// // SWIG OpenGL module // This file is basically just copied out of Mesa-1.2.8 but // with a few minor modifications. // %module opengl %{ #ifdef __WIN32__ #include #endif #include %} /* $Id: gl.h,v 1.17 1996/05/08 16:46:41 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 1.2 * Copyright (C) 1995-1996 Brian Paul (brianp@ssec.wisc.edu) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* $Log: gl.h,v $ * Revision 1.17 1996/05/08 16:46:41 brianp * added GL_MESA_window_pos extension * * Revision 1.16 1996/02/15 16:00:00 brianp * added vertex array extension symbols and functions * * Revision 1.15 1995/11/03 14:29:02 brianp * added patches for CenterLine C++ per Steven Spitz * cleaned up some comments * * Revision 1.14 1995/10/27 20:26:53 brianp * added glPolygonOffsetEXT() and related GLenums * * Revision 1.13 1995/10/19 13:47:23 brianp * GL_LINEAR_MIPMAP_NEAREST had wrong value * * Revision 1.12 1995/10/02 13:13:56 brianp * removed an extra glColor4B prototype * * Revision 1.11 1995/09/28 13:17:48 brianp * renamed GL_ALL_ATTRIB_BIT to GL_ALL_ATTRIB_BITS * * Revision 1.10 1995/08/13 17:26:02 brianp * assign explicit values to all GLenum symbols to match OpenGL * * Revision 1.9 1995/05/30 13:17:38 brianp * added glGetTexImage(), glGetMap[dfi]v() protos, GL_AUX[123], GL_COEF, * GL_DOMAIN, GL_ORDER symbols * * Revision 1.8 1995/05/29 21:19:54 brianp * added GL_TEXTURE_WIDTH, HEIGHT, BORDER, COMPONENTS symbols * added glGetMaterial*, glGetPixelMap*, glGetTexGen*, glGetTexParameter* protos * * Revision 1.7 1995/05/22 17:03:21 brianp * Release 1.2 * * Revision 1.6 1995/04/28 20:04:03 brianp * added GL_REPLACE_EXT texture symbol * fixed glGetString and glGetLighiv prototypes * * Revision 1.5 1995/04/19 13:47:05 brianp * renamed occurances of near and far for SCO x86 Unix * * Revision 1.4 1995/04/05 18:29:04 brianp * added GL_EXT_blend_* compile-time symbols * * Revision 1.3 1995/03/10 16:28:41 brianp * updated for blending extensions * * Revision 1.2 1995/03/04 19:45:47 brianp * 1.1 beta revision * * Revision 1.1 1995/02/28 21:21:03 brianp * Initial revision * */ #ifndef GL_H #define GL_H #ifdef __cplusplus extern "C" { #endif /* * Apps can test for this symbol to do conditional compilation if needed. */ #define MESA /* * * Enumerations * */ typedef enum { /* Boolean values */ GL_FALSE = 0, GL_TRUE = 1, /* Data types */ GL_BYTE = 0x1400, GL_UNSIGNED_BYTE = 0x1401, GL_SHORT = 0x1402, GL_UNSIGNED_SHORT = 0x1403, GL_INT = 0x1404, GL_UNSIGNED_INT = 0x1405, GL_FLOAT = 0x1406, GL_2_BYTES = 0x1407, GL_3_BYTES = 0x1408, GL_4_BYTES = 0x1409, // GL_DOUBLE_EXT = 0x140A, /* Primitives */ GL_LINES = 0x0001, GL_POINTS = 0x0000, GL_LINE_STRIP = 0x0003, GL_LINE_LOOP = 0x0002, GL_TRIANGLES = 0x0004, GL_TRIANGLE_STRIP = 0x0005, GL_TRIANGLE_FAN = 0x0006, GL_QUADS = 0x0007, GL_QUAD_STRIP = 0x0008, GL_POLYGON = 0x0009, GL_EDGE_FLAG = 0x0B43, /* Matrix Mode */ GL_MATRIX_MODE = 0x0BA0, GL_MODELVIEW = 0x1700, GL_PROJECTION = 0x1701, GL_TEXTURE = 0x1702, /* Points */ GL_POINT_SMOOTH = 0x0B10, GL_POINT_SIZE = 0x0B11, GL_POINT_SIZE_GRANULARITY = 0x0B13, GL_POINT_SIZE_RANGE = 0x0B12, /* Lines */ GL_LINE_SMOOTH = 0x0B20, GL_LINE_STIPPLE = 0x0B24, GL_LINE_STIPPLE_PATTERN = 0x0B25, GL_LINE_STIPPLE_REPEAT = 0x0B26, GL_LINE_WIDTH = 0x0B21, GL_LINE_WIDTH_GRANULARITY = 0x0B23, GL_LINE_WIDTH_RANGE = 0x0B22, /* Polygons */ GL_POINT = 0x1B00, GL_LINE = 0x1B01, GL_FILL = 0x1B02, GL_CCW = 0x0901, GL_CW = 0x0900, GL_FRONT = 0x0404, GL_BACK = 0x0405, GL_CULL_FACE = 0x0B44, GL_CULL_FACE_MODE = 0x0B45, GL_POLYGON_SMOOTH = 0x0B41, GL_POLYGON_STIPPLE = 0x0B42, GL_FRONT_FACE = 0x0B46, GL_POLYGON_MODE = 0x0B40, /* Display Lists */ GL_COMPILE = 0x1300, GL_COMPILE_AND_EXECUTE = 0x1301, GL_LIST_BASE = 0x0B32, GL_LIST_INDEX = 0x0B33, GL_LIST_MODE = 0x0B30, /* Depth buffer */ GL_NEVER = 0x0200, GL_LESS = 0x0201, GL_GEQUAL = 0x0206, GL_LEQUAL = 0x0203, GL_GREATER = 0x0204, GL_NOTEQUAL = 0x0205, GL_EQUAL = 0x0202, GL_ALWAYS = 0x0207, GL_DEPTH_TEST = 0x0B71, GL_DEPTH_BITS = 0x0D56, GL_DEPTH_CLEAR_VALUE = 0x0B73, GL_DEPTH_FUNC = 0x0B74, GL_DEPTH_RANGE = 0x0B70, GL_DEPTH_WRITEMASK = 0x0B72, GL_DEPTH_COMPONENT = 0x1902, /* Lighting */ GL_LIGHTING = 0x0B50, GL_LIGHT0 = 0x4000, GL_LIGHT1 = 0x4001, GL_LIGHT2 = 0x4002, GL_LIGHT3 = 0x4003, GL_LIGHT4 = 0x4004, GL_LIGHT5 = 0x4005, GL_LIGHT6 = 0x4006, GL_LIGHT7 = 0x4007, GL_SPOT_EXPONENT = 0x1205, GL_SPOT_CUTOFF = 0x1206, GL_CONSTANT_ATTENUATION = 0x1207, GL_LINEAR_ATTENUATION = 0x1208, GL_QUADRATIC_ATTENUATION = 0x1209, GL_AMBIENT = 0x1200, GL_DIFFUSE = 0x1201, GL_SPECULAR = 0x1202, GL_SHININESS = 0x1601, GL_EMISSION = 0x1600, GL_POSITION = 0x1203, GL_SPOT_DIRECTION = 0x1204, GL_AMBIENT_AND_DIFFUSE = 0x1602, GL_COLOR_INDEXES = 0x1603, GL_LIGHT_MODEL_TWO_SIDE = 0x0B52, GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51, GL_LIGHT_MODEL_AMBIENT = 0x0B53, GL_FRONT_AND_BACK = 0x0408, GL_SHADE_MODEL = 0x0B54, GL_FLAT = 0x1D00, GL_SMOOTH = 0x1D01, GL_COLOR_MATERIAL = 0x0B57, GL_COLOR_MATERIAL_FACE = 0x0B55, GL_COLOR_MATERIAL_PARAMETER = 0x0B56, GL_NORMALIZE = 0x0BA1, /* User clipping planes */ GL_CLIP_PLANE0 = 0x3000, GL_CLIP_PLANE1 = 0x3001, GL_CLIP_PLANE2 = 0x3002, GL_CLIP_PLANE3 = 0x3003, GL_CLIP_PLANE4 = 0x3004, GL_CLIP_PLANE5 = 0x3005, /* Accumulation buffer */ GL_ACCUM_RED_BITS = 0x0D58, GL_ACCUM_GREEN_BITS = 0x0D59, GL_ACCUM_BLUE_BITS = 0x0D5A, GL_ACCUM_ALPHA_BITS = 0x0D5B, GL_ACCUM_CLEAR_VALUE = 0x0B80, GL_ACCUM = 0x0100, GL_ADD = 0x0104, GL_LOAD = 0x0101, GL_MULT = 0x0103, GL_RETURN = 0x0102, /* Alpha testing */ GL_ALPHA_TEST = 0x0BC0, GL_ALPHA_TEST_REF = 0x0BC2, GL_ALPHA_TEST_FUNC = 0x0BC1, /* Blending */ GL_BLEND = 0x0BE2, GL_BLEND_SRC = 0x0BE1, GL_BLEND_DST = 0x0BE0, GL_ZERO = 0, GL_ONE = 1, GL_SRC_COLOR = 0x0300, GL_ONE_MINUS_SRC_COLOR = 0x0301, GL_DST_COLOR = 0x0306, GL_ONE_MINUS_DST_COLOR = 0x0307, GL_SRC_ALPHA = 0x0302, GL_ONE_MINUS_SRC_ALPHA = 0x0303, GL_DST_ALPHA = 0x0304, GL_ONE_MINUS_DST_ALPHA = 0x0305, GL_SRC_ALPHA_SATURATE = 0x0308, /* Render Mode */ GL_FEEDBACK = 0x1C01, GL_RENDER = 0x1C00, GL_SELECT = 0x1C02, /* Feedback */ GL_2D = 0x0600, GL_3D = 0x0601, GL_3D_COLOR = 0x0602, GL_3D_COLOR_TEXTURE = 0x0603, GL_4D_COLOR_TEXTURE = 0x0604, GL_POINT_TOKEN = 0x0701, GL_LINE_TOKEN = 0x0702, GL_LINE_RESET_TOKEN = 0x0707, GL_POLYGON_TOKEN = 0x0703, GL_BITMAP_TOKEN = 0x0704, GL_DRAW_PIXEL_TOKEN = 0x0705, GL_COPY_PIXEL_TOKEN = 0x0706, GL_PASS_THROUGH_TOKEN = 0x0700, /* Fog */ GL_FOG = 0x0B60, GL_FOG_MODE = 0x0B65, GL_FOG_DENSITY = 0x0B62, GL_FOG_COLOR = 0x0B66, GL_FOG_INDEX = 0x0B61, GL_FOG_START = 0x0B63, GL_FOG_END = 0x0B64, GL_LINEAR = 0x2601, GL_EXP = 0x0800, GL_EXP2 = 0x0801, /* Logic Ops */ GL_LOGIC_OP = 0x0BF1, GL_LOGIC_OP_MODE = 0x0BF0, GL_CLEAR = 0x1500, GL_SET = 0x150F, GL_COPY = 0x1503, GL_COPY_INVERTED = 0x150C, GL_NOOP = 0x1505, GL_INVERT = 0x150A, GL_AND = 0x1501, GL_NAND = 0x150E, GL_OR = 0x1507, GL_NOR = 0x1508, GL_XOR = 0x1506, GL_EQUIV = 0x1509, GL_AND_REVERSE = 0x1502, GL_AND_INVERTED = 0x1504, GL_OR_REVERSE = 0x150B, GL_OR_INVERTED = 0x150D, /* Stencil */ GL_STENCIL_TEST = 0x0B90, GL_STENCIL_WRITEMASK = 0x0B98, GL_STENCIL_BITS = 0x0D57, GL_STENCIL_FUNC = 0x0B92, GL_STENCIL_VALUE_MASK = 0x0B93, GL_STENCIL_REF = 0x0B97, GL_STENCIL_FAIL = 0x0B94, GL_STENCIL_PASS_DEPTH_PASS = 0x0B96, GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95, GL_STENCIL_CLEAR_VALUE = 0x0B91, GL_STENCIL_INDEX = 0x1901, GL_KEEP = 0x1E00, GL_REPLACE = 0x1E01, GL_INCR = 0x1E02, GL_DECR = 0x1E03, /* Buffers, Pixel Drawing/Reading */ GL_NONE = 0, GL_LEFT = 0x0406, GL_RIGHT = 0x0407, /*GL_FRONT = 0x0404, */ /*GL_BACK = 0x0405, */ /*GL_FRONT_AND_BACK = 0x0408, */ GL_FRONT_LEFT = 0x0400, GL_FRONT_RIGHT = 0x0401, GL_BACK_LEFT = 0x0402, GL_BACK_RIGHT = 0x0403, GL_AUX0 = 0x0409, GL_AUX1 = 0x040A, GL_AUX2 = 0x040B, GL_AUX3 = 0x040C, GL_COLOR_INDEX = 0x1900, GL_RED = 0x1903, GL_GREEN = 0x1904, GL_BLUE = 0x1905, GL_ALPHA = 0x1906, GL_LUMINANCE = 0x1909, GL_LUMINANCE_ALPHA = 0x190A, GL_ALPHA_BITS = 0x0D55, GL_RED_BITS = 0x0D52, GL_GREEN_BITS = 0x0D53, GL_BLUE_BITS = 0x0D54, GL_INDEX_BITS = 0x0D51, GL_SUBPIXEL_BITS = 0x0D50, GL_AUX_BUFFERS = 0x0C00, GL_READ_BUFFER = 0x0C02, GL_DRAW_BUFFER = 0x0C01, GL_DOUBLEBUFFER = 0x0C32, GL_STEREO = 0x0C33, GL_BITMAP = 0x1A00, GL_COLOR = 0x1800, GL_DEPTH = 0x1801, GL_STENCIL = 0x1802, GL_DITHER = 0x0BD0, GL_RGB = 0x1907, GL_RGBA = 0x1908, /* Implementation limits */ GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36, GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38, GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39, GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35, GL_MAX_NAME_STACK_DEPTH = 0x0D37, GL_MAX_LIST_NESTING = 0x0B31, GL_MAX_LIGHTS = 0x0D31, GL_MAX_CLIP_PLANES = 0x0D32, GL_MAX_VIEWPORT_DIMS = 0x0D3A, GL_MAX_PIXEL_MAP_TABLE = 0x0D34, GL_MAX_EVAL_ORDER = 0x0D30, GL_MAX_TEXTURE_SIZE = 0x0D33, /* Gets */ GL_ATTRIB_STACK_DEPTH = 0x0BB0, GL_COLOR_CLEAR_VALUE = 0x0C22, GL_COLOR_WRITEMASK = 0x0C23, GL_CURRENT_INDEX = 0x0B01, GL_CURRENT_COLOR = 0x0B00, GL_CURRENT_NORMAL = 0x0B02, GL_CURRENT_RASTER_COLOR = 0x0B04, GL_CURRENT_RASTER_DISTANCE = 0x0B09, GL_CURRENT_RASTER_INDEX = 0x0B05, GL_CURRENT_RASTER_POSITION = 0x0B07, GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06, GL_CURRENT_RASTER_POSITION_VALID = 0x0B08, GL_CURRENT_TEXTURE_COORDS = 0x0B03, GL_INDEX_CLEAR_VALUE = 0x0C20, GL_INDEX_MODE = 0x0C30, GL_INDEX_WRITEMASK = 0x0C21, GL_MODELVIEW_MATRIX = 0x0BA6, GL_MODELVIEW_STACK_DEPTH = 0x0BA3, GL_NAME_STACK_DEPTH = 0x0D70, GL_PROJECTION_MATRIX = 0x0BA7, GL_PROJECTION_STACK_DEPTH = 0x0BA4, GL_RENDER_MODE = 0x0C40, GL_RGBA_MODE = 0x0C31, GL_TEXTURE_MATRIX = 0x0BA8, GL_TEXTURE_STACK_DEPTH = 0x0BA5, GL_VIEWPORT = 0x0BA2, /* Evaluators */ GL_AUTO_NORMAL = 0x0D80, GL_MAP1_COLOR_4 = 0x0D90, GL_MAP1_GRID_DOMAIN = 0x0DD0, GL_MAP1_GRID_SEGMENTS = 0x0DD1, GL_MAP1_INDEX = 0x0D91, GL_MAP1_NORMAL = 0x0D92, GL_MAP1_TEXTURE_COORD_1 = 0x0D93, GL_MAP1_TEXTURE_COORD_2 = 0x0D94, GL_MAP1_TEXTURE_COORD_3 = 0x0D95, GL_MAP1_TEXTURE_COORD_4 = 0x0D96, GL_MAP1_VERTEX_3 = 0x0D97, GL_MAP1_VERTEX_4 = 0x0D98, GL_MAP2_COLOR_4 = 0x0DB0, GL_MAP2_GRID_DOMAIN = 0x0DD2, GL_MAP2_GRID_SEGMENTS = 0x0DD3, GL_MAP2_INDEX = 0x0DB1, GL_MAP2_NORMAL = 0x0DB2, GL_MAP2_TEXTURE_COORD_1 = 0x0DB3, GL_MAP2_TEXTURE_COORD_2 = 0x0DB4, GL_MAP2_TEXTURE_COORD_3 = 0x0DB5, GL_MAP2_TEXTURE_COORD_4 = 0x0DB6, GL_MAP2_VERTEX_3 = 0x0DB7, GL_MAP2_VERTEX_4 = 0x0DB8, GL_COEFF = 0x0A00, GL_DOMAIN = 0x0A02, GL_ORDER = 0x0A01, /* Hints */ GL_FOG_HINT = 0x0C54, GL_LINE_SMOOTH_HINT = 0x0C52, GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50, GL_POINT_SMOOTH_HINT = 0x0C51, GL_POLYGON_SMOOTH_HINT = 0x0C53, GL_DONT_CARE = 0x1100, GL_FASTEST = 0x1101, GL_NICEST = 0x1102, /* Scissor box */ GL_SCISSOR_TEST = 0x0C11, GL_SCISSOR_BOX = 0x0C10, /* Pixel Mode / Transfer */ GL_MAP_COLOR = 0x0D10, GL_MAP_STENCIL = 0x0D11, GL_INDEX_SHIFT = 0x0D12, GL_INDEX_OFFSET = 0x0D13, GL_RED_SCALE = 0x0D14, GL_RED_BIAS = 0x0D15, GL_GREEN_SCALE = 0x0D18, GL_GREEN_BIAS = 0x0D19, GL_BLUE_SCALE = 0x0D1A, GL_BLUE_BIAS = 0x0D1B, GL_ALPHA_SCALE = 0x0D1C, GL_ALPHA_BIAS = 0x0D1D, GL_DEPTH_SCALE = 0x0D1E, GL_DEPTH_BIAS = 0x0D1F, GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1, GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0, GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2, GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3, GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4, GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5, GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6, GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7, GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8, GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9, GL_PIXEL_MAP_S_TO_S = 0x0C71, GL_PIXEL_MAP_I_TO_I = 0x0C70, GL_PIXEL_MAP_I_TO_R = 0x0C72, GL_PIXEL_MAP_I_TO_G = 0x0C73, GL_PIXEL_MAP_I_TO_B = 0x0C74, GL_PIXEL_MAP_I_TO_A = 0x0C75, GL_PIXEL_MAP_R_TO_R = 0x0C76, GL_PIXEL_MAP_G_TO_G = 0x0C77, GL_PIXEL_MAP_B_TO_B = 0x0C78, GL_PIXEL_MAP_A_TO_A = 0x0C79, GL_PACK_ALIGNMENT = 0x0D05, GL_PACK_LSB_FIRST = 0x0D01, GL_PACK_ROW_LENGTH = 0x0D02, GL_PACK_SKIP_PIXELS = 0x0D04, GL_PACK_SKIP_ROWS = 0x0D03, GL_PACK_SWAP_BYTES = 0x0D00, GL_UNPACK_ALIGNMENT = 0x0CF5, GL_UNPACK_LSB_FIRST = 0x0CF1, GL_UNPACK_ROW_LENGTH = 0x0CF2, GL_UNPACK_SKIP_PIXELS = 0x0CF4, GL_UNPACK_SKIP_ROWS = 0x0CF3, GL_UNPACK_SWAP_BYTES = 0x0CF0, GL_ZOOM_X = 0x0D16, GL_ZOOM_Y = 0x0D17, /* Texture mapping */ GL_TEXTURE_ENV = 0x2300, GL_TEXTURE_ENV_MODE = 0x2200, GL_TEXTURE_1D = 0x0DE0, GL_TEXTURE_2D = 0x0DE1, GL_TEXTURE_WRAP_S = 0x2802, GL_TEXTURE_WRAP_T = 0x2803, GL_TEXTURE_MAG_FILTER = 0x2800, GL_TEXTURE_MIN_FILTER = 0x2801, GL_TEXTURE_ENV_COLOR = 0x2201, GL_TEXTURE_GEN_S = 0x0C60, GL_TEXTURE_GEN_T = 0x0C61, GL_TEXTURE_GEN_MODE = 0x2500, GL_TEXTURE_BORDER_COLOR = 0x1004, GL_TEXTURE_WIDTH = 0x1000, GL_TEXTURE_HEIGHT = 0x1001, GL_TEXTURE_BORDER = 0x1005, GL_TEXTURE_COMPONENTS = 0x1003, GL_NEAREST_MIPMAP_NEAREST = 0x2700, GL_NEAREST_MIPMAP_LINEAR = 0x2702, GL_LINEAR_MIPMAP_NEAREST = 0x2701, GL_LINEAR_MIPMAP_LINEAR = 0x2703, GL_OBJECT_LINEAR = 0x2401, GL_OBJECT_PLANE = 0x2501, GL_EYE_LINEAR = 0x2400, GL_EYE_PLANE = 0x2502, GL_SPHERE_MAP = 0x2402, GL_DECAL = 0x2101, GL_MODULATE = 0x2100, GL_NEAREST = 0x2600, GL_REPEAT = 0x2901, GL_CLAMP = 0x2900, GL_S = 0x2000, GL_T = 0x2001, GL_R = 0x2002, GL_Q = 0x2003, GL_TEXTURE_GEN_R = 0x0C62, GL_TEXTURE_GEN_Q = 0x0C63, /* Utility */ GL_VENDOR = 0x1F00, GL_RENDERER = 0x1F01, GL_VERSION = 0x1F02, GL_EXTENSIONS = 0x1F03, /* Errors */ GL_INVALID_VALUE = 0x0501, GL_INVALID_ENUM = 0x0500, GL_INVALID_OPERATION = 0x0502, GL_STACK_OVERFLOW = 0x0503, GL_STACK_UNDERFLOW = 0x0504, GL_OUT_OF_MEMORY = 0x0505, /* Blending Extensions */ // GL_CONSTANT_COLOR_EXT = 0x8001, // GL_ONE_MINUS_CONSTANT_COLOR_EXT = 0x8002, // GL_CONSTANT_ALPHA_EXT = 0x8003, // GL_ONE_MINUS_CONSTANT_ALPHA_EXT = 0x8004, // GL_BLEND_EQUATION_EXT = 0x8009, // GL_MIN_EXT = 0x8007, // GL_MAX_EXT = 0x8008, // GL_FUNC_ADD_EXT = 0x8006, // GL_FUNC_SUBTRACT_EXT = 0x800A, // GL_FUNC_REVERSE_SUBTRACT_EXT = 0x800B, // GL_BLEND_COLOR_EXT = 0x8005, // GL_REPLACE_EXT = 0x8062, /* Polygon Offset Extension */ // GL_POLYGON_OFFSET_EXT = 0x8037, // GL_POLYGON_OFFSET_FACTOR_EXT = 0x8038, // GL_POLYGON_OFFSET_BIAS_EXT = 0x8039, /* Vertex Array Extension */ GL_VERTEX_ARRAY_EXT = 0x8074, GL_NORMAL_ARRAY_EXT = 0x8075, GL_COLOR_ARRAY_EXT = 0x8076, GL_INDEX_ARRAY_EXT = 0x8077, GL_TEXTURE_COORD_ARRAY_EXT = 0x8078, GL_EDGE_FLAG_ARRAY_EXT = 0x8079, GL_VERTEX_ARRAY_SIZE_EXT = 0x807A, GL_VERTEX_ARRAY_TYPE_EXT = 0x807B, GL_VERTEX_ARRAY_STRIDE_EXT = 0x807C, GL_VERTEX_ARRAY_COUNT_EXT = 0x807D, GL_NORMAL_ARRAY_TYPE_EXT = 0x807E, GL_NORMAL_ARRAY_STRIDE_EXT = 0x807F, GL_NORMAL_ARRAY_COUNT_EXT = 0x8080, GL_COLOR_ARRAY_SIZE_EXT = 0x8081, GL_COLOR_ARRAY_TYPE_EXT = 0x8082, GL_COLOR_ARRAY_STRIDE_EXT = 0x8083, GL_COLOR_ARRAY_COUNT_EXT = 0x8084, GL_INDEX_ARRAY_TYPE_EXT = 0x8085, GL_INDEX_ARRAY_STRIDE_EXT = 0x8086, GL_INDEX_ARRAY_COUNT_EXT = 0x8087, GL_TEXTURE_COORD_ARRAY_SIZE_EXT = 0x8088, GL_TEXTURE_COORD_ARRAY_TYPE_EXT = 0x8089, GL_TEXTURE_COORD_ARRAY_STRIDE_EXT= 0x808A, GL_TEXTURE_COORD_ARRAY_COUNT_EXT= 0x808B, GL_EDGE_FLAG_ARRAY_STRIDE_EXT = 0x808C, GL_EDGE_FLAG_ARRAY_COUNT_EXT = 0x808D, GL_VERTEX_ARRAY_POINTER_EXT = 0x808E, GL_NORMAL_ARRAY_POINTER_EXT = 0x808F, GL_COLOR_ARRAY_POINTER_EXT = 0x8090, GL_INDEX_ARRAY_POINTER_EXT = 0x8091, GL_TEXTURE_COORD_ARRAY_POINTER_EXT= 0x8092, GL_EDGE_FLAG_ARRAY_POINTER_EXT = 0x8093 } GLenum; /* GL_NO_ERROR must be zero */ #define GL_NO_ERROR GL_FALSE enum { GL_CURRENT_BIT = 0x00000001, GL_POINT_BIT = 0x00000002, GL_LINE_BIT = 0x00000004, GL_POLYGON_BIT = 0x00000008, GL_POLYGON_STIPPLE_BIT = 0x00000010, GL_PIXEL_MODE_BIT = 0x00000020, GL_LIGHTING_BIT = 0x00000040, GL_FOG_BIT = 0x00000080, GL_DEPTH_BUFFER_BIT = 0x00000100, GL_ACCUM_BUFFER_BIT = 0x00000200, GL_STENCIL_BUFFER_BIT = 0x00000400, GL_VIEWPORT_BIT = 0x00000800, GL_TRANSFORM_BIT = 0x00001000, GL_ENABLE_BIT = 0x00002000, GL_COLOR_BUFFER_BIT = 0x00004000, GL_HINT_BIT = 0x00008000, GL_EVAL_BIT = 0x00010000, GL_LIST_BIT = 0x00020000, GL_TEXTURE_BIT = 0x00040000, GL_SCISSOR_BIT = 0x00080000, GL_ALL_ATTRIB_BITS = 0x000fffff }; typedef unsigned int GLbitfield; /* * * Data types (may be architecture dependent in some cases) * */ /* C type GL type storage */ /*-------------------------------------------------------------------------*/ typedef void GLvoid; typedef unsigned char GLboolean; typedef signed char GLbyte; /* 1-byte signed */ typedef short GLshort; /* 2-byte signed */ typedef int GLint; /* 4-byte signed */ typedef unsigned char GLubyte; /* 1-byte unsigned */ typedef unsigned short GLushort; /* 2-byte unsigned */ typedef unsigned int GLuint; /* 4-byte unsigned */ typedef int GLsizei; /* 4-byte signed */ typedef float GLfloat; /* single precision float */ typedef float GLclampf; /* single precision float in [0,1] */ typedef double GLdouble; /* double precision float */ typedef double GLclampd; /* double precision float in [0,1] */ /* * Miscellaneous */ void glClearIndex( GLfloat c ); void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); void glClear( GLbitfield mask ); void glIndexMask( GLuint mask ); void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); void glAlphaFunc( GLenum func, GLclampf ref ); void glBlendFunc( GLenum sfactor, GLenum dfactor ); void glLogicOp( GLenum opcode ); void glCullFace( GLenum mode ); void glFrontFace( GLenum mode ); void glPointSize( GLfloat size ); void glLineWidth( GLfloat width ); void glLineStipple( GLint factor, GLushort pattern ); void glPolygonMode( GLenum face, GLenum mode ); void glPolygonStipple( const GLubyte *mask ); void glGetPolygonStipple( GLubyte *mask ); void glEdgeFlag( GLboolean flag ); void glEdgeFlagv( const GLboolean *flag ); void glScissor( GLint x, GLint y, GLsizei width, GLsizei height); void glClipPlane( GLenum plane, const GLdouble *equation ); void glGetClipPlane( GLenum plane, GLdouble *equation ); void glDrawBuffer( GLenum mode ); void glReadBuffer( GLenum mode ); void glEnable( GLenum cap ); void glDisable( GLenum cap ); GLboolean glIsEnabled( GLenum cap ); void glGetBooleanv( GLenum pname, GLboolean *params ); void glGetDoublev( GLenum pname, GLdouble *params ); void glGetFloatv( GLenum pname, GLfloat *params ); void glGetIntegerv( GLenum pname, GLint *params ); void glPushAttrib( GLbitfield mask ); void glPopAttrib( void ); GLint glRenderMode( GLenum mode ); GLenum glGetError( void ); const GLubyte *glGetString( GLenum name ); void glFinish( void ); void glFlush( void ); void glHint( GLenum target, GLenum mode ); /* * Depth Buffer */ void glClearDepth( GLclampd depth ); void glDepthFunc( GLenum func ); void glDepthMask( GLboolean flag ); void glDepthRange( GLclampd near_val, GLclampd far_val ); /* * Accumulation Buffer */ void glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); void glAccum( GLenum op, GLfloat value ); /* * Transformation */ void glMatrixMode( GLenum mode ); void glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ); void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ); void glViewport( GLint x, GLint y, GLsizei width, GLsizei height ); void glPushMatrix( void ); void glPopMatrix( void ); void glLoadIdentity( void ); void glLoadMatrixd( const GLdouble *m ); void glLoadMatrixf( const GLfloat *m ); void glMultMatrixd( const GLdouble *m ); void glMultMatrixf( const GLfloat *m ); void glRotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ); void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ); void glScaled( GLdouble x, GLdouble y, GLdouble z ); void glScalef( GLfloat x, GLfloat y, GLfloat z ); void glTranslated( GLdouble x, GLdouble y, GLdouble z ); void glTranslatef( GLfloat x, GLfloat y, GLfloat z ); /* * Display Lists */ GLboolean glIsList( GLuint list ); void glDeleteLists( GLuint list, GLsizei range ); GLuint glGenLists( GLsizei range ); void glNewList( GLuint list, GLenum mode ); void glEndList( void ); void glCallList( GLuint list ); void glCallLists( GLsizei n, GLenum type, const GLvoid *lists ); void glListBase( GLuint base ); /* * Drawing Functions */ void glBegin( GLenum mode ); void glEnd( void ); void glVertex2d( GLdouble x, GLdouble y ); void glVertex2f( GLfloat x, GLfloat y ); void glVertex2i( GLint x, GLint y ); void glVertex2s( GLshort x, GLshort y ); void glVertex3d( GLdouble x, GLdouble y, GLdouble z ); void glVertex3f( GLfloat x, GLfloat y, GLfloat z ); void glVertex3i( GLint x, GLint y, GLint z ); void glVertex3s( GLshort x, GLshort y, GLshort z ); void glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); void glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void glVertex4i( GLint x, GLint y, GLint z, GLint w ); void glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w ); void glVertex2dv( const GLdouble *v ); void glVertex2fv( const GLfloat *v ); void glVertex2iv( const GLint *v ); void glVertex2sv( const GLshort *v ); void glVertex3dv( const GLdouble *v ); void glVertex3fv( const GLfloat *v ); void glVertex3iv( const GLint *v ); void glVertex3sv( const GLshort *v ); void glVertex4dv( const GLdouble *v ); void glVertex4fv( const GLfloat *v ); void glVertex4iv( const GLint *v ); void glVertex4sv( const GLshort *v ); void glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz ); void glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ); void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ); void glNormal3i( GLint nx, GLint ny, GLint nz ); void glNormal3s( GLshort nx, GLshort ny, GLshort nz ); void glNormal3bv( const GLbyte *v ); void glNormal3dv( const GLdouble *v ); void glNormal3fv( const GLfloat *v ); void glNormal3iv( const GLint *v ); void glNormal3sv( const GLshort *v ); void glIndexd( GLdouble c ); void glIndexf( GLfloat c ); void glIndexi( GLint c ); void glIndexs( GLshort c ); void glIndexdv( const GLdouble *c ); void glIndexfv( const GLfloat *c ); void glIndexiv( const GLint *c ); void glIndexsv( const GLshort *c ); void glColor3b( GLbyte red, GLbyte green, GLbyte blue ); void glColor3d( GLdouble red, GLdouble green, GLdouble blue ); void glColor3f( GLfloat red, GLfloat green, GLfloat blue ); void glColor3i( GLint red, GLint green, GLint blue ); void glColor3s( GLshort red, GLshort green, GLshort blue ); void glColor3ub( GLubyte red, GLubyte green, GLubyte blue ); void glColor3ui( GLuint red, GLuint green, GLuint blue ); void glColor3us( GLushort red, GLushort green, GLushort blue ); void glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ); void glColor4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ); void glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); void glColor4i( GLint red, GLint green, GLint blue, GLint alpha ); void glColor4s( GLshort red, GLshort green, GLshort blue, GLshort alpha ); void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ); void glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha ); void glColor4us( GLushort red, GLushort green, GLushort blue, GLushort alpha ); void glColor3bv( const GLbyte *v ); void glColor3dv( const GLdouble *v ); void glColor3fv( const GLfloat *v ); void glColor3iv( const GLint *v ); void glColor3sv( const GLshort *v ); void glColor3ubv( const GLubyte *v ); void glColor3uiv( const GLuint *v ); void glColor3usv( const GLushort *v ); void glColor4bv( const GLbyte *v ); void glColor4dv( const GLdouble *v ); void glColor4fv( const GLfloat *v ); void glColor4iv( const GLint *v ); void glColor4sv( const GLshort *v ); void glColor4ubv( const GLubyte *v ); void glColor4uiv( const GLuint *v ); void glColor4usv( const GLushort *v ); void glTexCoord1d( GLdouble s ); void glTexCoord1f( GLfloat s ); void glTexCoord1i( GLint s ); void glTexCoord1s( GLshort s ); void glTexCoord2d( GLdouble s, GLdouble t ); void glTexCoord2f( GLfloat s, GLfloat t ); void glTexCoord2i( GLint s, GLint t ); void glTexCoord2s( GLshort s, GLshort t ); void glTexCoord3d( GLdouble s, GLdouble t, GLdouble r ); void glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ); void glTexCoord3i( GLint s, GLint t, GLint r ); void glTexCoord3s( GLshort s, GLshort t, GLshort r ); void glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ); void glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); void glTexCoord4i( GLint s, GLint t, GLint r, GLint q ); void glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ); void glTexCoord1dv( const GLdouble *v ); void glTexCoord1fv( const GLfloat *v ); void glTexCoord1iv( const GLint *v ); void glTexCoord1sv( const GLshort *v ); void glTexCoord2dv( const GLdouble *v ); void glTexCoord2fv( const GLfloat *v ); void glTexCoord2iv( const GLint *v ); void glTexCoord2sv( const GLshort *v ); void glTexCoord3dv( const GLdouble *v ); void glTexCoord3fv( const GLfloat *v ); void glTexCoord3iv( const GLint *v ); void glTexCoord3sv( const GLshort *v ); void glTexCoord4dv( const GLdouble *v ); void glTexCoord4fv( const GLfloat *v ); void glTexCoord4iv( const GLint *v ); void glTexCoord4sv( const GLshort *v ); void glRasterPos2d( GLdouble x, GLdouble y ); void glRasterPos2f( GLfloat x, GLfloat y ); void glRasterPos2i( GLint x, GLint y ); void glRasterPos2s( GLshort x, GLshort y ); void glRasterPos3d( GLdouble x, GLdouble y, GLdouble z ); void glRasterPos3f( GLfloat x, GLfloat y, GLfloat z ); void glRasterPos3i( GLint x, GLint y, GLint z ); void glRasterPos3s( GLshort x, GLshort y, GLshort z ); void glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); void glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void glRasterPos4i( GLint x, GLint y, GLint z, GLint w ); void glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w ); void glRasterPos2dv( const GLdouble *v ); void glRasterPos2fv( const GLfloat *v ); void glRasterPos2iv( const GLint *v ); void glRasterPos2sv( const GLshort *v ); void glRasterPos3dv( const GLdouble *v ); void glRasterPos3fv( const GLfloat *v ); void glRasterPos3iv( const GLint *v ); void glRasterPos3sv( const GLshort *v ); void glRasterPos4dv( const GLdouble *v ); void glRasterPos4fv( const GLfloat *v ); void glRasterPos4iv( const GLint *v ); void glRasterPos4sv( const GLshort *v ); void glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ); void glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); void glRecti( GLint x1, GLint y1, GLint x2, GLint y2 ); void glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ); void glRectdv( const GLdouble *v1, const GLdouble *v2 ); void glRectfv( const GLfloat *v1, const GLfloat *v2 ); void glRectiv( const GLint *v1, const GLint *v2 ); void glRectsv( const GLshort *v1, const GLshort *v2 ); /* * Lighting */ void glShadeModel( GLenum mode ); void glLightf( GLenum light, GLenum pname, GLfloat param ); void glLighti( GLenum light, GLenum pname, GLint param ); void glLightfv( GLenum light, GLenum pname, const GLfloat *params ); void glLightiv( GLenum light, GLenum pname, const GLint *params ); void glGetLightfv( GLenum light, GLenum pname, GLfloat *params ); void glGetLightiv( GLenum light, GLenum pname, GLint *params ); void glLightModelf( GLenum pname, GLfloat param ); void glLightModeli( GLenum pname, GLint param ); void glLightModelfv( GLenum pname, const GLfloat *params ); void glLightModeliv( GLenum pname, const GLint *params ); void glMaterialf( GLenum face, GLenum pname, GLfloat param ); void glMateriali( GLenum face, GLenum pname, GLint param ); void glMaterialfv( GLenum face, GLenum pname, const GLfloat *params ); void glMaterialiv( GLenum face, GLenum pname, const GLint *params ); void glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params ); void glGetMaterialiv( GLenum face, GLenum pname, GLint *params ); void glColorMaterial( GLenum face, GLenum mode ); /* * Raster functions */ void glPixelZoom( GLfloat xfactor, GLfloat yfactor ); void glPixelStoref( GLenum pname, GLfloat param ); void glPixelStorei( GLenum pname, GLint param ); void glPixelTransferf( GLenum pname, GLfloat param ); void glPixelTransferi( GLenum pname, GLint param ); void glPixelMapfv( GLenum map, GLint mapsize, const GLfloat *values ); void glPixelMapuiv( GLenum map, GLint mapsize, const GLuint *values ); void glPixelMapusv( GLenum map, GLint mapsize, const GLushort *values ); void glGetPixelMapfv( GLenum map, GLfloat *values ); void glGetPixelMapuiv( GLenum map, GLuint *values ); void glGetPixelMapusv( GLenum map, GLushort *values ); void glBitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap ); void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ); void glDrawPixels( GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); void glCopyPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ); /* * Stenciling */ void glStencilFunc( GLenum func, GLint ref, GLuint mask ); void glStencilMask( GLuint mask ); void glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ); void glClearStencil( GLint s ); /* * Texture mapping */ void glTexGend( GLenum coord, GLenum pname, GLdouble param ); void glTexGenf( GLenum coord, GLenum pname, GLfloat param ); void glTexGeni( GLenum coord, GLenum pname, GLint param ); void glTexGendv( GLenum coord, GLenum pname, const GLdouble *params ); void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ); void glTexGeniv( GLenum coord, GLenum pname, const GLint *params ); void glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params ); void glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params ); void glGetTexGeniv( GLenum coord, GLenum pname, GLint *params ); void glTexEnvf( GLenum target, GLenum pname, GLfloat param ); void glTexEnvi( GLenum target, GLenum pname, GLint param ); void glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params ); void glTexEnviv( GLenum target, GLenum pname, const GLint *params ); void glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params ); void glGetTexEnviv( GLenum target, GLenum pname, GLint *params ); void glTexParameterf( GLenum target, GLenum pname, GLfloat param ); void glTexParameteri( GLenum target, GLenum pname, GLint param ); void glTexParameterfv( GLenum target, GLenum pname, const GLfloat *params ); void glTexParameteriv( GLenum target, GLenum pname, const GLint *params ); void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat *params); void glGetTexParameteriv( GLenum target, GLenum pname, GLint *params ); void glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat *params ); void glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint *params ); void glTexImage1D( GLenum target, GLint level, GLint components, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); void glTexImage2D( GLenum target, GLint level, GLint components, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); void glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels ); /* * Evaluators */ void glMap1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points ); void glMap1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points ); void glMap2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points ); void glMap2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points ); void glGetMapdv( GLenum target, GLenum query, GLdouble *v ); void glGetMapfv( GLenum target, GLenum query, GLfloat *v ); void glGetMapiv( GLenum target, GLenum query, GLint *v ); void glEvalCoord1d( GLdouble u ); void glEvalCoord1f( GLfloat u ); void glEvalCoord1dv( const GLdouble *u ); void glEvalCoord1fv( const GLfloat *u ); void glEvalCoord2d( GLdouble u, GLdouble v ); void glEvalCoord2f( GLfloat u, GLfloat v ); void glEvalCoord2dv( const GLdouble *u ); void glEvalCoord2fv( const GLfloat *u ); void glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ); void glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ); void glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ); void glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ); void glEvalPoint1( GLint i ); void glEvalPoint2( GLint i, GLint j ); void glEvalMesh1( GLenum mode, GLint i1, GLint i2 ); void glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); /* * Fog */ void glFogf( GLenum pname, GLfloat param ); void glFogi( GLenum pname, GLint param ); void glFogfv( GLenum pname, const GLfloat *params ); void glFogiv( GLenum pname, const GLint *params ); /* * Selection and Feedback */ void glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ); void glPassThrough( GLfloat token ); void glSelectBuffer( GLsizei size, GLuint *buffer ); void glInitNames( void ); void glLoadName( GLuint name ); void glPushName( GLuint name ); void glPopName( void ); /* * Extensions */ /* void glBlendEquationEXT( GLenum mode ); void glBlendColorEXT( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); void glPolygonOffsetEXT( GLfloat factor, GLfloat bias ); void glVertexPointerEXT( GLint size, GLenum type, GLsizei stride, GLsizei count, const void *ptr ); void glNormalPointerEXT( GLenum type, GLsizei stride, GLsizei count, const void *ptr ); void glColorPointerEXT( GLint size, GLenum type, GLsizei stride, GLsizei count, const void *ptr ); void glIndexPointerEXT( GLenum type, GLsizei stride, GLsizei count, const void *ptr ); void glTexCoordPointerEXT( GLint size, GLenum type, GLsizei stride, GLsizei count, const void *ptr ); void glEdgeFlagPointerEXT( GLsizei stride, GLsizei count, const GLboolean *ptr ); void glGetPointervEXT( GLenum pname, void **params ); void glArrayElementEXT( GLint i ); void glDrawArraysEXT( GLenum mode, GLint first, GLsizei count ); void glWindowPos2iMESA( GLint x, GLint y ); void glWindowPos2sMESA( GLshort x, GLshort y ); void glWindowPos2fMESA( GLfloat x, GLfloat y ); void glWindowPos2dMESA( GLdouble x, GLdouble y ); void glWindowPos2ivMESA( const GLint *p ); void glWindowPos2svMESA( const GLshort *p ); void glWindowPos2fvMESA( const GLfloat *p ); void glWindowPos2dvMESA( const GLdouble *p ); void glWindowPos3iMESA( GLint x, GLint y, GLint z ); void glWindowPos3sMESA( GLshort x, GLshort y, GLshort z ); void glWindowPos3fMESA( GLfloat x, GLfloat y, GLfloat z ); void glWindowPos3dMESA( GLdouble x, GLdouble y, GLdouble z ); void glWindowPos3ivMESA( const GLint *p ); void glWindowPos3svMESA( const GLshort *p ); void glWindowPos3fvMESA( const GLfloat *p ); void glWindowPos3dvMESA( const GLdouble *p ); void glWindowPos4iMESA( GLint x, GLint y, GLint z, GLint w ); void glWindowPos4sMESA( GLshort x, GLshort y, GLshort z, GLshort w ); void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void glWindowPos4dMESA( GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glWindowPos4ivMESA( const GLint *p ); void glWindowPos4svMESA( const GLshort *p ); void glWindowPos4fvMESA( const GLfloat *p ); void glWindowPos4dvMESA( const GLdouble *p ); */ /* * Compile-time tests for extensions: */ #define GL_EXT_blend_color 1 #define GL_EXT_blend_logic_op 1 #define GL_EXT_blend_minmax 1 #define GL_EXT_blend_subtract 1 #define GL_EXT_polygon_offset 1 #define GL_EXT_vertex_array 1 #define GL_MESA_window_pos 1 #ifdef __cplusplus } #endif #endif