
  283. continue;
  284. }
  285. }
  286. Output("\t%s, %s, %s\n", enum_TextureCoordName[i].name, enum_TextureGenParameter[j].name, enum_TextureGenMode[k].name);
  287. {
  288. GLint buf[1];
  289. buf[0] = (GLint)enum_TextureGenMode[k].value;
  290. glTexGeniv(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, buf);
  291. }
  292. {
  293. GLfloat buf[1];
  294. buf[0] = (GLfloat)enum_TextureGenMode[k].value;
  295. glTexGenfv(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, buf);
  296. }
  297. {
  298. GLdouble buf[1];
  299. buf[0] = (GLdouble)enum_TextureGenMode[k].value;
  300. glTexGendv(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, buf);
  301. }
  302. ProbeEnum();
  303. }
  304. } else {
  305. {
  306. static GLint buf[] = {
  307. 0, 0, 0, 0
  308. };
  309. glTexGeniv(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, buf);
  310. }
  311. {
  312. static GLfloat buf[] = {
  313. 0.0, 0.0, 0.0, 0.0
  314. };
  315. glTexGenfv(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, buf);
  316. }
  317. {
  318. static GLdouble buf[] = {
  319. 0.0, 0.0, 0.0, 0.0
  320. };
  321. glTexGendv(enum_TextureCoordName[i].value, enum_TextureGenParameter[j].value, buf);
  322. }
  323. ProbeEnum();
  324. }
  325. }
  326. }
  327. Output("\n");
  328. }
  329. void CallTexImage1D(void)
  330. {
  331. GLubyte buf[1000];
  332. GLint component, i, j, k, l;
  333. Output("glTexImage1D\n");
  334. for (i = 0; enum_TextureTarget[i].value != -1; i++) {
  335. for (j = 0; enum_PixelFormat[j].value != -1; j++) {
  336. for (k = 0; enum_PixelType[k].value != -1; k++) {
  337. for (l = 0; enum_TextureBorder[l].value != -1; l++) {
  338. if (enum_TextureTarget[i].value == GL_TEXTURE_2D) {
  339. continue;
  340. }
  341. if (enum_PixelFormat[j].value == GL_COLOR_INDEX) {
  342. continue;
  343. } else if (enum_PixelFormat[j].value == GL_STENCIL_INDEX) {
  344. continue;
  345. } else if (enum_PixelFormat[j].value == GL_DEPTH_COMPONENT) {
  346. continue;
  347. }
  348. if (enum_PixelType[k].value == GL_BITMAP) {
  349. continue;
  350. }
  351. Output("\t%s, %s, %s, %s\n", enum_TextureTarget[i].name, enum_PixelFormat[j].name, enum_PixelType[k].name, enum_TextureBorder[l].name);
  352. switch (enum_PixelFormat[j].value) {
  353. case GL_RED:
  354. component = 1;
  355. break;
  356. case GL_GREEN:
  357. component = 1;
  358. break;
  359. case GL_BLUE:
  360. component = 1;
  361. break;
  362. case GL_ALPHA:
  363. component = 1;
  364. break;
  365. case GL_RGB:
  366. component = 3;
  367. break;
  368. case GL_RGBA:
  369. component = 4;
  370. break;
  371. case GL_LUMINANCE:
  372. component = 1;
  373. break;
  374. case GL_LUMINANCE_ALPHA:
  375. component = 2;
  376. break;
  377. }
  378. ZeroBuf(enum_PixelType[k].value, 100, buf);
  379. glTexImage1D(enum_TextureTarget[i].value, 0, component, (enum_TextureBorder[l].value) ? 3 : 1, enum_TextureBorder[l].value, enum_PixelFormat[j].value, enum_PixelType[k].value, buf);
  380. ProbeEnum();
  381. }
  382. }
  383. }
  384. }
  385. Output("\n");
  386. }
  387. void CallTexImage2D(void)
  388. {
  389. GLubyte buf[1000];
  390. GLint component, i, j, k, l;
  391. Output("glTexImage2D\n");
  392. for (i = 0; enum_TextureTarget[i].value != -1; i++) {
  393. for (j = 0; enum_PixelFormat[j].value != -1; j++) {
  394. for (k = 0; enum_PixelType[k].value != -1; k++) {
  395. for (l = 0; enum_TextureBorder[l].value != -1; l++) {
  396. if (enum_TextureTarget[i].value == GL_TEXTURE_1D) {
  397. continue;
  398. }
  399. if (enum_PixelFormat[j].value == GL_COLOR_INDEX) {
  400. continue;
  401. } else if (enum_PixelFormat[j].value == GL_STENCIL_INDEX) {
  402. continue;
  403. } else if (enum_PixelFormat[j].value == GL_DEPTH_COMPONENT) {
  404. continue;
  405. }
  406. if (enum_PixelType[k].value == GL_BITMAP) {
  407. continue;
  408. }
  409. Output("\t%s, %s, %s, %s\n", enum_TextureTarget[i].name, enum_PixelFormat[j].name, enum_PixelType[k].name, enum_TextureBorder[l].name);
  410. switch (enum_PixelFormat[j].value) {
  411. case GL_RED:
  412. component = 1;
  413. break;
  414. case GL_GREEN:
  415. component = 1;
  416. break;
  417. case GL_BLUE:
  418. component = 1;
  419. break;
  420. case GL_ALPHA:
  421. component = 1;
  422. break;
  423. case GL_RGB:
  424. component = 3;
  425. break;
  426. case GL_RGBA:
  427. component = 4;
  428. break;
  429. case GL_LUMINANCE:
  430. component = 1;
  431. break;
  432. case GL_LUMINANCE_ALPHA:
  433. component = 2;
  434. break;
  435. }
  436. ZeroBuf(enum_PixelType[k].value, 100, buf);
  437. glTexImage2D(enum_TextureTarget[i].value, 0, component, (enum_TextureBorder[l].value) ? 3 : 1, (enum_TextureBorder[l].value) ? 3 : 1, enum_TextureBorder[l].value, enum_PixelFormat[j].value, enum_PixelType[k].value, buf);
  438. ProbeEnum();
  439. }
  440. }
  441. }
  442. }
  443. Output("\n");
  444. }
  445. void CallTexParameter(void)
  446. {
  447. GLint i, j, k;
  448. Output("glTexParameteri, ");
  449. Output("glTexParameterf\n");
  450. for (i = 0; enum_TextureTarget[i].value != -1; i++) {
  451. for (j = 0; enum_TextureParameterName[j].value != -1; j++) {
  452. switch (enum_TextureParameterName[j].value) {
  453. case GL_TEXTURE_WRAP_S:
  454. case GL_TEXTURE_WRAP_T:
  455. for (k = 0; enum_TextureWrapMode[k].value != -1; k++) {
  456. Output("\t%s, %s, %s\n", enum_TextureTarget[i].name, enum_TextureParameterName[j].name, enum_TextureWrapMode[k].name);
  457. glTexParameteri(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, (GLint)enum_TextureWrapMode[k].value);
  458. glTexParameterf(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, (GLfloat)enum_TextureWrapMode[k].value);
  459. ProbeEnum();
  460. }
  461. break;
  462. case GL_TEXTURE_MIN_FILTER:
  463. for (k = 0; enum_TextureMinFilter[k].value != -1; k++) {
  464. Output("\t%s, %s, %s\n", enum_TextureTarget[i].name, enum_TextureParameterName[j].name, enum_TextureMinFilter[k].name);
  465. glTexParameteri(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, (GLint)enum_TextureMinFilter[k].value);
  466. glTexParameterf(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, (GLfloat)enum_TextureMinFilter[k].value);
  467. ProbeEnum();
  468. }
  469. break;
  470. case GL_TEXTURE_MAG_FILTER:
  471. for (k = 0; enum_TextureMagFilter[k].value != -1; k++) {
  472. Output("\t%s, %s, %s\n", enum_TextureTarget[i].name, enum_TextureParameterName[j].name, enum_TextureMagFilter[k].name);
  473. glTexParameteri(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, (GLint)enum_TextureMagFilter[k].value);
  474. glTexParameterf(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, (GLfloat)enum_TextureMagFilter[k].value);
  475. ProbeEnum();
  476. }
  477. break;
  478. }
  479. }
  480. }
  481. Output("\n");
  482. Output("glTexParameteriv, ");
  483. Output("glTexParameterfv\n");
  484. for (i = 0; enum_TextureTarget[i].value != -1; i++) {
  485. for (j = 0; enum_TextureParameterName[j].value != -1; j++) {
  486. switch (enum_TextureParameterName[j].value) {
  487. case GL_TEXTURE_WRAP_S:
  488. case GL_TEXTURE_WRAP_T:
  489. for (k = 0; enum_TextureWrapMode[k].value != -1; k++) {
  490. Output("\t%s, %s, %s\n", enum_TextureTarget[i].name, enum_TextureParameterName[j].name, enum_TextureWrapMode[k].name);
  491. {
  492. GLint buf[1];
  493. buf[0] = (GLint)enum_TextureWrapMode[k].value;
  494. glTexParameteriv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  495. }
  496. {
  497. GLfloat buf[1];
  498. buf[0] = (GLfloat)enum_TextureWrapMode[k].value;
  499. glTexParameterfv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  500. }
  501. ProbeEnum();
  502. }
  503. break;
  504. case GL_TEXTURE_MIN_FILTER:
  505. for (k = 0; enum_TextureMinFilter[k].value != -1; k++) {
  506. Output("\t%s, %s, %s\n", enum_TextureTarget[i].name, enum_TextureParameterName[j].name, enum_TextureMinFilter[k].name);
  507. {
  508. GLint buf[1];
  509. buf[0] = (GLint)enum_TextureMinFilter[k].value;
  510. glTexParameteriv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  511. }
  512. {
  513. GLfloat buf[1];
  514. buf[0] = (GLfloat)enum_TextureMinFilter[k].value;
  515. glTexParameterfv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  516. }
  517. ProbeEnum();
  518. }
  519. break;
  520. case GL_TEXTURE_MAG_FILTER:
  521. for (k = 0; enum_TextureMagFilter[k].value != -1; k++) {
  522. Output("\t%s, %s, %s\n", enum_TextureTarget[i].name, enum_TextureParameterName[j].name, enum_TextureMagFilter[k].name);
  523. {
  524. GLint buf[1];
  525. buf[0] = (GLint)enum_TextureMagFilter[k].value;
  526. glTexParameteriv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  527. }
  528. {
  529. GLfloat buf[1];
  530. buf[0] = (GLfloat)enum_TextureMagFilter[k].value;
  531. glTexParameterfv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  532. }
  533. ProbeEnum();
  534. }
  535. break;
  536. case GL_TEXTURE_BORDER_COLOR:
  537. Output("\t%s, %s\n", enum_TextureTarget[i].name, enum_TextureParameterName[j].name);
  538. {
  539. static GLint buf[] = {
  540. 0, 0, 0, 0
  541. };
  542. glTexParameteriv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  543. }
  544. {
  545. static GLfloat buf[] = {
  546. 0.0, 0.0, 0.0, 0.0
  547. };
  548. glTexParameterfv(enum_TextureTarget[i].value, enum_TextureParameterName[j].value, buf);
  549. }
  550. ProbeEnum();
  551. break;
  552. }
  553. }
  554. }
  555. Output("\n");
  556. }
  557. void CallTranslate(void)
  558. {
  559. Output("glTranslatef, ");
  560. Output("glTranslated\n");
  561. glTranslatef(1.0, 1.0, 1.0);
  562. glTranslated(1.0, 1.0, 1.0);
  563. Output("\n");
  564. }