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/*
** Copyright 1991-1993, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. */
/* AUTOMATICALLY UPDATED OR GENERATED BY SGI: DO NOT EDIT */
#include "precomp.h"
#pragma hdrstop
#include "glapi.h"
void APIENTRY glNewList ( IN GLuint list, IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glNewList)( list, mode ); }
void APIENTRY glEndList ( void ) { (*GLTEB_CLTDISPATCHTABLE()->glEndList)( ); }
void APIENTRY glCallList ( IN GLuint list ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glCallList)( list ); }
void APIENTRY glCallLists ( IN GLsizei n, IN GLenum type, IN const GLvoid *lists ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glCallLists)( n, type, lists ); }
void APIENTRY glDeleteLists ( IN GLuint list, IN GLsizei range ) { (*GLTEB_CLTDISPATCHTABLE()->glDeleteLists)( list, range ); }
GLuint APIENTRY glGenLists ( IN GLsizei range ) { return( (*GLTEB_CLTDISPATCHTABLE()->glGenLists)( range ) ); }
void APIENTRY glListBase ( IN GLuint base ) { (*GLTEB_CLTDISPATCHTABLE()->glListBase)( base ); }
void APIENTRY glBegin ( IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glBegin)( mode ); }
void APIENTRY glBitmap ( IN GLsizei width, IN GLsizei height, IN GLfloat xorig, IN GLfloat yorig, IN GLfloat xmove, IN GLfloat ymove, IN const GLubyte bitmap[] ) { (*GLTEB_CLTDISPATCHTABLE()->glBitmap)( width, height, xorig, yorig, xmove, ymove, bitmap ); }
void APIENTRY glColor3b ( IN GLbyte red, IN GLbyte green, IN GLbyte blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3b)( red, green, blue ); }
void APIENTRY glColor3bv ( IN const GLbyte v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3bv)( v ); }
void APIENTRY glColor3d ( IN GLdouble red, IN GLdouble green, IN GLdouble blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3d)( red, green, blue ); }
void APIENTRY glColor3dv ( IN const GLdouble v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3dv)( v ); }
void APIENTRY glColor3f ( IN GLfloat red, IN GLfloat green, IN GLfloat blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3f)( red, green, blue ); }
void APIENTRY glColor3fv ( IN const GLfloat v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3fv)( v ); }
void APIENTRY glColor3i ( IN GLint red, IN GLint green, IN GLint blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3i)( red, green, blue ); }
void APIENTRY glColor3iv ( IN const GLint v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3iv)( v ); }
void APIENTRY glColor3s ( IN GLshort red, IN GLshort green, IN GLshort blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3s)( red, green, blue ); }
void APIENTRY glColor3sv ( IN const GLshort v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3sv)( v ); }
void APIENTRY glColor3ub ( IN GLubyte red, IN GLubyte green, IN GLubyte blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3ub)( red, green, blue ); }
void APIENTRY glColor3ubv ( IN const GLubyte v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3ubv)( v ); }
void APIENTRY glColor3ui ( IN GLuint red, IN GLuint green, IN GLuint blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3ui)( red, green, blue ); }
void APIENTRY glColor3uiv ( IN const GLuint v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3uiv)( v ); }
void APIENTRY glColor3us ( IN GLushort red, IN GLushort green, IN GLushort blue ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3us)( red, green, blue ); }
void APIENTRY glColor3usv ( IN const GLushort v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor3usv)( v ); }
void APIENTRY glColor4b ( IN GLbyte red, IN GLbyte green, IN GLbyte blue, IN GLbyte alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4b)( red, green, blue, alpha ); }
void APIENTRY glColor4bv ( IN const GLbyte v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4bv)( v ); }
void APIENTRY glColor4d ( IN GLdouble red, IN GLdouble green, IN GLdouble blue, IN GLdouble alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4d)( red, green, blue, alpha ); }
void APIENTRY glColor4dv ( IN const GLdouble v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4dv)( v ); }
void APIENTRY glColor4f ( IN GLfloat red, IN GLfloat green, IN GLfloat blue, IN GLfloat alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4f)( red, green, blue, alpha ); }
void APIENTRY glColor4fv ( IN const GLfloat v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4fv)( v ); }
void APIENTRY glColor4i ( IN GLint red, IN GLint green, IN GLint blue, IN GLint alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4i)( red, green, blue, alpha ); }
void APIENTRY glColor4iv ( IN const GLint v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4iv)( v ); }
void APIENTRY glColor4s ( IN GLshort red, IN GLshort green, IN GLshort blue, IN GLshort alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4s)( red, green, blue, alpha ); }
void APIENTRY glColor4sv ( IN const GLshort v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4sv)( v ); }
void APIENTRY glColor4ub ( IN GLubyte red, IN GLubyte green, IN GLubyte blue, IN GLubyte alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4ub)( red, green, blue, alpha ); }
void APIENTRY glColor4ubv ( IN const GLubyte v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4ubv)( v ); }
void APIENTRY glColor4ui ( IN GLuint red, IN GLuint green, IN GLuint blue, IN GLuint alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4ui)( red, green, blue, alpha ); }
void APIENTRY glColor4uiv ( IN const GLuint v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4uiv)( v ); }
void APIENTRY glColor4us ( IN GLushort red, IN GLushort green, IN GLushort blue, IN GLushort alpha ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4us)( red, green, blue, alpha ); }
void APIENTRY glColor4usv ( IN const GLushort v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColor4usv)( v ); }
void APIENTRY glEdgeFlag ( IN GLboolean flag ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEdgeFlag)( flag ); }
void APIENTRY glEdgeFlagv ( IN const GLboolean flag[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEdgeFlagv)( flag ); }
void APIENTRY glEnd ( void ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEnd)( ); }
void APIENTRY glIndexd ( IN GLdouble c ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexd)( c ); }
void APIENTRY glIndexdv ( IN const GLdouble c[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexdv)( c ); }
void APIENTRY glIndexf ( IN GLfloat c ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexf)( c ); }
void APIENTRY glIndexfv ( IN const GLfloat c[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexfv)( c ); }
void APIENTRY glIndexi ( IN GLint c ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexi)( c ); }
void APIENTRY glIndexiv ( IN const GLint c[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexiv)( c ); }
void APIENTRY glIndexs ( IN GLshort c ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexs)( c ); }
void APIENTRY glIndexsv ( IN const GLshort c[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexsv)( c ); }
void APIENTRY glNormal3b ( IN GLbyte nx, IN GLbyte ny, IN GLbyte nz ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3b)( nx, ny, nz ); }
void APIENTRY glNormal3bv ( IN const GLbyte v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3bv)( v ); }
void APIENTRY glNormal3d ( IN GLdouble nx, IN GLdouble ny, IN GLdouble nz ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3d)( nx, ny, nz ); }
void APIENTRY glNormal3dv ( IN const GLdouble v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3dv)( v ); }
void APIENTRY glNormal3f ( IN GLfloat nx, IN GLfloat ny, IN GLfloat nz ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3f)( nx, ny, nz ); }
void APIENTRY glNormal3fv ( IN const GLfloat v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3fv)( v ); }
void APIENTRY glNormal3i ( IN GLint nx, IN GLint ny, IN GLint nz ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3i)( nx, ny, nz ); }
void APIENTRY glNormal3iv ( IN const GLint v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3iv)( v ); }
void APIENTRY glNormal3s ( IN GLshort nx, IN GLshort ny, IN GLshort nz ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3s)( nx, ny, nz ); }
void APIENTRY glNormal3sv ( IN const GLshort v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormal3sv)( v ); }
void APIENTRY glRasterPos2d ( IN GLdouble x, IN GLdouble y ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2d)( x, y ); }
void APIENTRY glRasterPos2dv ( IN const GLdouble v[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2dv)( v ); }
void APIENTRY glRasterPos2f ( IN GLfloat x, IN GLfloat y ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2f)( x, y ); }
void APIENTRY glRasterPos2fv ( IN const GLfloat v[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2fv)( v ); }
void APIENTRY glRasterPos2i ( IN GLint x, IN GLint y ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2i)( x, y ); }
void APIENTRY glRasterPos2iv ( IN const GLint v[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2iv)( v ); }
void APIENTRY glRasterPos2s ( IN GLshort x, IN GLshort y ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2s)( x, y ); }
void APIENTRY glRasterPos2sv ( IN const GLshort v[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos2sv)( v ); }
void APIENTRY glRasterPos3d ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3d)( x, y, z ); }
void APIENTRY glRasterPos3dv ( IN const GLdouble v[3] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3dv)( v ); }
void APIENTRY glRasterPos3f ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3f)( x, y, z ); }
void APIENTRY glRasterPos3fv ( IN const GLfloat v[3] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3fv)( v ); }
void APIENTRY glRasterPos3i ( IN GLint x, IN GLint y, IN GLint z ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3i)( x, y, z ); }
void APIENTRY glRasterPos3iv ( IN const GLint v[3] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3iv)( v ); }
void APIENTRY glRasterPos3s ( IN GLshort x, IN GLshort y, IN GLshort z ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3s)( x, y, z ); }
void APIENTRY glRasterPos3sv ( IN const GLshort v[3] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos3sv)( v ); }
void APIENTRY glRasterPos4d ( IN GLdouble x, IN GLdouble y, IN GLdouble z, IN GLdouble w ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4d)( x, y, z, w ); }
void APIENTRY glRasterPos4dv ( IN const GLdouble v[4] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4dv)( v ); }
void APIENTRY glRasterPos4f ( IN GLfloat x, IN GLfloat y, IN GLfloat z, IN GLfloat w ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4f)( x, y, z, w ); }
void APIENTRY glRasterPos4fv ( IN const GLfloat v[4] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4fv)( v ); }
void APIENTRY glRasterPos4i ( IN GLint x, IN GLint y, IN GLint z, IN GLint w ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4i)( x, y, z, w ); }
void APIENTRY glRasterPos4iv ( IN const GLint v[4] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4iv)( v ); }
void APIENTRY glRasterPos4s ( IN GLshort x, IN GLshort y, IN GLshort z, IN GLshort w ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4s)( x, y, z, w ); }
void APIENTRY glRasterPos4sv ( IN const GLshort v[4] ) { (*GLTEB_CLTDISPATCHTABLE()->glRasterPos4sv)( v ); }
void APIENTRY glRectd ( IN GLdouble x1, IN GLdouble y1, IN GLdouble x2, IN GLdouble y2 ) { (*GLTEB_CLTDISPATCHTABLE()->glRectd)( x1, y1, x2, y2 ); }
void APIENTRY glRectdv ( IN const GLdouble v1[2], IN const GLdouble v2[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRectdv)( v1, v2 ); }
void APIENTRY glRectf ( IN GLfloat x1, IN GLfloat y1, IN GLfloat x2, IN GLfloat y2 ) { (*GLTEB_CLTDISPATCHTABLE()->glRectf)( x1, y1, x2, y2 ); }
void APIENTRY glRectfv ( IN const GLfloat v1[2], IN const GLfloat v2[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRectfv)( v1, v2 ); }
void APIENTRY glRecti ( IN GLint x1, IN GLint y1, IN GLint x2, IN GLint y2 ) { (*GLTEB_CLTDISPATCHTABLE()->glRecti)( x1, y1, x2, y2 ); }
void APIENTRY glRectiv ( IN const GLint v1[2], IN const GLint v2[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRectiv)( v1, v2 ); }
void APIENTRY glRects ( IN GLshort x1, IN GLshort y1, IN GLshort x2, IN GLshort y2 ) { (*GLTEB_CLTDISPATCHTABLE()->glRects)( x1, y1, x2, y2 ); }
void APIENTRY glRectsv ( IN const GLshort v1[2], IN const GLshort v2[2] ) { (*GLTEB_CLTDISPATCHTABLE()->glRectsv)( v1, v2 ); }
void APIENTRY glTexCoord1d ( IN GLdouble s ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1d)( s ); }
void APIENTRY glTexCoord1dv ( IN const GLdouble v[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1dv)( v ); }
void APIENTRY glTexCoord1f ( IN GLfloat s ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1f)( s ); }
void APIENTRY glTexCoord1fv ( IN const GLfloat v[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1fv)( v ); }
void APIENTRY glTexCoord1i ( IN GLint s ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1i)( s ); }
void APIENTRY glTexCoord1iv ( IN const GLint v[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1iv)( v ); }
void APIENTRY glTexCoord1s ( IN GLshort s ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1s)( s ); }
void APIENTRY glTexCoord1sv ( IN const GLshort v[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord1sv)( v ); }
void APIENTRY glTexCoord2d ( IN GLdouble s, IN GLdouble t ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2d)( s, t ); }
void APIENTRY glTexCoord2dv ( IN const GLdouble v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2dv)( v ); }
void APIENTRY glTexCoord2f ( IN GLfloat s, IN GLfloat t ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2f)( s, t ); }
void APIENTRY glTexCoord2fv ( IN const GLfloat v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2fv)( v ); }
void APIENTRY glTexCoord2i ( IN GLint s, IN GLint t ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2i)( s, t ); }
void APIENTRY glTexCoord2iv ( IN const GLint v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2iv)( v ); }
void APIENTRY glTexCoord2s ( IN GLshort s, IN GLshort t ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2s)( s, t ); }
void APIENTRY glTexCoord2sv ( IN const GLshort v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord2sv)( v ); }
void APIENTRY glTexCoord3d ( IN GLdouble s, IN GLdouble t, IN GLdouble r ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3d)( s, t, r ); }
void APIENTRY glTexCoord3dv ( IN const GLdouble v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3dv)( v ); }
void APIENTRY glTexCoord3f ( IN GLfloat s, IN GLfloat t, IN GLfloat r ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3f)( s, t, r ); }
void APIENTRY glTexCoord3fv ( IN const GLfloat v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3fv)( v ); }
void APIENTRY glTexCoord3i ( IN GLint s, IN GLint t, IN GLint r ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3i)( s, t, r ); }
void APIENTRY glTexCoord3iv ( IN const GLint v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3iv)( v ); }
void APIENTRY glTexCoord3s ( IN GLshort s, IN GLshort t, IN GLshort r ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3s)( s, t, r ); }
void APIENTRY glTexCoord3sv ( IN const GLshort v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord3sv)( v ); }
void APIENTRY glTexCoord4d ( IN GLdouble s, IN GLdouble t, IN GLdouble r, IN GLdouble q ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4d)( s, t, r, q ); }
void APIENTRY glTexCoord4dv ( IN const GLdouble v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4dv)( v ); }
void APIENTRY glTexCoord4f ( IN GLfloat s, IN GLfloat t, IN GLfloat r, IN GLfloat q ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4f)( s, t, r, q ); }
void APIENTRY glTexCoord4fv ( IN const GLfloat v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4fv)( v ); }
void APIENTRY glTexCoord4i ( IN GLint s, IN GLint t, IN GLint r, IN GLint q ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4i)( s, t, r, q ); }
void APIENTRY glTexCoord4iv ( IN const GLint v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4iv)( v ); }
void APIENTRY glTexCoord4s ( IN GLshort s, IN GLshort t, IN GLshort r, IN GLshort q ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4s)( s, t, r, q ); }
void APIENTRY glTexCoord4sv ( IN const GLshort v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoord4sv)( v ); }
void APIENTRY glVertex2d ( IN GLdouble x, IN GLdouble y ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2d)( x, y ); }
void APIENTRY glVertex2dv ( IN const GLdouble v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2dv)( v ); }
void APIENTRY glVertex2f ( IN GLfloat x, IN GLfloat y ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2f)( x, y ); }
void APIENTRY glVertex2fv ( IN const GLfloat v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2fv)( v ); }
void APIENTRY glVertex2i ( IN GLint x, IN GLint y ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2i)( x, y ); }
void APIENTRY glVertex2iv ( IN const GLint v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2iv)( v ); }
void APIENTRY glVertex2s ( IN GLshort x, IN GLshort y ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2s)( x, y ); }
void APIENTRY glVertex2sv ( IN const GLshort v[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex2sv)( v ); }
void APIENTRY glVertex3d ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3d)( x, y, z ); }
void APIENTRY glVertex3dv ( IN const GLdouble v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3dv)( v ); }
void APIENTRY glVertex3f ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3f)( x, y, z ); }
void APIENTRY glVertex3fv ( IN const GLfloat v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3fv)( v ); }
void APIENTRY glVertex3i ( IN GLint x, IN GLint y, IN GLint z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3i)( x, y, z ); }
void APIENTRY glVertex3iv ( IN const GLint v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3iv)( v ); }
void APIENTRY glVertex3s ( IN GLshort x, IN GLshort y, IN GLshort z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3s)( x, y, z ); }
void APIENTRY glVertex3sv ( IN const GLshort v[3] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex3sv)( v ); }
void APIENTRY glVertex4d ( IN GLdouble x, IN GLdouble y, IN GLdouble z, IN GLdouble w ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4d)( x, y, z, w ); }
void APIENTRY glVertex4dv ( IN const GLdouble v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4dv)( v ); }
void APIENTRY glVertex4f ( IN GLfloat x, IN GLfloat y, IN GLfloat z, IN GLfloat w ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4f)( x, y, z, w ); }
void APIENTRY glVertex4fv ( IN const GLfloat v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4fv)( v ); }
void APIENTRY glVertex4i ( IN GLint x, IN GLint y, IN GLint z, IN GLint w ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4i)( x, y, z, w ); }
void APIENTRY glVertex4iv ( IN const GLint v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4iv)( v ); }
void APIENTRY glVertex4s ( IN GLshort x, IN GLshort y, IN GLshort z, IN GLshort w ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4s)( x, y, z, w ); }
void APIENTRY glVertex4sv ( IN const GLshort v[4] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertex4sv)( v ); }
void APIENTRY glClipPlane ( IN GLenum plane, IN const GLdouble equation[4] ) { (*GLTEB_CLTDISPATCHTABLE()->glClipPlane)( plane, equation ); }
void APIENTRY glColorMaterial ( IN GLenum face, IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glColorMaterial)( face, mode ); }
void APIENTRY glCullFace ( IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glCullFace)( mode ); }
void APIENTRY glFogf ( IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glFogf)( pname, param ); }
void APIENTRY glFogfv ( IN GLenum pname, IN const GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glFogfv)( pname, params ); }
void APIENTRY glFogi ( IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glFogi)( pname, param ); }
void APIENTRY glFogiv ( IN GLenum pname, IN const GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glFogiv)( pname, params ); }
void APIENTRY glFrontFace ( IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glFrontFace)( mode ); }
void APIENTRY glHint ( IN GLenum target, IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glHint)( target, mode ); }
void APIENTRY glLightf ( IN GLenum light, IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glLightf)( light, pname, param ); }
void APIENTRY glLightfv ( IN GLenum light, IN GLenum pname, IN const GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glLightfv)( light, pname, params ); }
void APIENTRY glLighti ( IN GLenum light, IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glLighti)( light, pname, param ); }
void APIENTRY glLightiv ( IN GLenum light, IN GLenum pname, IN const GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glLightiv)( light, pname, params ); }
void APIENTRY glLightModelf ( IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glLightModelf)( pname, param ); }
void APIENTRY glLightModelfv ( IN GLenum pname, IN const GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glLightModelfv)( pname, params ); }
void APIENTRY glLightModeli ( IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glLightModeli)( pname, param ); }
void APIENTRY glLightModeliv ( IN GLenum pname, IN const GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glLightModeliv)( pname, params ); }
void APIENTRY glLineStipple ( IN GLint factor, IN GLushort pattern ) { (*GLTEB_CLTDISPATCHTABLE()->glLineStipple)( factor, pattern ); }
void APIENTRY glLineWidth ( IN GLfloat width ) { (*GLTEB_CLTDISPATCHTABLE()->glLineWidth)( width ); }
void APIENTRY glMaterialf ( IN GLenum face, IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMaterialf)( face, pname, param ); }
void APIENTRY glMaterialfv ( IN GLenum face, IN GLenum pname, IN const GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMaterialfv)( face, pname, params ); }
void APIENTRY glMateriali ( IN GLenum face, IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMateriali)( face, pname, param ); }
void APIENTRY glMaterialiv ( IN GLenum face, IN GLenum pname, IN const GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMaterialiv)( face, pname, params ); }
void APIENTRY glPointSize ( IN GLfloat size ) { (*GLTEB_CLTDISPATCHTABLE()->glPointSize)( size ); }
void APIENTRY glPolygonMode ( IN GLenum face, IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glPolygonMode)( face, mode ); }
void APIENTRY glPolygonStipple ( IN const GLubyte mask[128] ) { (*GLTEB_CLTDISPATCHTABLE()->glPolygonStipple)( mask ); }
void APIENTRY glScissor ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height ) { (*GLTEB_CLTDISPATCHTABLE()->glScissor)( x, y, width, height ); }
void APIENTRY glShadeModel ( IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glShadeModel)( mode ); }
void APIENTRY glTexParameterf ( IN GLenum target, IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glTexParameterf)( target, pname, param ); }
void APIENTRY glTexParameterfv ( IN GLenum target, IN GLenum pname, IN const GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glTexParameterfv)( target, pname, params ); }
void APIENTRY glTexParameteri ( IN GLenum target, IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glTexParameteri)( target, pname, param ); }
void APIENTRY glTexParameteriv ( IN GLenum target, IN GLenum pname, IN const GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glTexParameteriv)( target, pname, params ); }
void APIENTRY glTexImage1D ( IN GLenum target, IN GLint level, IN GLint components, IN GLsizei width, IN GLint border, IN GLenum format, IN GLenum type, IN const GLvoid *pixels ) { (*GLTEB_CLTDISPATCHTABLE()->glTexImage1D)( target, level, components, width, border, format, type, pixels ); }
void APIENTRY glTexImage2D ( IN GLenum target, IN GLint level, IN GLint components, IN GLsizei width, IN GLsizei height, IN GLint border, IN GLenum format, IN GLenum type, IN const GLvoid *pixels ) { (*GLTEB_CLTDISPATCHTABLE()->glTexImage2D)( target, level, components, width, height, border, format, type, pixels ); }
void APIENTRY glTexEnvf ( IN GLenum target, IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glTexEnvf)( target, pname, param ); }
void APIENTRY glTexEnvfv ( IN GLenum target, IN GLenum pname, IN const GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glTexEnvfv)( target, pname, params ); }
void APIENTRY glTexEnvi ( IN GLenum target, IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glTexEnvi)( target, pname, param ); }
void APIENTRY glTexEnviv ( IN GLenum target, IN GLenum pname, IN const GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glTexEnviv)( target, pname, params ); }
void APIENTRY glTexGend ( IN GLenum coord, IN GLenum pname, IN GLdouble param ) { (*GLTEB_CLTDISPATCHTABLE()->glTexGend)( coord, pname, param ); }
void APIENTRY glTexGendv ( IN GLenum coord, IN GLenum pname, IN const GLdouble params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glTexGendv)( coord, pname, params ); }
void APIENTRY glTexGenf ( IN GLenum coord, IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glTexGenf)( coord, pname, param ); }
void APIENTRY glTexGenfv ( IN GLenum coord, IN GLenum pname, IN const GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glTexGenfv)( coord, pname, params ); }
void APIENTRY glTexGeni ( IN GLenum coord, IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glTexGeni)( coord, pname, param ); }
void APIENTRY glTexGeniv ( IN GLenum coord, IN GLenum pname, IN const GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glTexGeniv)( coord, pname, params ); }
void APIENTRY glFeedbackBuffer ( IN GLsizei size, IN GLenum type, OUT GLfloat buffer[] ) { (*GLTEB_CLTDISPATCHTABLE()->glFeedbackBuffer)( size, type, buffer ); }
void APIENTRY glSelectBuffer ( IN GLsizei size, OUT GLuint buffer[] ) { (*GLTEB_CLTDISPATCHTABLE()->glSelectBuffer)( size, buffer ); }
GLint APIENTRY glRenderMode ( IN GLenum mode ) { return( (*GLTEB_CLTDISPATCHTABLE()->glRenderMode)( mode ) ); }
void APIENTRY glInitNames ( void ) { (*GLTEB_CLTDISPATCHTABLE()->glInitNames)( ); }
void APIENTRY glLoadName ( IN GLuint name ) { (*GLTEB_CLTDISPATCHTABLE()->glLoadName)( name ); }
void APIENTRY glPassThrough ( IN GLfloat token ) { (*GLTEB_CLTDISPATCHTABLE()->glPassThrough)( token ); }
void APIENTRY glPopName ( void ) { (*GLTEB_CLTDISPATCHTABLE()->glPopName)( ); }
void APIENTRY glPushName ( IN GLuint name ) { (*GLTEB_CLTDISPATCHTABLE()->glPushName)( name ); }
void APIENTRY glDrawBuffer ( IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glDrawBuffer)( mode ); }
void APIENTRY glClear ( IN GLbitfield mask ) { (*GLTEB_CLTDISPATCHTABLE()->glClear)( mask ); }
void APIENTRY glClearAccum ( IN GLfloat red, IN GLfloat green, IN GLfloat blue, IN GLfloat alpha ) { (*GLTEB_CLTDISPATCHTABLE()->glClearAccum)( red, green, blue, alpha ); }
void APIENTRY glClearIndex ( IN GLfloat c ) { (*GLTEB_CLTDISPATCHTABLE()->glClearIndex)( c ); }
void APIENTRY glClearColor ( IN GLclampf red, IN GLclampf green, IN GLclampf blue, IN GLclampf alpha ) { (*GLTEB_CLTDISPATCHTABLE()->glClearColor)( red, green, blue, alpha ); }
void APIENTRY glClearStencil ( IN GLint s ) { (*GLTEB_CLTDISPATCHTABLE()->glClearStencil)( s ); }
void APIENTRY glClearDepth ( IN GLclampd depth ) { (*GLTEB_CLTDISPATCHTABLE()->glClearDepth)( depth ); }
void APIENTRY glStencilMask ( IN GLuint mask ) { (*GLTEB_CLTDISPATCHTABLE()->glStencilMask)( mask ); }
void APIENTRY glColorMask ( IN GLboolean red, IN GLboolean green, IN GLboolean blue, IN GLboolean alpha ) { (*GLTEB_CLTDISPATCHTABLE()->glColorMask)( red, green, blue, alpha ); }
void APIENTRY glDepthMask ( IN GLboolean flag ) { (*GLTEB_CLTDISPATCHTABLE()->glDepthMask)( flag ); }
void APIENTRY glIndexMask ( IN GLuint mask ) { (*GLTEB_CLTDISPATCHTABLE()->glIndexMask)( mask ); }
void APIENTRY glAccum ( IN GLenum op, IN GLfloat value ) { (*GLTEB_CLTDISPATCHTABLE()->glAccum)( op, value ); }
void APIENTRY glDisable ( IN GLenum cap ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glDisable)( cap ); }
void APIENTRY glEnable ( IN GLenum cap ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEnable)( cap ); }
void APIENTRY glFinish ( void ) { (*GLTEB_CLTDISPATCHTABLE()->glFinish)( ); }
void APIENTRY glFlush ( void ) { (*GLTEB_CLTDISPATCHTABLE()->glFlush)( ); }
void APIENTRY glPopAttrib ( void ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glPopAttrib)( ); }
void APIENTRY glPushAttrib ( IN GLbitfield mask ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glPushAttrib)( mask ); }
void APIENTRY glMap1d ( IN GLenum target, IN GLdouble u1, IN GLdouble u2, IN GLint stride, IN GLint order, IN const GLdouble points[] ) { (*GLTEB_CLTDISPATCHTABLE()->glMap1d)( target, u1, u2, stride, order, points ); }
void APIENTRY glMap1f ( IN GLenum target, IN GLfloat u1, IN GLfloat u2, IN GLint stride, IN GLint order, IN const GLfloat points[] ) { (*GLTEB_CLTDISPATCHTABLE()->glMap1f)( target, u1, u2, stride, order, points ); }
void APIENTRY glMap2d ( IN GLenum target, IN GLdouble u1, IN GLdouble u2, IN GLint ustride, IN GLint uorder, IN GLdouble v1, IN GLdouble v2, IN GLint vstride, IN GLint vorder, IN const GLdouble points[] ) { (*GLTEB_CLTDISPATCHTABLE()->glMap2d)( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points ); }
void APIENTRY glMap2f ( IN GLenum target, IN GLfloat u1, IN GLfloat u2, IN GLint ustride, IN GLint uorder, IN GLfloat v1, IN GLfloat v2, IN GLint vstride, IN GLint vorder, IN const GLfloat points[] ) { (*GLTEB_CLTDISPATCHTABLE()->glMap2f)( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points ); }
void APIENTRY glMapGrid1d ( IN GLint un, IN GLdouble u1, IN GLdouble u2 ) { (*GLTEB_CLTDISPATCHTABLE()->glMapGrid1d)( un, u1, u2 ); }
void APIENTRY glMapGrid1f ( IN GLint un, IN GLfloat u1, IN GLfloat u2 ) { (*GLTEB_CLTDISPATCHTABLE()->glMapGrid1f)( un, u1, u2 ); }
void APIENTRY glMapGrid2d ( IN GLint un, IN GLdouble u1, IN GLdouble u2, IN GLint vn, IN GLdouble v1, IN GLdouble v2 ) { (*GLTEB_CLTDISPATCHTABLE()->glMapGrid2d)( un, u1, u2, vn, v1, v2 ); }
void APIENTRY glMapGrid2f ( IN GLint un, IN GLfloat u1, IN GLfloat u2, IN GLint vn, IN GLfloat v1, IN GLfloat v2 ) { (*GLTEB_CLTDISPATCHTABLE()->glMapGrid2f)( un, u1, u2, vn, v1, v2 ); }
void APIENTRY glEvalCoord1d ( IN GLdouble u ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord1d)( u ); }
void APIENTRY glEvalCoord1dv ( IN const GLdouble u[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord1dv)( u ); }
void APIENTRY glEvalCoord1f ( IN GLfloat u ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord1f)( u ); }
void APIENTRY glEvalCoord1fv ( IN const GLfloat u[1] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord1fv)( u ); }
void APIENTRY glEvalCoord2d ( IN GLdouble u, IN GLdouble v ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord2d)( u, v ); }
void APIENTRY glEvalCoord2dv ( IN const GLdouble u[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord2dv)( u ); }
void APIENTRY glEvalCoord2f ( IN GLfloat u, IN GLfloat v ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord2f)( u, v ); }
void APIENTRY glEvalCoord2fv ( IN const GLfloat u[2] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalCoord2fv)( u ); }
void APIENTRY glEvalMesh1 ( IN GLenum mode, IN GLint i1, IN GLint i2 ) { (*GLTEB_CLTDISPATCHTABLE()->glEvalMesh1)( mode, i1, i2 ); }
void APIENTRY glEvalPoint1 ( IN GLint i ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalPoint1)( i ); }
void APIENTRY glEvalMesh2 ( IN GLenum mode, IN GLint i1, IN GLint i2, IN GLint j1, IN GLint j2 ) { (*GLTEB_CLTDISPATCHTABLE()->glEvalMesh2)( mode, i1, i2, j1, j2 ); }
void APIENTRY glEvalPoint2 ( IN GLint i, IN GLint j ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEvalPoint2)( i, j ); }
void APIENTRY glAlphaFunc ( IN GLenum func, IN GLclampf ref ) { (*GLTEB_CLTDISPATCHTABLE()->glAlphaFunc)( func, ref ); }
void APIENTRY glBlendFunc ( IN GLenum sfactor, IN GLenum dfactor ) { (*GLTEB_CLTDISPATCHTABLE()->glBlendFunc)( sfactor, dfactor ); }
void APIENTRY glLogicOp ( IN GLenum opcode ) { (*GLTEB_CLTDISPATCHTABLE()->glLogicOp)( opcode ); }
void APIENTRY glStencilFunc ( IN GLenum func, IN GLint ref, IN GLuint mask ) { (*GLTEB_CLTDISPATCHTABLE()->glStencilFunc)( func, ref, mask ); }
void APIENTRY glStencilOp ( IN GLenum fail, IN GLenum zfail, IN GLenum zpass ) { (*GLTEB_CLTDISPATCHTABLE()->glStencilOp)( fail, zfail, zpass ); }
void APIENTRY glDepthFunc ( IN GLenum func ) { (*GLTEB_CLTDISPATCHTABLE()->glDepthFunc)( func ); }
void APIENTRY glPixelZoom ( IN GLfloat xfactor, IN GLfloat yfactor ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelZoom)( xfactor, yfactor ); }
void APIENTRY glPixelTransferf ( IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelTransferf)( pname, param ); }
void APIENTRY glPixelTransferi ( IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelTransferi)( pname, param ); }
void APIENTRY glPixelStoref ( IN GLenum pname, IN GLfloat param ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelStoref)( pname, param ); }
void APIENTRY glPixelStorei ( IN GLenum pname, IN GLint param ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelStorei)( pname, param ); }
void APIENTRY glPixelMapfv ( IN GLenum map, IN GLint mapsize, IN const GLfloat values[] ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelMapfv)( map, mapsize, values ); }
void APIENTRY glPixelMapuiv ( IN GLenum map, IN GLint mapsize, IN const GLuint values[] ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelMapuiv)( map, mapsize, values ); }
void APIENTRY glPixelMapusv ( IN GLenum map, IN GLint mapsize, IN const GLushort values[] ) { (*GLTEB_CLTDISPATCHTABLE()->glPixelMapusv)( map, mapsize, values ); }
void APIENTRY glReadBuffer ( IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE()->glReadBuffer)( mode ); }
void APIENTRY glCopyPixels ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height, IN GLenum type ) { (*GLTEB_CLTDISPATCHTABLE()->glCopyPixels)( x, y, width, height, type ); }
void APIENTRY glReadPixels ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height, IN GLenum format, IN GLenum type, OUT GLvoid *pixels ) { (*GLTEB_CLTDISPATCHTABLE()->glReadPixels)( x, y, width, height, format, type, pixels ); }
void APIENTRY glDrawPixels ( IN GLsizei width, IN GLsizei height, IN GLenum format, IN GLenum type, IN const GLvoid *pixels ) { (*GLTEB_CLTDISPATCHTABLE()->glDrawPixels)( width, height, format, type, pixels ); }
void APIENTRY glGetBooleanv ( IN GLenum pname, OUT GLboolean params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetBooleanv)( pname, params ); }
void APIENTRY glGetClipPlane ( IN GLenum plane, OUT GLdouble equation[4] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetClipPlane)( plane, equation ); }
void APIENTRY glGetDoublev ( IN GLenum pname, OUT GLdouble params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetDoublev)( pname, params ); }
GLenum APIENTRY glGetError ( void ) { return( (*GLTEB_CLTDISPATCHTABLE()->glGetError)( ) ); }
void APIENTRY glGetFloatv ( IN GLenum pname, OUT GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetFloatv)( pname, params ); }
void APIENTRY glGetIntegerv ( IN GLenum pname, OUT GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetIntegerv)( pname, params ); }
void APIENTRY glGetLightfv ( IN GLenum light, IN GLenum pname, OUT GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetLightfv)( light, pname, params ); }
void APIENTRY glGetLightiv ( IN GLenum light, IN GLenum pname, OUT GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetLightiv)( light, pname, params ); }
void APIENTRY glGetMapdv ( IN GLenum target, IN GLenum query, OUT GLdouble v[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetMapdv)( target, query, v ); }
void APIENTRY glGetMapfv ( IN GLenum target, IN GLenum query, OUT GLfloat v[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetMapfv)( target, query, v ); }
void APIENTRY glGetMapiv ( IN GLenum target, IN GLenum query, OUT GLint v[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetMapiv)( target, query, v ); }
void APIENTRY glGetMaterialfv ( IN GLenum face, IN GLenum pname, OUT GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetMaterialfv)( face, pname, params ); }
void APIENTRY glGetMaterialiv ( IN GLenum face, IN GLenum pname, OUT GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetMaterialiv)( face, pname, params ); }
void APIENTRY glGetPixelMapfv ( IN GLenum map, OUT GLfloat values[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetPixelMapfv)( map, values ); }
void APIENTRY glGetPixelMapuiv ( IN GLenum map, OUT GLuint values[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetPixelMapuiv)( map, values ); }
void APIENTRY glGetPixelMapusv ( IN GLenum map, OUT GLushort values[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetPixelMapusv)( map, values ); }
void APIENTRY glGetPolygonStipple ( OUT GLubyte mask[128] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetPolygonStipple)( mask ); }
const GLubyte * APIENTRY glGetString ( IN GLenum name ) { return( (*GLTEB_CLTDISPATCHTABLE()->glGetString)( name ) ); }
void APIENTRY glGetTexEnvfv ( IN GLenum target, IN GLenum pname, OUT GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexEnvfv)( target, pname, params ); }
void APIENTRY glGetTexEnviv ( IN GLenum target, IN GLenum pname, OUT GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexEnviv)( target, pname, params ); }
void APIENTRY glGetTexGendv ( IN GLenum coord, IN GLenum pname, OUT GLdouble params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexGendv)( coord, pname, params ); }
void APIENTRY glGetTexGenfv ( IN GLenum coord, IN GLenum pname, OUT GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexGenfv)( coord, pname, params ); }
void APIENTRY glGetTexGeniv ( IN GLenum coord, IN GLenum pname, OUT GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexGeniv)( coord, pname, params ); }
void APIENTRY glGetTexImage ( IN GLenum target, IN GLint level, IN GLenum format, IN GLenum type, OUT GLvoid *pixels ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexImage)( target, level, format, type, pixels ); }
void APIENTRY glGetTexParameterfv ( IN GLenum target, IN GLenum pname, OUT GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexParameterfv)( target, pname, params ); }
void APIENTRY glGetTexParameteriv ( IN GLenum target, IN GLenum pname, OUT GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexParameteriv)( target, pname, params ); }
void APIENTRY glGetTexLevelParameterfv ( IN GLenum target, IN GLint level, IN GLenum pname, OUT GLfloat params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexLevelParameterfv)( target, level, pname, params ); }
void APIENTRY glGetTexLevelParameteriv ( IN GLenum target, IN GLint level, IN GLenum pname, OUT GLint params[] ) { (*GLTEB_CLTDISPATCHTABLE()->glGetTexLevelParameteriv)( target, level, pname, params ); }
GLboolean APIENTRY glIsEnabled ( IN GLenum cap ) { return( (*GLTEB_CLTDISPATCHTABLE()->glIsEnabled)( cap ) ); }
GLboolean APIENTRY glIsList ( IN GLuint list ) { return( (*GLTEB_CLTDISPATCHTABLE()->glIsList)( list ) ); }
void APIENTRY glDepthRange ( IN GLclampd zNear, IN GLclampd zFar ) { (*GLTEB_CLTDISPATCHTABLE()->glDepthRange)( zNear, zFar ); }
void APIENTRY glFrustum ( IN GLdouble left, IN GLdouble right, IN GLdouble bottom, IN GLdouble top, IN GLdouble zNear, IN GLdouble zFar ) { (*GLTEB_CLTDISPATCHTABLE()->glFrustum)( left, right, bottom, top, zNear, zFar ); }
void APIENTRY glLoadIdentity ( void ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glLoadIdentity)( ); }
void APIENTRY glLoadMatrixf ( IN const GLfloat m[16] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glLoadMatrixf)( m ); }
void APIENTRY glLoadMatrixd ( IN const GLdouble m[16] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glLoadMatrixd)( m ); }
void APIENTRY glMatrixMode ( IN GLenum mode ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMatrixMode)( mode ); }
void APIENTRY glMultMatrixf ( IN const GLfloat m[16] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultMatrixf)( m ); }
void APIENTRY glMultMatrixd ( IN const GLdouble m[16] ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultMatrixd)( m ); }
void APIENTRY glOrtho ( IN GLdouble left, IN GLdouble right, IN GLdouble bottom, IN GLdouble top, IN GLdouble zNear, IN GLdouble zFar ) { (*GLTEB_CLTDISPATCHTABLE()->glOrtho)( left, right, bottom, top, zNear, zFar ); }
void APIENTRY glPopMatrix ( void ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glPopMatrix)( ); }
void APIENTRY glPushMatrix ( void ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glPushMatrix)( ); }
void APIENTRY glRotated ( IN GLdouble angle, IN GLdouble x, IN GLdouble y, IN GLdouble z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glRotated)( angle, x, y, z ); }
void APIENTRY glRotatef ( IN GLfloat angle, IN GLfloat x, IN GLfloat y, IN GLfloat z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glRotatef)( angle, x, y, z ); }
void APIENTRY glScaled ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glScaled)( x, y, z ); }
void APIENTRY glScalef ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glScalef)( x, y, z ); }
void APIENTRY glTranslated ( IN GLdouble x, IN GLdouble y, IN GLdouble z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTranslated)( x, y, z ); }
void APIENTRY glTranslatef ( IN GLfloat x, IN GLfloat y, IN GLfloat z ) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTranslatef)( x, y, z ); }
void APIENTRY glViewport ( IN GLint x, IN GLint y, IN GLsizei width, IN GLsizei height ) { (*GLTEB_CLTDISPATCHTABLE()->glViewport)( x, y, width, height ); }
GLboolean APIENTRY glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences) { return (*GLTEB_CLTDISPATCHTABLE()->glAreTexturesResident)(n, textures, residences); }
void APIENTRY glBindTexture(GLenum target, GLuint texture) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glBindTexture)(target, texture); }
void APIENTRY glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { (*GLTEB_CLTDISPATCHTABLE()->glCopyTexImage1D)(target, level, internalformat, x, y, width, border); }
void APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { (*GLTEB_CLTDISPATCHTABLE()->glCopyTexImage2D)(target, level, internalformat, x, y, width, height, border); }
void APIENTRY glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { (*GLTEB_CLTDISPATCHTABLE()->glCopyTexSubImage1D)(target, level, xoffset, x, y, width); }
void APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { (*GLTEB_CLTDISPATCHTABLE()->glCopyTexSubImage2D)(target, level, xoffset, yoffset, x, y, width, height); }
void APIENTRY glDeleteTextures(GLsizei n, const GLuint *textures) { (*GLTEB_CLTDISPATCHTABLE()->glDeleteTextures)(n, textures); }
void APIENTRY glGenTextures(GLsizei n, GLuint *textures) { (*GLTEB_CLTDISPATCHTABLE()->glGenTextures)(n, textures); }
GLboolean APIENTRY glIsTexture(GLuint texture) { return (*GLTEB_CLTDISPATCHTABLE()->glIsTexture)(texture); }
void APIENTRY glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities) { (*GLTEB_CLTDISPATCHTABLE()->glPrioritizeTextures)(n, textures, priorities); }
void APIENTRY glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels) { (*GLTEB_CLTDISPATCHTABLE()->glTexSubImage1D)(target, level, xoffset, width, format, type, pixels); }
void APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { (*GLTEB_CLTDISPATCHTABLE()->glTexSubImage2D)(target, level, xoffset, yoffset, width, height, format, type, pixels); }
void APIENTRY glArrayElement(GLint i) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glArrayElement)(i); }
void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColorPointer)(size, type, stride, pointer); }
void APIENTRY glDisableClientState(GLenum array) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glDisableClientState)(array); }
void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glDrawArrays)(mode, first, count); }
void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glDrawElements)(mode, count, type, indices); }
void APIENTRY glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEdgeFlagPointer)(stride, pointer); }
void APIENTRY glEnableClientState(GLenum array) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glEnableClientState)(array); }
void APIENTRY glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexPointer)(type, stride, pointer); }
void APIENTRY glIndexub(GLubyte c) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexub)(c); }
void APIENTRY glIndexubv(const GLubyte *c) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glIndexubv)(c); }
void APIENTRY glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glInterleavedArrays)(format, stride, pointer); }
void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNormalPointer)(type, stride, pointer); }
void APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glPolygonOffset)(factor, units); }
void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glTexCoordPointer)(size, type, stride, pointer); }
void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glVertexPointer)(size, type, stride, pointer); }
void APIENTRY glGetPointerv(GLenum pname, GLvoid* *params) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glGetPointerv)(pname, params); }
void APIENTRY glPopClientAttrib(void) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glPopClientAttrib)(); }
void APIENTRY glPushClientAttrib(IN GLbitfield mask) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glPushClientAttrib)(mask); }
void APIENTRY glDrawRangeElementsWIN(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glDrawRangeElementsWIN)(mode, start, end, count, type, indices); }
void APIENTRY glColorTableEXT( GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *data) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColorTableEXT)(target, internalFormat, width, format, type, data); }
void APIENTRY glColorSubTableEXT( GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glColorSubTableEXT)(target, start, count, format, type, data); }
void APIENTRY glGetColorTableEXT( GLenum target, GLenum format, GLenum type, GLvoid *data) { (*GLTEB_EXTDISPATCHTABLE()->glGetColorTableEXT)(target, format, type, data); }
void APIENTRY glGetColorTableParameterivEXT( GLenum target, GLenum pname, GLint *params) { (*GLTEB_EXTDISPATCHTABLE()->glGetColorTableParameterivEXT)(target, pname, params); }
void APIENTRY glGetColorTableParameterfvEXT( GLenum target, GLenum pname, GLfloat *params) { (*GLTEB_EXTDISPATCHTABLE()->glGetColorTableParameterfvEXT)(target, pname, params); }
#ifdef GL_WIN_multiple_textures
void APIENTRY glCurrentTextureIndexWIN (GLuint index) { (*GLTEB_CLTTDISPATCHTABLE_FAST()->glCurrentTextureIndexWIN) (index); }
void APIENTRY glMultiTexCoord1dWIN (GLbitfield mask, GLdouble s) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord1dWIN) (mask, s); }
void APIENTRY glMultiTexCoord1dvWIN (GLbitfield mask, const GLdouble *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord1dvWIN) (mask, v); }
void APIENTRY glMultiTexCoord1fWIN (GLbitfield mask, GLfloat s) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord1fWIN) (mask, s); }
void APIENTRY glMultiTexCoord1fvWIN (GLbitfield mask, const GLfloat *v) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord1fvWIN) (mask, v); }
void APIENTRY glMultiTexCoord1iWIN (GLbitfield mask, GLint s) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord1iWIN) (mask, s); }
void APIENTRY glMultiTexCoord1ivWIN (GLbitfield mask, const GLint *v) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord1ivWIN) (mask, v); }
void APIENTRY glMultiTexCoord1sWIN (GLbitfield mask, GLshort s) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord1sWIN) (mask, s); }
void APIENTRY glMultiTexCoord1svWIN (GLbitfield mask, const GLshort *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord1svWIN) (mask, v); }
void APIENTRY glMultiTexCoord2dWIN (GLbitfield mask, GLdouble s, GLdouble t) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord2dWIN) (mask, s, t); }
void APIENTRY glMultiTexCoord2dvWIN (GLbitfield mask, const GLdouble *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord2dvWIN) (mask, v); }
void APIENTRY glMultiTexCoord2fWIN (GLbitfield mask, GLfloat s, GLfloat t) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord2fWIN) (mask, s, t); }
void APIENTRY glMultiTexCoord2fvWIN (GLbitfield mask, const GLfloat *v) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord2fvWIN) (mask, v); }
void APIENTRY glMultiTexCoord2iWIN (GLbitfield mask, GLint s, GLint t) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord2iWIN) (mask, s, t); }
void APIENTRY glMultiTexCoord2ivWIN (GLbitfield mask, const GLint *v) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glMultiTexCoord2ivWIN) (mask, v); }
void APIENTRY glMultiTexCoord2sWIN (GLbitfield mask, GLshort s, GLshort t) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord2sWIN) (mask, s, t); }
void APIENTRY glMultiTexCoord2svWIN (GLbitfield mask, const GLshort *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord2svWIN) (mask, v); }
void APIENTRY glMultiTexCoord3dWIN (GLbitfield mask, GLdouble s, GLdouble t, GLdouble r) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3dWIN) (mask, s, t, r); }
void APIENTRY glMultiTexCoord3dvWIN (GLbitfield mask, const GLdouble *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3dvWIN) (mask, v); }
void APIENTRY glMultiTexCoord3fWIN (GLbitfield mask, GLfloat s, GLfloat t, GLfloat r) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3fWIN) (mask, s, t, r); }
void APIENTRY glMultiTexCoord3fvWIN (GLbitfield mask, const GLfloat *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3fvWIN) (mask, v); }
void APIENTRY glMultiTexCoord3iWIN (GLbitfield mask, GLint s, GLint t, GLint r) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3iWIN) (mask, s, t, r); }
void APIENTRY glMultiTexCoord3ivWIN (GLbitfield mask, const GLint *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3ivWIN) (mask, v); }
void APIENTRY glMultiTexCoord3sWIN (GLbitfield mask, GLshort s, GLshort t, GLshort r) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3sWIN) (mask, s, t, r); }
void APIENTRY glMultiTexCoord3svWIN (GLbitfield mask, const GLshort *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord3svWIN) (mask, v); }
void APIENTRY glMultiTexCoord4dWIN (GLbitfield mask, GLdouble s, GLdouble t, GLdouble r, GLdouble q) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4dWIN) (mask, s, t, r, q); }
void APIENTRY glMultiTexCoord4dvWIN (GLbitfield mask, const GLdouble *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4dvWIN) (mask, v); }
void APIENTRY glMultiTexCoord4fWIN (GLbitfield mask, GLfloat s, GLfloat t, GLfloat r, GLfloat q) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4fWIN) (mask, s, t, r, q); }
void APIENTRY glMultiTexCoord4fvWIN (GLbitfield mask, const GLfloat *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4fvWIN) (mask, v); }
void APIENTRY glMultiTexCoord4iWIN (GLbitfield mask, GLint s, GLint t, GLint r, GLint q) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4iWIN) (mask, s, t, r, q); }
void APIENTRY glMultiTexCoord4ivWIN (GLbitfield mask, const GLint *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4ivWIN) (mask, v); }
void APIENTRY glMultiTexCoord4sWIN (GLbitfield mask, GLshort s, GLshort t, GLshort r, GLshort q) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4sWIN) (mask, s, t, r, q); }
void APIENTRY glMultiTexCoord4svWIN (GLbitfield mask, const GLshort *v) { (*GLTEB_EXTDISPATCHTABLE()->glMultiTexCoord4svWIN) (mask, v); }
void APIENTRY glBindNthTextureWIN (GLuint index, GLenum target, GLuint texture) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glBindNthTextureWIN) (index, target, texture); }
void APIENTRY glNthTexCombineFuncWIN (GLuint index, GLenum leftColorFactor, GLenum colorOp, GLenum rightColorFactor, GLenum leftAlphaFactor, GLenum alphaOp, GLenum rightAlphaFactor) { (*GLTEB_CLTDISPATCHTABLE_FAST()->glNthTexCombineFuncWIN) (index, leftColorFactor, colorOp, rightColorFactor, leftAlphaFactor, alphaOp, rightAlphaFactor); } #endif // GL_WIN_multiple_textures
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