X-Git-Url: https://deadsoftware.ru/gitweb?p=nanogl.git;a=blobdiff_plain;f=GL%2Fgl.h;h=edf91028a413b84a2045ba1421d86f481d599f57;hp=605864b5729d09429e5af927595469c41d9ca538;hb=09d6668385eaa4a132f4efb14da2e4882ff3c82f;hpb=abdb29a685652588a08667d7830879d407a18d5c diff --git a/GL/gl.h b/GL/gl.h index 605864b..edf9102 100644 --- a/GL/gl.h +++ b/GL/gl.h @@ -24,59 +24,58 @@ typedef int GLfixed; typedef int GLclampx; /* Boolean values */ -#define GL_FALSE 0x0 -#define GL_TRUE 0x1 +#define GL_FALSE 0x0 +#define GL_TRUE 0x1 /* Data types */ -#define GL_BYTE 0x1400 -#define GL_UNSIGNED_BYTE 0x1401 -#define GL_SHORT 0x1402 -#define GL_UNSIGNED_SHORT 0x1403 -#define GL_INT 0x1404 -#define GL_UNSIGNED_INT 0x1405 -#define GL_FLOAT 0x1406 -#define GL_2_BYTES 0x1407 -#define GL_3_BYTES 0x1408 -#define GL_4_BYTES 0x1409 -#define GL_DOUBLE 0x140A +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_DOUBLE 0x140A /* StringName */ -#define GL_VENDOR 0x1F00 -#define GL_RENDERER 0x1F01 -#define GL_VERSION 0x1F02 -#define GL_EXTENSIONS 0x1F03 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 /* TextureEnvMode */ -#define GL_MODULATE 0x2100 -#define GL_DECAL 0x2101 +#define GL_MODULATE 0x2100 +#define GL_DECAL 0x2101 /* GL_BLEND */ -#define GL_ADD 0x0104 +#define GL_ADD 0x0104 /* GL_REPLACE */ - /* Primitives */ -#define GL_POINTS 0x0000 -#define GL_LINES 0x0001 -#define GL_LINE_LOOP 0x0002 -#define GL_LINE_STRIP 0x0003 -#define GL_TRIANGLES 0x0004 -#define GL_TRIANGLE_STRIP 0x0005 -#define GL_TRIANGLE_FAN 0x0006 -#define GL_QUADS 0x0007 -#define GL_QUAD_STRIP 0x0008 -#define GL_POLYGON 0x0009 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 /* EnableCap */ -#define GL_FOG 0x0B60 -#define GL_LIGHTING 0x0B50 -#define GL_TEXTURE_2D 0x0DE1 -#define GL_CULL_FACE 0x0B44 -#define GL_ALPHA_TEST 0x0BC0 -#define GL_BLEND 0x0BE2 -#define GL_COLOR_LOGIC_OP 0x0BF2 -#define GL_DITHER 0x0BD0 -#define GL_STENCIL_TEST 0x0B90 -#define GL_DEPTH_TEST 0x0B71 +#define GL_FOG 0x0B60 +#define GL_LIGHTING 0x0B50 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_CULL_FACE 0x0B44 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_BLEND 0x0BE2 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_DITHER 0x0BD0 +#define GL_STENCIL_TEST 0x0B90 +#define GL_DEPTH_TEST 0x0B71 /* GL_LIGHT0 */ /* GL_LIGHT1 */ /* GL_LIGHT2 */ @@ -85,553 +84,549 @@ typedef int GLclampx; /* GL_LIGHT5 */ /* GL_LIGHT6 */ /* GL_LIGHT7 */ -#define GL_POINT_SMOOTH 0x0B10 -#define GL_LINE_SMOOTH 0x0B20 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_COLOR_MATERIAL 0x0B57 -#define GL_NORMALIZE 0x0BA1 -#define GL_RESCALE_NORMAL 0x803A -#define GL_POLYGON_OFFSET_FILL 0x8037 -#define GL_VERTEX_ARRAY 0x8074 -#define GL_NORMAL_ARRAY 0x8075 -#define GL_COLOR_ARRAY 0x8076 -#define GL_TEXTURE_COORD_ARRAY 0x8078 -#define GL_MULTISAMPLE 0x809D -#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E -#define GL_SAMPLE_ALPHA_TO_ONE 0x809F -#define GL_SAMPLE_COVERAGE 0x80A0 - +#define GL_POINT_SMOOTH 0x0B10 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_NORMALIZE 0x0BA1 +#define GL_RESCALE_NORMAL 0x803A +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 /* Texture mapping */ -#define GL_TEXTURE_ENV 0x2300 -#define GL_TEXTURE_ENV_MODE 0x2200 -#define GL_TEXTURE_1D 0x0DE0 -#define GL_TEXTURE_2D 0x0DE1 -#define GL_TEXTURE_WRAP_S 0x2802 -#define GL_TEXTURE_WRAP_T 0x2803 -#define GL_TEXTURE_MAG_FILTER 0x2800 -#define GL_TEXTURE_MIN_FILTER 0x2801 -#define GL_TEXTURE_ENV_COLOR 0x2201 -#define GL_TEXTURE_GEN_S 0x0C60 -#define GL_TEXTURE_GEN_T 0x0C61 -#define GL_TEXTURE_GEN_MODE 0x2500 -#define GL_TEXTURE_BORDER_COLOR 0x1004 -#define GL_TEXTURE_WIDTH 0x1000 -#define GL_TEXTURE_HEIGHT 0x1001 -#define GL_TEXTURE_BORDER 0x1005 -#define GL_TEXTURE_COMPONENTS 0x1003 -#define GL_TEXTURE_RED_SIZE 0x805C -#define GL_TEXTURE_GREEN_SIZE 0x805D -#define GL_TEXTURE_BLUE_SIZE 0x805E -#define GL_TEXTURE_ALPHA_SIZE 0x805F -#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 -#define GL_TEXTURE_INTENSITY_SIZE 0x8061 -#define GL_NEAREST_MIPMAP_NEAREST 0x2700 -#define GL_NEAREST_MIPMAP_LINEAR 0x2702 -#define GL_LINEAR_MIPMAP_NEAREST 0x2701 -#define GL_LINEAR_MIPMAP_LINEAR 0x2703 -#define GL_OBJECT_LINEAR 0x2401 -#define GL_OBJECT_PLANE 0x2501 -#define GL_EYE_LINEAR 0x2400 -#define GL_EYE_PLANE 0x2502 -#define GL_SPHERE_MAP 0x2402 -#define GL_DECAL 0x2101 -#define GL_MODULATE 0x2100 -#define GL_NEAREST 0x2600 -#define GL_REPEAT 0x2901 -#define GL_CLAMP 0x2900 -#define GL_S 0x2000 -#define GL_T 0x2001 -#define GL_R 0x2002 -#define GL_Q 0x2003 -#define GL_TEXTURE_GEN_R 0x0C62 -#define GL_TEXTURE_GEN_Q 0x0C63 -#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_ENV 0x2300 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_LINEAR 0x2400 +#define GL_EYE_PLANE 0x2502 +#define GL_SPHERE_MAP 0x2402 +#define GL_DECAL 0x2101 +#define GL_MODULATE 0x2100 +#define GL_NEAREST 0x2600 +#define GL_REPEAT 0x2901 +#define GL_CLAMP 0x2900 +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_CLAMP_TO_EDGE 0x812F /* Matrix Mode */ -#define GL_MATRIX_MODE 0x0BA0 -#define GL_MODELVIEW 0x1700 -#define GL_PROJECTION 0x1701 -#define GL_TEXTURE 0x1702 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_TEXTURE 0x1702 /* Buffers, Pixel Drawing/Reading */ -#define GL_NONE 0x0 -#define GL_LEFT 0x0406 -#define GL_RIGHT 0x0407 +#define GL_NONE 0x0 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 /*GL_FRONT 0x0404 */ /*GL_BACK 0x0405 */ /*GL_FRONT_AND_BACK 0x0408 */ -#define GL_FRONT_LEFT 0x0400 -#define GL_FRONT_RIGHT 0x0401 -#define GL_BACK_LEFT 0x0402 -#define GL_BACK_RIGHT 0x0403 -#define GL_AUX0 0x0409 -#define GL_AUX1 0x040A -#define GL_AUX2 0x040B -#define GL_AUX3 0x040C -#define GL_COLOR_INDEX 0x1900 -#define GL_RED 0x1903 -#define GL_GREEN 0x1904 -#define GL_BLUE 0x1905 -#define GL_ALPHA 0x1906 -#define GL_LUMINANCE 0x1909 -#define GL_LUMINANCE_ALPHA 0x190A -#define GL_ALPHA_BITS 0x0D55 -#define GL_RED_BITS 0x0D52 -#define GL_GREEN_BITS 0x0D53 -#define GL_BLUE_BITS 0x0D54 -#define GL_INDEX_BITS 0x0D51 -#define GL_SUBPIXEL_BITS 0x0D50 -#define GL_AUX_BUFFERS 0x0C00 -#define GL_READ_BUFFER 0x0C02 -#define GL_DRAW_BUFFER 0x0C01 -#define GL_DOUBLEBUFFER 0x0C32 -#define GL_STEREO 0x0C33 -#define GL_BITMAP 0x1A00 -#define GL_COLOR 0x1800 -#define GL_DEPTH 0x1801 -#define GL_STENCIL 0x1802 -#define GL_DITHER 0x0BD0 -#define GL_RGB 0x1907 -#define GL_RGBA 0x1908 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_COLOR_INDEX 0x1900 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_ALPHA_BITS 0x0D55 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_INDEX_BITS 0x0D51 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_READ_BUFFER 0x0C02 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_BITMAP 0x1A00 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_DITHER 0x0BD0 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 /* Fog */ -#define GL_FOG 0x0B60 -#define GL_FOG_MODE 0x0B65 -#define GL_FOG_DENSITY 0x0B62 -#define GL_FOG_COLOR 0x0B66 -#define GL_FOG_INDEX 0x0B61 -#define GL_FOG_START 0x0B63 -#define GL_FOG_END 0x0B64 -#define GL_LINEAR 0x2601 -#define GL_EXP 0x0800 -#define GL_EXP2 0x0801 +#define GL_FOG 0x0B60 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_COLOR 0x0B66 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_LINEAR 0x2601 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 /* Polygons */ -#define GL_POINT 0x1B00 -#define GL_LINE 0x1B01 -#define GL_FILL 0x1B02 -#define GL_CW 0x0900 -#define GL_CCW 0x0901 -#define GL_FRONT 0x0404 -#define GL_BACK 0x0405 -#define GL_POLYGON_MODE 0x0B40 -#define GL_POLYGON_SMOOTH 0x0B41 -#define GL_POLYGON_STIPPLE 0x0B42 -#define GL_EDGE_FLAG 0x0B43 -#define GL_CULL_FACE 0x0B44 -#define GL_CULL_FACE_MODE 0x0B45 -#define GL_FRONT_FACE 0x0B46 -#define GL_POLYGON_OFFSET_FACTOR 0x8038 -#define GL_POLYGON_OFFSET_UNITS 0x2A00 -#define GL_POLYGON_OFFSET_POINT 0x2A01 -#define GL_POLYGON_OFFSET_LINE 0x2A02 -#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 /* Lighting */ -#define GL_LIGHTING 0x0B50 -#define GL_LIGHT0 0x4000 -#define GL_LIGHT1 0x4001 -#define GL_LIGHT2 0x4002 -#define GL_LIGHT3 0x4003 -#define GL_LIGHT4 0x4004 -#define GL_LIGHT5 0x4005 -#define GL_LIGHT6 0x4006 -#define GL_LIGHT7 0x4007 -#define GL_SPOT_EXPONENT 0x1205 -#define GL_SPOT_CUTOFF 0x1206 -#define GL_CONSTANT_ATTENUATION 0x1207 -#define GL_LINEAR_ATTENUATION 0x1208 -#define GL_QUADRATIC_ATTENUATION 0x1209 -#define GL_AMBIENT 0x1200 -#define GL_DIFFUSE 0x1201 -#define GL_SPECULAR 0x1202 -#define GL_SHININESS 0x1601 -#define GL_EMISSION 0x1600 -#define GL_POSITION 0x1203 -#define GL_SPOT_DIRECTION 0x1204 -#define GL_AMBIENT_AND_DIFFUSE 0x1602 -#define GL_COLOR_INDEXES 0x1603 -#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 -#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 -#define GL_LIGHT_MODEL_AMBIENT 0x0B53 -#define GL_FRONT_AND_BACK 0x0408 -#define GL_SHADE_MODEL 0x0B54 -#define GL_FLAT 0x1D00 -#define GL_SMOOTH 0x1D01 -#define GL_COLOR_MATERIAL 0x0B57 -#define GL_COLOR_MATERIAL_FACE 0x0B55 -#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 -#define GL_NORMALIZE 0x0BA1 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_SHININESS 0x1601 +#define GL_EMISSION 0x1600 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_SHADE_MODEL 0x0B54 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_NORMALIZE 0x0BA1 /* Blending */ -#define GL_BLEND 0x0BE2 -#define GL_BLEND_SRC 0x0BE1 -#define GL_BLEND_DST 0x0BE0 -#define GL_ZERO 0x0 -#define GL_ONE 0x1 -#define GL_SRC_COLOR 0x0300 -#define GL_ONE_MINUS_SRC_COLOR 0x0301 -#define GL_SRC_ALPHA 0x0302 -#define GL_ONE_MINUS_SRC_ALPHA 0x0303 -#define GL_DST_ALPHA 0x0304 -#define GL_ONE_MINUS_DST_ALPHA 0x0305 -#define GL_DST_COLOR 0x0306 -#define GL_ONE_MINUS_DST_COLOR 0x0307 -#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_BLEND 0x0BE2 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND_DST 0x0BE0 +#define GL_ZERO 0x0 +#define GL_ONE 0x1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 /* ClipPlaneName */ -#define GL_CLIP_PLANE0 0x3000 -#define GL_CLIP_PLANE1 0x3001 -#define GL_CLIP_PLANE2 0x3002 -#define GL_CLIP_PLANE3 0x3003 -#define GL_CLIP_PLANE4 0x3004 -#define GL_CLIP_PLANE5 0x3005 - +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 /* OpenGL 1.1 */ -#define GL_PROXY_TEXTURE_1D 0x8063 -#define GL_PROXY_TEXTURE_2D 0x8064 -#define GL_TEXTURE_PRIORITY 0x8066 -#define GL_TEXTURE_RESIDENT 0x8067 -#define GL_TEXTURE_BINDING_1D 0x8068 -#define GL_TEXTURE_BINDING_2D 0x8069 -#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 -#define GL_ALPHA4 0x803B -#define GL_ALPHA8 0x803C -#define GL_ALPHA12 0x803D -#define GL_ALPHA16 0x803E -#define GL_LUMINANCE4 0x803F -#define GL_LUMINANCE8 0x8040 -#define GL_LUMINANCE12 0x8041 -#define GL_LUMINANCE16 0x8042 -#define GL_LUMINANCE4_ALPHA4 0x8043 -#define GL_LUMINANCE6_ALPHA2 0x8044 -#define GL_LUMINANCE8_ALPHA8 0x8045 -#define GL_LUMINANCE12_ALPHA4 0x8046 -#define GL_LUMINANCE12_ALPHA12 0x8047 -#define GL_LUMINANCE16_ALPHA16 0x8048 -#define GL_INTENSITY 0x8049 -#define GL_INTENSITY4 0x804A -#define GL_INTENSITY8 0x804B -#define GL_INTENSITY12 0x804C -#define GL_INTENSITY16 0x804D -#define GL_R3_G3_B2 0x2A10 -#define GL_RGB4 0x804F -#define GL_RGB5 0x8050 -#define GL_RGB8 0x8051 -#define GL_RGB10 0x8052 -#define GL_RGB12 0x8053 -#define GL_RGB16 0x8054 -#define GL_RGBA2 0x8055 -#define GL_RGBA4 0x8056 -#define GL_RGB5_A1 0x8057 -#define GL_RGBA8 0x8058 -#define GL_RGB10_A2 0x8059 -#define GL_RGBA12 0x805A -#define GL_RGBA16 0x805B -#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 -#define GL_UNSIGNED_SHORT_5_6_5 0x8363 - - -#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 -#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 -#define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF -#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 + +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF /* Stencil */ -#define GL_STENCIL_TEST 0x0B90 -#define GL_STENCIL_WRITEMASK 0x0B98 -#define GL_STENCIL_BITS 0x0D57 -#define GL_STENCIL_FUNC 0x0B92 -#define GL_STENCIL_VALUE_MASK 0x0B93 -#define GL_STENCIL_REF 0x0B97 -#define GL_STENCIL_FAIL 0x0B94 -#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 -#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 -#define GL_STENCIL_CLEAR_VALUE 0x0B91 -#define GL_STENCIL_INDEX 0x1901 -#define GL_KEEP 0x1E00 -#define GL_REPLACE 0x1E01 -#define GL_INCR 0x1E02 -#define GL_DECR 0x1E03 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STENCIL_BITS 0x0D57 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_INDEX 0x1901 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 /* Hints */ -#define GL_FOG_HINT 0x0C54 -#define GL_LINE_SMOOTH_HINT 0x0C52 -#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 -#define GL_POINT_SMOOTH_HINT 0x0C51 -#define GL_POLYGON_SMOOTH_HINT 0x0C53 -#define GL_DONT_CARE 0x1100 -#define GL_FASTEST 0x1101 -#define GL_NICEST 0x1102 +#define GL_FOG_HINT 0x0C54 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 /* Gets */ -#define GL_ATTRIB_STACK_DEPTH 0x0BB0 -#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 -#define GL_COLOR_CLEAR_VALUE 0x0C22 -#define GL_COLOR_WRITEMASK 0x0C23 -#define GL_CURRENT_INDEX 0x0B01 -#define GL_CURRENT_COLOR 0x0B00 -#define GL_CURRENT_NORMAL 0x0B02 -#define GL_CURRENT_RASTER_COLOR 0x0B04 -#define GL_CURRENT_RASTER_DISTANCE 0x0B09 -#define GL_CURRENT_RASTER_INDEX 0x0B05 -#define GL_CURRENT_RASTER_POSITION 0x0B07 -#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 -#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 -#define GL_CURRENT_TEXTURE_COORDS 0x0B03 -#define GL_INDEX_CLEAR_VALUE 0x0C20 -#define GL_INDEX_MODE 0x0C30 -#define GL_INDEX_WRITEMASK 0x0C21 -#define GL_MODELVIEW_MATRIX 0x0BA6 -#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 -#define GL_NAME_STACK_DEPTH 0x0D70 -#define GL_PROJECTION_MATRIX 0x0BA7 -#define GL_PROJECTION_STACK_DEPTH 0x0BA4 -#define GL_RENDER_MODE 0x0C40 -#define GL_RGBA_MODE 0x0C31 -#define GL_TEXTURE_MATRIX 0x0BA8 -#define GL_TEXTURE_STACK_DEPTH 0x0BA5 -#define GL_VIEWPORT 0x0BA2 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_MODE 0x0C30 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_RENDER_MODE 0x0C40 +#define GL_RGBA_MODE 0x0C31 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_VIEWPORT 0x0BA2 /* glPush/PopAttrib bits */ -#define GL_CURRENT_BIT 0x00000001 -#define GL_POINT_BIT 0x00000002 -#define GL_LINE_BIT 0x00000004 -#define GL_POLYGON_BIT 0x00000008 -#define GL_POLYGON_STIPPLE_BIT 0x00000010 -#define GL_PIXEL_MODE_BIT 0x00000020 -#define GL_LIGHTING_BIT 0x00000040 -#define GL_FOG_BIT 0x00000080 -#define GL_DEPTH_BUFFER_BIT 0x00000100 -#define GL_ACCUM_BUFFER_BIT 0x00000200 -#define GL_STENCIL_BUFFER_BIT 0x00000400 -#define GL_VIEWPORT_BIT 0x00000800 -#define GL_TRANSFORM_BIT 0x00001000 -#define GL_ENABLE_BIT 0x00002000 -#define GL_COLOR_BUFFER_BIT 0x00004000 -#define GL_HINT_BIT 0x00008000 -#define GL_EVAL_BIT 0x00010000 -#define GL_LIST_BIT 0x00020000 -#define GL_TEXTURE_BIT 0x00040000 -#define GL_SCISSOR_BIT 0x00080000 -#define GL_ALL_ATTRIB_BITS 0x000FFFFF +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0x000FFFFF /* Depth buffer */ -#define GL_NEVER 0x0200 -#define GL_LESS 0x0201 -#define GL_EQUAL 0x0202 -#define GL_LEQUAL 0x0203 -#define GL_GREATER 0x0204 -#define GL_NOTEQUAL 0x0205 -#define GL_GEQUAL 0x0206 -#define GL_ALWAYS 0x0207 -#define GL_DEPTH_TEST 0x0B71 -#define GL_DEPTH_BITS 0x0D56 -#define GL_DEPTH_CLEAR_VALUE 0x0B73 -#define GL_DEPTH_FUNC 0x0B74 -#define GL_DEPTH_RANGE 0x0B70 -#define GL_DEPTH_WRITEMASK 0x0B72 -#define GL_DEPTH_COMPONENT 0x1902 +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_BITS 0x0D56 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_COMPONENT 0x1902 /* TextureUnit */ -#define GL_TEXTURE0 0x84C0 -#define GL_TEXTURE1 0x84C1 -#define GL_TEXTURE2 0x84C2 -#define GL_TEXTURE3 0x84C3 -#define GL_TEXTURE4 0x84C4 -#define GL_TEXTURE5 0x84C5 -#define GL_TEXTURE6 0x84C6 -#define GL_TEXTURE7 0x84C7 -#define GL_TEXTURE8 0x84C8 -#define GL_TEXTURE9 0x84C9 -#define GL_TEXTURE10 0x84CA -#define GL_TEXTURE11 0x84CB -#define GL_TEXTURE12 0x84CC -#define GL_TEXTURE13 0x84CD -#define GL_TEXTURE14 0x84CE -#define GL_TEXTURE15 0x84CF -#define GL_TEXTURE16 0x84D0 -#define GL_TEXTURE17 0x84D1 -#define GL_TEXTURE18 0x84D2 -#define GL_TEXTURE19 0x84D3 -#define GL_TEXTURE20 0x84D4 -#define GL_TEXTURE21 0x84D5 -#define GL_TEXTURE22 0x84D6 -#define GL_TEXTURE23 0x84D7 -#define GL_TEXTURE24 0x84D8 -#define GL_TEXTURE25 0x84D9 -#define GL_TEXTURE26 0x84DA -#define GL_TEXTURE27 0x84DB -#define GL_TEXTURE28 0x84DC -#define GL_TEXTURE29 0x84DD -#define GL_TEXTURE30 0x84DE -#define GL_TEXTURE31 0x84DF -#define GL_ACTIVE_TEXTURE 0x84E0 -#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 /* GetPName */ -#define GL_CURRENT_COLOR 0x0B00 -#define GL_CURRENT_NORMAL 0x0B02 -#define GL_CURRENT_TEXTURE_COORDS 0x0B03 -#define GL_POINT_SIZE 0x0B11 -#define GL_POINT_SIZE_MIN 0x8126 -#define GL_POINT_SIZE_MAX 0x8127 -#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 -#define GL_POINT_DISTANCE_ATTENUATION 0x8129 -#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 -#define GL_LINE_WIDTH 0x0B21 -#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 -#define GL_ALIASED_POINT_SIZE_RANGE 0x846D -#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E -#define GL_CULL_FACE_MODE 0x0B45 -#define GL_FRONT_FACE 0x0B46 -#define GL_SHADE_MODEL 0x0B54 -#define GL_DEPTH_RANGE 0x0B70 -#define GL_DEPTH_WRITEMASK 0x0B72 -#define GL_DEPTH_CLEAR_VALUE 0x0B73 -#define GL_DEPTH_FUNC 0x0B74 -#define GL_STENCIL_CLEAR_VALUE 0x0B91 -#define GL_STENCIL_FUNC 0x0B92 -#define GL_STENCIL_VALUE_MASK 0x0B93 -#define GL_STENCIL_FAIL 0x0B94 -#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 -#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 -#define GL_STENCIL_REF 0x0B97 -#define GL_STENCIL_WRITEMASK 0x0B98 -#define GL_MATRIX_MODE 0x0BA0 -#define GL_VIEWPORT 0x0BA2 -#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 -#define GL_PROJECTION_STACK_DEPTH 0x0BA4 -#define GL_TEXTURE_STACK_DEPTH 0x0BA5 -#define GL_MODELVIEW_MATRIX 0x0BA6 -#define GL_PROJECTION_MATRIX 0x0BA7 -#define GL_TEXTURE_MATRIX 0x0BA8 -#define GL_ALPHA_TEST_FUNC 0x0BC1 -#define GL_ALPHA_TEST_REF 0x0BC2 -#define GL_BLEND_DST 0x0BE0 -#define GL_BLEND_SRC 0x0BE1 -#define GL_LOGIC_OP_MODE 0x0BF0 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_COLOR_CLEAR_VALUE 0x0C22 -#define GL_COLOR_WRITEMASK 0x0C23 -#define GL_UNPACK_ALIGNMENT 0x0CF5 -#define GL_PACK_ALIGNMENT 0x0D05 -#define GL_MAX_LIGHTS 0x0D31 -#define GL_MAX_CLIP_PLANES 0x0D32 -#define GL_MAX_TEXTURE_SIZE 0x0D33 -#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 -#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 -#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 -#define GL_MAX_VIEWPORT_DIMS 0x0D3A -#define GL_MAX_ELEMENTS_VERTICES 0x80E8 -#define GL_MAX_ELEMENTS_INDICES 0x80E9 -#define GL_MAX_TEXTURE_UNITS 0x84E2 -#define GL_SUBPIXEL_BITS 0x0D50 -#define GL_RED_BITS 0x0D52 -#define GL_GREEN_BITS 0x0D53 -#define GL_BLUE_BITS 0x0D54 -#define GL_ALPHA_BITS 0x0D55 -#define GL_DEPTH_BITS 0x0D56 -#define GL_STENCIL_BITS 0x0D57 -#define GL_POLYGON_OFFSET_UNITS 0x2A00 -#define GL_POLYGON_OFFSET_FILL 0x8037 -#define GL_POLYGON_OFFSET_FACTOR 0x8038 -#define GL_TEXTURE_BINDING_2D 0x8069 -#define GL_VERTEX_ARRAY_SIZE 0x807A -#define GL_VERTEX_ARRAY_TYPE 0x807B -#define GL_VERTEX_ARRAY_STRIDE 0x807C -#define GL_NORMAL_ARRAY_TYPE 0x807E -#define GL_NORMAL_ARRAY_STRIDE 0x807F -#define GL_COLOR_ARRAY_SIZE 0x8081 -#define GL_COLOR_ARRAY_TYPE 0x8082 -#define GL_COLOR_ARRAY_STRIDE 0x8083 -#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 -#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 -#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A -#define GL_VERTEX_ARRAY_POINTER 0x808E -#define GL_NORMAL_ARRAY_POINTER 0x808F -#define GL_COLOR_ARRAY_POINTER 0x8090 -#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 -#define GL_SAMPLE_BUFFERS 0x80A8 -#define GL_SAMPLES 0x80A9 -#define GL_SAMPLE_COVERAGE_VALUE 0x80AA -#define GL_SAMPLE_COVERAGE_INVERT 0x80AB - +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_LINE_WIDTH 0x0B21 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_SHADE_MODEL 0x0B54 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_VIEWPORT 0x0BA2 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB /* ErrorCode */ -#define GL_NO_ERROR 0 -#define GL_INVALID_ENUM 0x0500 -#define GL_INVALID_VALUE 0x0501 -#define GL_INVALID_OPERATION 0x0502 -#define GL_STACK_OVERFLOW 0x0503 -#define GL_STACK_UNDERFLOW 0x0504 -#define GL_OUT_OF_MEMORY 0x0505 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_OUT_OF_MEMORY 0x0505 // Vladimir -#define glVertex2i(x,y) glVertex3f(x,y,0.0) +#define glVertex2i( x, y ) glVertex3f( x, y, 0.0 ) #define glTexCoord2d glTexCoord2f #define glVertex3d glVertex3f //#define glColor4ub(x,y,z,p) glColor4f(x,y,z,p) //nicknekit: wtf??? #define glFogi glFogf // -void glBegin(GLenum mode); -void glEnd(void); -void glEnable (GLenum cap); -void glDisable (GLenum cap); -void glVertex2f(GLfloat x, GLfloat y); -void glColor3f( GLfloat red, GLfloat green, GLfloat blue); -void glTexCoord2f(GLfloat s, GLfloat t); -void glViewport (GLint x, GLint y, GLsizei width, GLsizei height); -void glLoadIdentity (void); -void glColor4f (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); -void glOrtho (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); -void glMatrixMode (GLenum mode); -void glTexParameterf (GLenum target, GLenum pname, GLfloat param); -void glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); -void glDrawBuffer(GLenum mode); -void glTranslatef (GLfloat x, GLfloat y, GLfloat z); -void glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); -void glScalef (GLfloat x, GLfloat y, GLfloat z); -void glDepthRange(GLclampf zNear, GLclampf zFar); -void glDepthFunc (GLenum func); -void glFinish (void); -void glGetFloatv (GLenum pname, GLfloat *params); -void glGetIntegerv (GLenum pname, GLint *params); -void glCullFace (GLenum mode); -void glFrustum (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar); -void glClear (GLbitfield mask); +void glBegin( GLenum mode ); +void glEnd( void ); +void glEnable( GLenum cap ); +void glDisable( GLenum cap ); +void glVertex2f( GLfloat x, GLfloat y ); +void glColor3f( GLfloat red, GLfloat green, GLfloat blue ); +void glTexCoord2f( GLfloat s, GLfloat t ); +void glViewport( GLint x, GLint y, GLsizei width, GLsizei height ); +void glLoadIdentity( void ); +void glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); +void glOrtho( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar ); +void glMatrixMode( GLenum mode ); +void glTexParameterf( GLenum target, GLenum pname, GLfloat param ); +void glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); +void glDrawBuffer( GLenum mode ); +void glTranslatef( GLfloat x, GLfloat y, GLfloat z ); +void glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ); +void glScalef( GLfloat x, GLfloat y, GLfloat z ); +void glDepthRange( GLclampf zNear, GLclampf zFar ); +void glDepthFunc( GLenum func ); +void glFinish( void ); +void glGetFloatv( GLenum pname, GLfloat *params ); +void glGetIntegerv( GLenum pname, GLint *params ); +void glCullFace( GLenum mode ); +void glFrustum( GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar ); +void glClear( GLbitfield mask ); void glVertex3f( GLfloat x, GLfloat y, GLfloat z ); void glColor4fv( const GLfloat *v ); -void glHint (GLenum target, GLenum mode); -void glBlendFunc (GLenum sfactor, GLenum dfactor); -void glPopMatrix (void); -void glShadeModel (GLenum mode); -void glPushMatrix (void); -void glTexEnvf (GLenum target, GLenum pname, GLfloat param); +void glHint( GLenum target, GLenum mode ); +void glBlendFunc( GLenum sfactor, GLenum dfactor ); +void glPopMatrix( void ); +void glShadeModel( GLenum mode ); +void glPushMatrix( void ); +void glTexEnvf( GLenum target, GLenum pname, GLfloat param ); void glVertex3fv( const GLfloat *v ); -void glDepthMask (GLboolean flag); -void glBindTexture (GLenum target, GLuint texture); -const GLubyte* glGetString (GLenum name); -void glAlphaFunc (GLenum func, GLclampf ref); -void glFlush (void); -void glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); +void glDepthMask( GLboolean flag ); +void glBindTexture( GLenum target, GLuint texture ); +const GLubyte *glGetString( GLenum name ); +void glAlphaFunc( GLenum func, GLclampf ref ); +void glFlush( void ); +void glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ); void glReadBuffer( GLenum mode ); -void glLoadMatrixf (const GLfloat *m); -void glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); -void glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); -GLenum glGetError (void); -void glActiveTexture (GLenum texture); -void glClientActiveTexture (GLenum texture); -void glColor3ubv( const GLubyte* v); +void glLoadMatrixf( const GLfloat *m ); +void glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); +void glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); +GLenum glGetError( void ); +void glActiveTexture( GLenum texture ); +void glClientActiveTexture( GLenum texture ); +void glColor3ubv( const GLubyte *v ); void glPolygonMode( GLenum face, GLenum mode ); -void glArrayElement(GLint i); -void glLineWidth(GLfloat width); +void glArrayElement( GLint i ); +void glLineWidth( GLfloat width ); void glCallList( GLuint list ); void glTexCoord2fv( const GLfloat *v ); void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); @@ -641,87 +636,82 @@ void glColor4ubv( const GLubyte *v ); void glDrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ); void glEnableClientState( GLenum array ); -void glDisableClientState(GLenum array); -void glVertexPointer( GLint size, GLenum type,GLsizei stride, const GLvoid *pointer ); -void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ); -void glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ); -void glPolygonOffset( GLfloat factor, GLfloat units ); +void glDisableClientState( GLenum array ); +void glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ); +void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ); +void glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ); +void glPolygonOffset( GLfloat factor, GLfloat units ); void glClearDepth( GLclampf depth ); -void glDeleteTextures( GLsizei n, const GLuint *textures ); -void glTexParameterfv( GLenum target, GLenum pname, const GLfloat * params); +void glDeleteTextures( GLsizei n, const GLuint *textures ); +void glTexParameterfv( GLenum target, GLenum pname, const GLfloat *params ); void glStencilMask( GLuint mask ); void glClearStencil( GLint s ); -void glScissor( GLint x, GLint y, GLsizei width, GLsizei height ); +void glScissor( GLint x, GLint y, GLsizei width, GLsizei height ); void glClipPlane( GLenum plane, const GLdouble *equation ); void glColor3fv( const GLfloat *v ); void glPointSize( GLfloat size ); // Vladimir -void glDrawArrays( GLenum mode, int first, int count); -void glMultMatrixf (const GLfloat *m); -void glPixelStorei (GLenum pname, GLint param); -void glFogf (GLenum pname, GLfloat param); -void glFogfv (GLenum pname, const GLfloat *params); -void glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); - -void glTexParameteri (GLenum target, GLenum pname, GLint param); -void glTexParameterf (GLenum target, GLenum pname, GLfloat param); -void glTexParameterx (GLenum target, GLenum pname, GLfixed param); -void glGenTextures (GLsizei n, GLuint *textures); -void glFrontFace (GLenum mode); - - +void glDrawArrays( GLenum mode, int first, int count ); +void glMultMatrixf( const GLfloat *m ); +void glPixelStorei( GLenum pname, GLint param ); +void glFogf( GLenum pname, GLfloat param ); +void glFogfv( GLenum pname, const GLfloat *params ); +void glGetTexParameteriv( GLenum target, GLenum pname, GLint *params ); + +void glTexParameteri( GLenum target, GLenum pname, GLint param ); +void glTexParameterf( GLenum target, GLenum pname, GLfloat param ); +void glTexParameterx( GLenum target, GLenum pname, GLfixed param ); +void glGenTextures( GLsizei n, GLuint *textures ); +void glFrontFace( GLenum mode ); //nicknekit: for xash3d -void glColor3ub( GLubyte red, GLubyte green, GLubyte blue); +void glColor3ub( GLubyte red, GLubyte green, GLubyte blue ); void glNormal3fv( const GLfloat *v ); void glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ); -void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); -void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +void glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); +void glTexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); void glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels ); void glTexSubImage3D( GLenum target, GLint level, - GLint xoffset, GLint yoffset, - GLint zoffset, GLsizei width, - GLsizei height, GLsizei depth, - GLenum format, - GLenum type, const GLvoid *pixels); -GLboolean glIsTexture(GLuint texture); + GLint xoffset, GLint yoffset, + GLint zoffset, GLsizei width, + GLsizei height, GLsizei depth, + GLenum format, + GLenum type, const GLvoid *pixels ); +GLboolean glIsTexture( GLuint texture ); void glTexGeni( GLenum coord, GLenum pname, GLint param ); void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ); -void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ); // for XashXT -void glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +void glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ); -void glTexEnvi(GLenum target, GLenum pname, GLint param); +void glTexEnvi( GLenum target, GLenum pname, GLint param ); -void glBindFramebuffer(GLenum target, GLuint framebuffer); -void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers); -void glGenFramebuffers (GLsizei n, GLuint *framebuffers); -GLenum glCheckFramebufferStatus(GLenum target); +void glBindFramebuffer( GLenum target, GLuint framebuffer ); +void glDeleteFramebuffers( GLsizei n, const GLuint *framebuffers ); +void glGenFramebuffers( GLsizei n, GLuint *framebuffers ); +GLenum glCheckFramebufferStatus( GLenum target ); //GLboolean glIsRenderbuffer (GLuint renderbuffer); -void glBindRenderbuffer (GLenum target, GLuint renderbuffer); -void glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); -void glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); - - -void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +void glBindRenderbuffer( GLenum target, GLuint renderbuffer ); +void glDeleteRenderbuffers( GLsizei n, const GLuint *renderbuffers ); +void glGenRenderbuffers( GLsizei n, GLuint *renderbuffers ); +void glRenderbufferStorage( GLenum target, GLenum internalformat, GLsizei width, GLsizei height ); -void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +void glFramebufferTexture2D( GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level ); -void glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +void glFramebufferRenderbuffer( GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer ); +void glNormalPointer( GLenum type, GLsizei stride, const void *ptr ); -void glNormalPointer(GLenum type, GLsizei stride, const void *ptr); +void glMultiTexCoord3f( GLenum, GLfloat, GLfloat, GLfloat ); +void glMultiTexCoord3fARB( GLenum, GLfloat, GLfloat, GLfloat ); -void glMultiTexCoord3f(GLenum, GLfloat, GLfloat, GLfloat); -void glMultiTexCoord3fARB(GLenum, GLfloat, GLfloat, GLfloat); - -void glMultiTexCoord2f(GLenum, GLfloat, GLfloat); +void glMultiTexCoord2f( GLenum, GLfloat, GLfloat ); void glDrawArrays( GLenum mode, GLint first, GLsizei count ); @@ -729,5 +719,4 @@ void glDrawArrays( GLenum mode, GLint first, GLsizei count ); } #endif - #endif