ORIGIN '~beta/basiclib/betaenv'; --LIB: attributes-- (* Disclaimer: * This is a prelease version of the openGL * library interface for BETA. It may be * changed later, and there is some inconviniences. * * Fell free to ask questions and come with proposals to * support@mjolner.dk * * OpenGL operates with a large number of types, these * are mapped to beta types as follows: * |----------------------------------------------------------| * |c-type | openGL | Beta | size in bytes| * |----------------------------------------------------------| * |void | GLvoid | | | * |unsigned char | GLboolean | int8u | 1 | * |signed char | GLbyte | int8 | 1 | * |short | GLshort | int16 | 2 | * |int | GLint | int32 | 4 | * |unsigned char | GLubyte | int8u | 1 | * |unsigned char*| GLubyte* | [0]@char | 1 | * |unsigned short| GLushort | int16u | 2 | * |unsigned int | GLuint | int32u | 4 | * | int | GLsizei | int32 | 4 | * |float | GLfloat | real | 8 | * |float | GLclampf | real | 8 | * |double | GLdouble | real | 8 | * |double | GLclampd | real | 8 | * |unsigned int | GLbitfield | int32u | 4 | * |unsigned int | GLenum | int32u | 4 | * |xxx* | xxx* | int32 | 4 | * |xxx** | xxx** | int32 | 4 | * -----------------------------------------------------------| * * Original GL-types are shown as comments in patterns. * * Notice that GLfloat's are mapped to reals. These reals * are converted to floats in a c program, just before * actually calling the openGL routines. This is of * course expensive. Use the GLdouble routines when * they are available. * * Also functions that float arrays are expensive * because the BETA repetion of reals is copied and * and converted to a c-array of floats. In this prelease * this is only done when absolutely necessary. That is * glVertex3fv is not working, as you can use glVertex3f. * But glLightf does converting. Allways use repetitions, * that is as long as the longest parameter ever. (4 in glLightfv) * * Functions that return arrays are generally not * working. This will be better later. * * Some funtions are defined equally. eg. glRotatef is the * same pattern as glRotated. There is no need for a * glRotatef as you can not have any floats in your * beta program. So they are defined: * glRotated:(# ... #); * glRotatef:glRotated(# #); * This is done only to ease porting of c-programs. * * logical or '|' is not part of the "highlevel" BETA syntax. * eg. c: * glEnable(GL_LIGHTING|GL_CULLFACE); * in BETA: * GL_LIGHTING->glEnable; * GL_CULLFACE->glEnable; * or * GL_LIGHTING %Bor GL_CULLFACE -> glEnable; *) (* * * Enumerations * *) GL_FALSE: (# exit 0 #); GL_TRUE: (# exit 1 #); (* Data types *) GL_BYTE: (# exit 0x1400 #); GL_UNSIGNED_BYTE: (# exit 0x1401 #); GL_SHORT: (# exit 0x1402 #); GL_UNSIGNED_SHORT: (# exit 0x1403 #); GL_INT: (# exit 0x1404 #); GL_UNSIGNED_INT: (# exit 0x1405 #); GL_FLOAT: (# exit 0x1406 #); GL_DOUBLE: (# exit 0x140A #); GL_2_BYTES: (# exit 0x1407 #); GL_3_BYTES: (# exit 0x1408 #); GL_4_BYTES: (# exit 0x1409 #); (* Primitives *) GL_LINES: (# exit 0x0001 #); GL_POINTS: (# exit 0x0000 #); GL_LINE_STRIP: (# exit 0x0003 #); GL_LINE_LOOP: (# exit 0x0002 #); GL_TRIANGLES: (# exit 0x0004 #); GL_TRIANGLE_STRIP: (# exit 0x0005 #); GL_TRIANGLE_FAN: (# exit 0x0006 #); GL_QUADS: (# exit 0x0007 #); GL_QUAD_STRIP: (# exit 0x0008 #); GL_POLYGON: (# exit 0x0009 #); GL_EDGE_FLAG: (# exit 0x0B43 #); (* Vertex Arrays *) GL_VERTEX_ARRAY: (# exit 0x8074 #); GL_NORMAL_ARRAY: (# exit 0x8075 #); GL_COLOR_ARRAY: (# exit 0x8076 #); GL_INDEX_ARRAY: (# exit 0x8077 #); GL_TEXTURE_COORD_ARRAY: (# exit 0x8078 #); GL_EDGE_FLAG_ARRAY: (# exit 0x8079 #); GL_VERTEX_ARRAY_SIZE: (# exit 0x807A #); GL_VERTEX_ARRAY_TYPE: (# exit 0x807B #); GL_VERTEX_ARRAY_STRIDE: (# exit 0x807C #); GL_NORMAL_ARRAY_TYPE: (# exit 0x807E #); GL_NORMAL_ARRAY_STRIDE: (# exit 0x807F #); GL_COLOR_ARRAY_SIZE: (# exit 0x8081 #); GL_COLOR_ARRAY_TYPE: (# exit 0x8082 #); GL_COLOR_ARRAY_STRIDE: (# exit 0x8083 #); GL_INDEX_ARRAY_TYPE: (# exit 0x8085 #); GL_INDEX_ARRAY_STRIDE: (# exit 0x8086 #); GL_TEXTURE_COORD_ARRAY_SIZE: (# exit 0x8088 #); GL_TEXTURE_COORD_ARRAY_TYPE: (# exit 0x8089 #); GL_TEXTURE_COORD_ARRAY_STRIDE: (# exit 0x808A #); GL_EDGE_FLAG_ARRAY_STRIDE: (# exit 0x808C #); GL_VERTEX_ARRAY_POINTER: (# exit 0x808E #); GL_NORMAL_ARRAY_POINTER: (# exit 0x808F #); GL_COLOR_ARRAY_POINTER: (# exit 0x8090 #); GL_INDEX_ARRAY_POINTER: (# exit 0x8091 #); GL_TEXTURE_COORD_ARRAY_POINTER: (# exit 0x8092 #); GL_EDGE_FLAG_ARRAY_POINTER: (# exit 0x8093 #); GL_V2F: (# exit 0x2A20 #); GL_V3F: (# exit 0x2A21 #); GL_C4UB_V2F: (# exit 0x2A22 #); GL_C4UB_V3F: (# exit 0x2A23 #); GL_C3F_V3F: (# exit 0x2A24 #); GL_N3F_V3F: (# exit 0x2A25 #); GL_C4F_N3F_V3F: (# exit 0x2A26 #); GL_T2F_V3F: (# exit 0x2A27 #); GL_T4F_V4F: (# exit 0x2A28 #); GL_T2F_C4UB_V3F: (# exit 0x2A29 #); GL_T2F_C3F_V3F: (# exit 0x2A2A #); GL_T2F_N3F_V3F: (# exit 0x2A2B #); GL_T2F_C4F_N3F_V3F: (# exit 0x2A2C #); GL_T4F_C4F_N3F_V4F: (# exit 0x2A2D #); (* Matrix Mode *) GL_MATRIX_MODE: (# exit 0x0BA0 #); GL_MODELVIEW: (# exit 0x1700 #); GL_PROJECTION: (# exit 0x1701 #); GL_TEXTURE: (# exit 0x1702 #); (* Points *) GL_POINT_SMOOTH: (# exit 0x0B10 #); GL_POINT_SIZE: (# exit 0x0B11 #); GL_POINT_SIZE_GRANULARITY: (# exit 0x0B13 #); GL_POINT_SIZE_RANGE: (# exit 0x0B12 #); (* Lines *) GL_LINE_SMOOTH: (# exit 0x0B20 #); GL_LINE_STIPPLE: (# exit 0x0B24 #); GL_LINE_STIPPLE_PATTERN: (# exit 0x0B25 #); GL_LINE_STIPPLE_REPEAT: (# exit 0x0B26 #); GL_LINE_WIDTH: (# exit 0x0B21 #); GL_LINE_WIDTH_GRANULARITY: (# exit 0x0B23 #); GL_LINE_WIDTH_RANGE: (# exit 0x0B22 #); (* Polygons *) GL_POINT: (# exit 0x1B00 #); GL_LINE: (# exit 0x1B01 #); GL_FILL: (# exit 0x1B02 #); GL_CCW: (# exit 0x0901 #); GL_CW: (# exit 0x0900 #); GL_FRONT: (# exit 0x0404 #); GL_BACK: (# exit 0x0405 #); GL_CULL_FACE: (# exit 0x0B44 #); GL_CULL_FACE_MODE: (# exit 0x0B45 #); GL_POLYGON_SMOOTH: (# exit 0x0B41 #); GL_POLYGON_STIPPLE: (# exit 0x0B42 #); GL_FRONT_FACE: (# exit 0x0B46 #); GL_POLYGON_MODE: (# exit 0x0B40 #); GL_POLYGON_OFFSET_FACTOR: (# exit 0x8038 #); GL_POLYGON_OFFSET_UNITS: (# exit 0x2A00 #); GL_POLYGON_OFFSET_POINT: (# exit 0x2A01 #); GL_POLYGON_OFFSET_LINE: (# exit 0x2A02 #); GL_POLYGON_OFFSET_FILL: (# exit 0x8037 #); (* Display Lists *) GL_COMPILE: (# exit 0x1300 #); GL_COMPILE_AND_EXECUTE: (# exit 0x1301 #); GL_LIST_BASE: (# exit 0x0B32 #); GL_LIST_INDEX: (# exit 0x0B33 #); GL_LIST_MODE: (# exit 0x0B30 #); (* Depth buffer *) GL_NEVER: (# exit 0x0200 #); GL_LESS: (# exit 0x0201 #); GL_GEQUAL: (# exit 0x0206 #); GL_LEQUAL: (# exit 0x0203 #); GL_GREATER: (# exit 0x0204 #); GL_NOTEQUAL: (# exit 0x0205 #); GL_EQUAL: (# exit 0x0202 #); GL_ALWAYS: (# exit 0x0207 #); GL_DEPTH_TEST: (# exit 0x0B71 #); GL_DEPTH_BITS: (# exit 0x0D56 #); GL_DEPTH_CLEAR_VALUE: (# exit 0x0B73 #); GL_DEPTH_FUNC: (# exit 0x0B74 #); GL_DEPTH_RANGE: (# exit 0x0B70 #); GL_DEPTH_WRITEMASK: (# exit 0x0B72 #); GL_DEPTH_COMPONENT: (# exit 0x1902 #); (* Lighting *) GL_LIGHTING: (# exit 0x0B50 #); GL_LIGHT0: (# exit 0x4000 #); GL_LIGHT1: (# exit 0x4001 #); GL_LIGHT2: (# exit 0x4002 #); GL_LIGHT3: (# exit 0x4003 #); GL_LIGHT4: (# exit 0x4004 #); GL_LIGHT5: (# exit 0x4005 #); GL_LIGHT6: (# exit 0x4006 #); GL_LIGHT7: (# exit 0x4007 #); GL_SPOT_EXPONENT: (# exit 0x1205 #); GL_SPOT_CUTOFF: (# exit 0x1206 #); GL_CONSTANT_ATTENUATION: (# exit 0x1207 #); GL_LINEAR_ATTENUATION: (# exit 0x1208 #); GL_QUADRATIC_ATTENUATION: (# exit 0x1209 #); GL_AMBIENT: (# exit 0x1200 #); GL_DIFFUSE: (# exit 0x1201 #); GL_SPECULAR: (# exit 0x1202 #); GL_SHININESS: (# exit 0x1601 #); GL_EMISSION: (# exit 0x1600 #); GL_POSITION: (# exit 0x1203 #); GL_SPOT_DIRECTION: (# exit 0x1204 #); GL_AMBIENT_AND_DIFFUSE: (# exit 0x1602 #); GL_COLOR_INDEXES: (# exit 0x1603 #); GL_LIGHT_MODEL_TWO_SIDE: (# exit 0x0B52 #); GL_LIGHT_MODEL_LOCAL_VIEWER: (# exit 0x0B51 #); GL_LIGHT_MODEL_AMBIENT: (# exit 0x0B53 #); GL_FRONT_AND_BACK: (# exit 0x0408 #); GL_SHADE_MODEL: (# exit 0x0B54 #); GL_FLAT: (# exit 0x1D00 #); GL_SMOOTH: (# exit 0x1D01 #); GL_COLOR_MATERIAL: (# exit 0x0B57 #); GL_COLOR_MATERIAL_FACE: (# exit 0x0B55 #); GL_COLOR_MATERIAL_PARAMETER: (# exit 0x0B56 #); GL_NORMALIZE: (# exit 0x0BA1 #); (* User clipping planes *) GL_CLIP_PLANE0: (# exit 0x3000 #); GL_CLIP_PLANE1: (# exit 0x3001 #); GL_CLIP_PLANE2: (# exit 0x3002 #); GL_CLIP_PLANE3: (# exit 0x3003 #); GL_CLIP_PLANE4: (# exit 0x3004 #); GL_CLIP_PLANE5: (# exit 0x3005 #); (* Accumulation buffer *) GL_ACCUM_RED_BITS: (# exit 0x0D58 #); GL_ACCUM_GREEN_BITS: (# exit 0x0D59 #); GL_ACCUM_BLUE_BITS: (# exit 0x0D5A #); GL_ACCUM_ALPHA_BITS: (# exit 0x0D5B #); GL_ACCUM_CLEAR_VALUE: (# exit 0x0B80 #); GL_ACCUM: (# exit 0x0100 #); GL_ADD: (# exit 0x0104 #); GL_LOAD: (# exit 0x0101 #); GL_MULT: (# exit 0x0103 #); GL_RETURN: (# exit 0x0102 #); (* Alpha testing *) GL_ALPHA_TEST: (# exit 0x0BC0 #); GL_ALPHA_TEST_REF: (# exit 0x0BC2 #); GL_ALPHA_TEST_FUNC: (# exit 0x0BC1 #); (* Blending *) GL_BLEND: (# exit 0x0BE2 #); GL_BLEND_SRC: (# exit 0x0BE1 #); GL_BLEND_DST: (# exit 0x0BE0 #); GL_ZERO: (# exit 0 #); GL_ONE: (# exit 1 #); GL_SRC_COLOR: (# exit 0x0300 #); GL_ONE_MINUS_SRC_COLOR: (# exit 0x0301 #); GL_DST_COLOR: (# exit 0x0306 #); GL_ONE_MINUS_DST_COLOR: (# exit 0x0307 #); GL_SRC_ALPHA: (# exit 0x0302 #); GL_ONE_MINUS_SRC_ALPHA: (# exit 0x0303 #); GL_DST_ALPHA: (# exit 0x0304 #); GL_ONE_MINUS_DST_ALPHA: (# exit 0x0305 #); GL_SRC_ALPHA_SATURATE: (# exit 0x0308 #); GL_CONSTANT_COLOR: (# exit 0x8001 #); GL_ONE_MINUS_CONSTANT_COLOR: (# exit 0x8002 #); GL_CONSTANT_ALPHA: (# exit 0x8003 #); GL_ONE_MINUS_CONSTANT_ALPHA: (# exit 0x8004 #); (* Render Mode *) GL_FEEDBACK: (# exit 0x1C01 #); GL_RENDER: (# exit 0x1C00 #); GL_SELECT: (# exit 0x1C02 #); (* Feedback *) GL_2D: (# exit 0x0600 #); GL_3D: (# exit 0x0601 #); GL_3D_COLOR: (# exit 0x0602 #); GL_3D_COLOR_TEXTURE: (# exit 0x0603 #); GL_4D_COLOR_TEXTURE: (# exit 0x0604 #); GL_POINT_TOKEN: (# exit 0x0701 #); GL_LINE_TOKEN: (# exit 0x0702 #); GL_LINE_RESET_TOKEN: (# exit 0x0707 #); GL_POLYGON_TOKEN: (# exit 0x0703 #); GL_BITMAP_TOKEN: (# exit 0x0704 #); GL_DRAW_PIXEL_TOKEN: (# exit 0x0705 #); GL_COPY_PIXEL_TOKEN: (# exit 0x0706 #); GL_PASS_THROUGH_TOKEN: (# exit 0x0700 #); GL_FEEDBACK_BUFFER_POINTER: (# exit 0x0DF0 #); GL_FEEDBACK_BUFFER_SIZE: (# exit 0x0DF1 #); GL_FEEDBACK_BUFFER_TYPE: (# exit 0x0DF2 #); (* Fog *) GL_FOG: (# exit 0x0B60 #); GL_FOG_MODE: (# exit 0x0B65 #); GL_FOG_DENSITY: (# exit 0x0B62 #); GL_FOG_COLOR: (# exit 0x0B66 #); GL_FOG_INDEX: (# exit 0x0B61 #); GL_FOG_START: (# exit 0x0B63 #); GL_FOG_END: (# exit 0x0B64 #); GL_LINEAR: (# exit 0x2601 #); GL_EXP: (# exit 0x0800 #); GL_EXP2: (# exit 0x0801 #); (* Logic Ops *) GL_LOGIC_OP: (# exit 0x0BF1 #); GL_INDEX_LOGIC_OP: (# exit 0x0BF1 #); GL_COLOR_LOGIC_OP: (# exit 0x0BF2 #); GL_LOGIC_OP_MODE: (# exit 0x0BF0 #); GL_CLEAR: (# exit 0x1500 #); GL_SET: (# exit 0x150F #); GL_COPY: (# exit 0x1503 #); GL_COPY_INVERTED: (# exit 0x150C #); GL_NOOP: (# exit 0x1505 #); GL_INVERT: (# exit 0x150A #); GL_AND: (# exit 0x1501 #); GL_NAND: (# exit 0x150E #); GL_OR: (# exit 0x1507 #); GL_NOR: (# exit 0x1508 #); GL_XOR: (# exit 0x1506 #); GL_EQUIV: (# exit 0x1509 #); GL_AND_REVERSE: (# exit 0x1502 #); GL_AND_INVERTED: (# exit 0x1504 #); GL_OR_REVERSE: (# exit 0x150B #); GL_OR_INVERTED: (# exit 0x150D #); (* Stencil *) GL_STENCIL_TEST: (# exit 0x0B90 #); GL_STENCIL_WRITEMASK: (# exit 0x0B98 #); GL_STENCIL_BITS: (# exit 0x0D57 #); GL_STENCIL_FUNC: (# exit 0x0B92 #); GL_STENCIL_VALUE_MASK: (# exit 0x0B93 #); GL_STENCIL_REF: (# exit 0x0B97 #); GL_STENCIL_FAIL: (# exit 0x0B94 #); GL_STENCIL_PASS_DEPTH_PASS: (# exit 0x0B96 #); GL_STENCIL_PASS_DEPTH_FAIL: (# exit 0x0B95 #); GL_STENCIL_CLEAR_VALUE: (# exit 0x0B91 #); GL_STENCIL_INDEX: (# exit 0x1901 #); GL_KEEP: (# exit 0x1E00 #); GL_REPLACE: (# exit 0x1E01 #); GL_INCR: (# exit 0x1E02 #); GL_DECR: (# exit 0x1E03 #); (* Buffers, Pixel Drawing/Reading *) GL_NONE: (# exit 0 #); GL_LEFT: (# exit 0x0406 #); GL_RIGHT: (# exit 0x0407 #); (*GL_FRONT: (# exit 0x0404 #); *) (*GL_BACK: (# exit 0x0405 #); *) (*GL_FRONT_AND_BACK: (# exit 0x0408 #); *) GL_FRONT_LEFT: (# exit 0x0400 #); GL_FRONT_RIGHT: (# exit 0x0401 #); GL_BACK_LEFT: (# exit 0x0402 #); GL_BACK_RIGHT: (# exit 0x0403 #); GL_AUX0: (# exit 0x0409 #); GL_AUX1: (# exit 0x040A #); GL_AUX2: (# exit 0x040B #); GL_AUX3: (# exit 0x040C #); GL_COLOR_INDEX: (# exit 0x1900 #); GL_RED: (# exit 0x1903 #); GL_GREEN: (# exit 0x1904 #); GL_BLUE: (# exit 0x1905 #); GL_ALPHA: (# exit 0x1906 #); GL_LUMINANCE: (# exit 0x1909 #); GL_LUMINANCE_ALPHA: (# exit 0x190A #); GL_ALPHA_BITS: (# exit 0x0D55 #); GL_RED_BITS: (# exit 0x0D52 #); GL_GREEN_BITS: (# exit 0x0D53 #); GL_BLUE_BITS: (# exit 0x0D54 #); GL_INDEX_BITS: (# exit 0x0D51 #); GL_SUBPIXEL_BITS: (# exit 0x0D50 #); GL_AUX_BUFFERS: (# exit 0x0C00 #); GL_READ_BUFFER: (# exit 0x0C02 #); GL_DRAW_BUFFER: (# exit 0x0C01 #); GL_DOUBLEBUFFER: (# exit 0x0C32 #); GL_STEREO: (# exit 0x0C33 #); GL_BITMAP: (# exit 0x1A00 #); GL_COLOR: (# exit 0x1800 #); GL_DEPTH: (# exit 0x1801 #); GL_STENCIL: (# exit 0x1802 #); GL_DITHER: (# exit 0x0BD0 #); GL_RGB: (# exit 0x1907 #); GL_RGBA: (# exit 0x1908 #); (* Implementation limits *) GL_MAX_LIST_NESTING: (# exit 0x0B31 #); GL_MAX_ATTRIB_STACK_DEPTH: (# exit 0x0D35 #); GL_MAX_MODELVIEW_STACK_DEPTH: (# exit 0x0D36 #); GL_MAX_NAME_STACK_DEPTH: (# exit 0x0D37 #); GL_MAX_PROJECTION_STACK_DEPTH: (# exit 0x0D38 #); GL_MAX_TEXTURE_STACK_DEPTH: (# exit 0x0D39 #); GL_MAX_EVAL_ORDER: (# exit 0x0D30 #); GL_MAX_LIGHTS: (# exit 0x0D31 #); GL_MAX_CLIP_PLANES: (# exit 0x0D32 #); GL_MAX_TEXTURE_SIZE: (# exit 0x0D33 #); GL_MAX_PIXEL_MAP_TABLE: (# exit 0x0D34 #); GL_MAX_VIEWPORT_DIMS: (# exit 0x0D3A #); GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: (# exit 0x0D3B #); (* Gets *) GL_ATTRIB_STACK_DEPTH: (# exit 0x0BB0 #); GL_CLIENT_ATTRIB_STACK_DEPTH: (# exit 0x0BB1 #); GL_COLOR_CLEAR_VALUE: (# exit 0x0C22 #); GL_COLOR_WRITEMASK: (# exit 0x0C23 #); GL_CURRENT_INDEX: (# exit 0x0B01 #); GL_CURRENT_COLOR: (# exit 0x0B00 #); GL_CURRENT_NORMAL: (# exit 0x0B02 #); GL_CURRENT_RASTER_COLOR: (# exit 0x0B04 #); GL_CURRENT_RASTER_DISTANCE: (# exit 0x0B09 #); GL_CURRENT_RASTER_INDEX: (# exit 0x0B05 #); GL_CURRENT_RASTER_POSITION: (# exit 0x0B07 #); GL_CURRENT_RASTER_TEXTURE_COORDS: (# exit 0x0B06 #); GL_CURRENT_RASTER_POSITION_VALID: (# exit 0x0B08 #); GL_CURRENT_TEXTURE_COORDS: (# exit 0x0B03 #); GL_INDEX_CLEAR_VALUE: (# exit 0x0C20 #); GL_INDEX_MODE: (# exit 0x0C30 #); GL_INDEX_WRITEMASK: (# exit 0x0C21 #); GL_MODELVIEW_MATRIX: (# exit 0x0BA6 #); GL_MODELVIEW_STACK_DEPTH: (# exit 0x0BA3 #); GL_NAME_STACK_DEPTH: (# exit 0x0D70 #); GL_PROJECTION_MATRIX: (# exit 0x0BA7 #); GL_PROJECTION_STACK_DEPTH: (# exit 0x0BA4 #); GL_RENDER_MODE: (# exit 0x0C40 #); GL_RGBA_MODE: (# exit 0x0C31 #); GL_TEXTURE_MATRIX: (# exit 0x0BA8 #); GL_TEXTURE_STACK_DEPTH: (# exit 0x0BA5 #); GL_VIEWPORT: (# exit 0x0BA2 #); (* Evaluators *) GL_AUTO_NORMAL: (# exit 0x0D80 #); GL_MAP1_COLOR_4: (# exit 0x0D90 #); GL_MAP1_GRID_DOMAIN: (# exit 0x0DD0 #); GL_MAP1_GRID_SEGMENTS: (# exit 0x0DD1 #); GL_MAP1_INDEX: (# exit 0x0D91 #); GL_MAP1_NORMAL: (# exit 0x0D92 #); GL_MAP1_TEXTURE_COORD_1: (# exit 0x0D93 #); GL_MAP1_TEXTURE_COORD_2: (# exit 0x0D94 #); GL_MAP1_TEXTURE_COORD_3: (# exit 0x0D95 #); GL_MAP1_TEXTURE_COORD_4: (# exit 0x0D96 #); GL_MAP1_VERTEX_3: (# exit 0x0D97 #); GL_MAP1_VERTEX_4: (# exit 0x0D98 #); GL_MAP2_COLOR_4: (# exit 0x0DB0 #); GL_MAP2_GRID_DOMAIN: (# exit 0x0DD2 #); GL_MAP2_GRID_SEGMENTS: (# exit 0x0DD3 #); GL_MAP2_INDEX: (# exit 0x0DB1 #); GL_MAP2_NORMAL: (# exit 0x0DB2 #); GL_MAP2_TEXTURE_COORD_1: (# exit 0x0DB3 #); GL_MAP2_TEXTURE_COORD_2: (# exit 0x0DB4 #); GL_MAP2_TEXTURE_COORD_3: (# exit 0x0DB5 #); GL_MAP2_TEXTURE_COORD_4: (# exit 0x0DB6 #); GL_MAP2_VERTEX_3: (# exit 0x0DB7 #); GL_MAP2_VERTEX_4: (# exit 0x0DB8 #); GL_COEFF: (# exit 0x0A00 #); GL_DOMAIN: (# exit 0x0A02 #); GL_ORDER: (# exit 0x0A01 #); (* Hints *) GL_FOG_HINT: (# exit 0x0C54 #); GL_LINE_SMOOTH_HINT: (# exit 0x0C52 #); GL_PERSPECTIVE_CORRECTION_HINT: (# exit 0x0C50 #); GL_POINT_SMOOTH_HINT: (# exit 0x0C51 #); GL_POLYGON_SMOOTH_HINT: (# exit 0x0C53 #); GL_DONT_CARE: (# exit 0x1100 #); GL_FASTEST: (# exit 0x1101 #); GL_NICEST: (# exit 0x1102 #); (* Scissor box *) GL_SCISSOR_TEST: (# exit 0x0C11 #); GL_SCISSOR_BOX: (# exit 0x0C10 #); (* Pixel Mode / Transfer *) GL_MAP_COLOR: (# exit 0x0D10 #); GL_MAP_STENCIL: (# exit 0x0D11 #); GL_INDEX_SHIFT: (# exit 0x0D12 #); GL_INDEX_OFFSET: (# exit 0x0D13 #); GL_RED_SCALE: (# exit 0x0D14 #); GL_RED_BIAS: (# exit 0x0D15 #); GL_GREEN_SCALE: (# exit 0x0D18 #); GL_GREEN_BIAS: (# exit 0x0D19 #); GL_BLUE_SCALE: (# exit 0x0D1A #); GL_BLUE_BIAS: (# exit 0x0D1B #); GL_ALPHA_SCALE: (# exit 0x0D1C #); GL_ALPHA_BIAS: (# exit 0x0D1D #); GL_DEPTH_SCALE: (# exit 0x0D1E #); GL_DEPTH_BIAS: (# exit 0x0D1F #); GL_PIXEL_MAP_S_TO_S_SIZE: (# exit 0x0CB1 #); GL_PIXEL_MAP_I_TO_I_SIZE: (# exit 0x0CB0 #); GL_PIXEL_MAP_I_TO_R_SIZE: (# exit 0x0CB2 #); GL_PIXEL_MAP_I_TO_G_SIZE: (# exit 0x0CB3 #); GL_PIXEL_MAP_I_TO_B_SIZE: (# exit 0x0CB4 #); GL_PIXEL_MAP_I_TO_A_SIZE: (# exit 0x0CB5 #); GL_PIXEL_MAP_R_TO_R_SIZE: (# exit 0x0CB6 #); GL_PIXEL_MAP_G_TO_G_SIZE: (# exit 0x0CB7 #); GL_PIXEL_MAP_B_TO_B_SIZE: (# exit 0x0CB8 #); GL_PIXEL_MAP_A_TO_A_SIZE: (# exit 0x0CB9 #); GL_PIXEL_MAP_S_TO_S: (# exit 0x0C71 #); GL_PIXEL_MAP_I_TO_I: (# exit 0x0C70 #); GL_PIXEL_MAP_I_TO_R: (# exit 0x0C72 #); GL_PIXEL_MAP_I_TO_G: (# exit 0x0C73 #); GL_PIXEL_MAP_I_TO_B: (# exit 0x0C74 #); GL_PIXEL_MAP_I_TO_A: (# exit 0x0C75 #); GL_PIXEL_MAP_R_TO_R: (# exit 0x0C76 #); GL_PIXEL_MAP_G_TO_G: (# exit 0x0C77 #); GL_PIXEL_MAP_B_TO_B: (# exit 0x0C78 #); GL_PIXEL_MAP_A_TO_A: (# exit 0x0C79 #); GL_PACK_ALIGNMENT: (# exit 0x0D05 #); GL_PACK_LSB_FIRST: (# exit 0x0D01 #); GL_PACK_ROW_LENGTH: (# exit 0x0D02 #); GL_PACK_SKIP_PIXELS: (# exit 0x0D04 #); GL_PACK_SKIP_ROWS: (# exit 0x0D03 #); GL_PACK_SWAP_BYTES: (# exit 0x0D00 #); GL_UNPACK_ALIGNMENT: (# exit 0x0CF5 #); GL_UNPACK_LSB_FIRST: (# exit 0x0CF1 #); GL_UNPACK_ROW_LENGTH: (# exit 0x0CF2 #); GL_UNPACK_SKIP_PIXELS: (# exit 0x0CF4 #); GL_UNPACK_SKIP_ROWS: (# exit 0x0CF3 #); GL_UNPACK_SWAP_BYTES: (# exit 0x0CF0 #); GL_ZOOM_X: (# exit 0x0D16 #); GL_ZOOM_Y: (# exit 0x0D17 #); (* Texture mapping *) GL_TEXTURE_ENV: (# exit 0x2300 #); GL_TEXTURE_ENV_MODE: (# exit 0x2200 #); GL_TEXTURE_1D: (# exit 0x0DE0 #); GL_TEXTURE_2D: (# exit 0x0DE1 #); GL_TEXTURE_WRAP_S: (# exit 0x2802 #); GL_TEXTURE_WRAP_T: (# exit 0x2803 #); GL_TEXTURE_MAG_FILTER: (# exit 0x2800 #); GL_TEXTURE_MIN_FILTER: (# exit 0x2801 #); GL_TEXTURE_ENV_COLOR: (# exit 0x2201 #); GL_TEXTURE_GEN_S: (# exit 0x0C60 #); GL_TEXTURE_GEN_T: (# exit 0x0C61 #); GL_TEXTURE_GEN_MODE: (# exit 0x2500 #); GL_TEXTURE_BORDER_COLOR: (# exit 0x1004 #); GL_TEXTURE_WIDTH: (# exit 0x1000 #); GL_TEXTURE_HEIGHT: (# exit 0x1001 #); GL_TEXTURE_BORDER: (# exit 0x1005 #); GL_TEXTURE_COMPONENTS: (# exit 0x1003 #); GL_TEXTURE_RED_SIZE: (# exit 0x805C #); GL_TEXTURE_GREEN_SIZE: (# exit 0x805D #); GL_TEXTURE_BLUE_SIZE: (# exit 0x805E #); GL_TEXTURE_ALPHA_SIZE: (# exit 0x805F #); GL_TEXTURE_LUMINANCE_SIZE: (# exit 0x8060 #); GL_TEXTURE_INTENSITY_SIZE: (# exit 0x8061 #); GL_NEAREST_MIPMAP_NEAREST: (# exit 0x2700 #); GL_NEAREST_MIPMAP_LINEAR: (# exit 0x2702 #); GL_LINEAR_MIPMAP_NEAREST: (# exit 0x2701 #); GL_LINEAR_MIPMAP_LINEAR: (# exit 0x2703 #); GL_OBJECT_LINEAR: (# exit 0x2401 #); GL_OBJECT_PLANE: (# exit 0x2501 #); GL_EYE_LINEAR: (# exit 0x2400 #); GL_EYE_PLANE: (# exit 0x2502 #); GL_SPHERE_MAP: (# exit 0x2402 #); GL_DECAL: (# exit 0x2101 #); GL_MODULATE: (# exit 0x2100 #); GL_NEAREST: (# exit 0x2600 #); GL_REPEAT: (# exit 0x2901 #); GL_CLAMP: (# exit 0x2900 #); GL_S: (# exit 0x2000 #); GL_T: (# exit 0x2001 #); GL_R: (# exit 0x2002 #); GL_Q: (# exit 0x2003 #); GL_TEXTURE_GEN_R: (# exit 0x0C62 #); GL_TEXTURE_GEN_Q: (# exit 0x0C63 #); GL_PROXY_TEXTURE_1D: (# exit 0x8063 #); GL_PROXY_TEXTURE_2D: (# exit 0x8064 #); GL_TEXTURE_PRIORITY: (# exit 0x8066 #); GL_TEXTURE_RESIDENT: (# exit 0x8067 #); GL_TEXTURE_BINDING_1D: (# exit 0x8068 #); GL_TEXTURE_BINDING_2D: (# exit 0x8069 #); (* Internal texture formats *) GL_ALPHA4: (# exit 0x803B #); GL_ALPHA8: (# exit 0x803C #); GL_ALPHA12: (# exit 0x803D #); GL_ALPHA16: (# exit 0x803E #); GL_LUMINANCE4: (# exit 0x803F #); GL_LUMINANCE8: (# exit 0x8040 #); GL_LUMINANCE12: (# exit 0x8041 #); GL_LUMINANCE16: (# exit 0x8042 #); GL_LUMINANCE4_ALPHA4: (# exit 0x8043 #); GL_LUMINANCE6_ALPHA2: (# exit 0x8044 #); GL_LUMINANCE8_ALPHA8: (# exit 0x8045 #); GL_LUMINANCE12_ALPHA4: (# exit 0x8046 #); GL_LUMINANCE12_ALPHA12: (# exit 0x8047 #); GL_LUMINANCE16_ALPHA16: (# exit 0x8048 #); GL_INTENSITY: (# exit 0x8049 #); GL_INTENSITY4: (# exit 0x804A #); GL_INTENSITY8: (# exit 0x804B #); GL_INTENSITY12: (# exit 0x804C #); GL_INTENSITY16: (# exit 0x804D #); GL_R3_G3_B2: (# exit 0x2A10 #); GL_RGB4: (# exit 0x804F #); GL_RGB5: (# exit 0x8050 #); GL_RGB8: (# exit 0x8051 #); GL_RGB10: (# exit 0x8052 #); GL_RGB12: (# exit 0x8053 #); GL_RGB16: (# exit 0x8054 #); GL_RGBA2: (# exit 0x8055 #); GL_RGBA4: (# exit 0x8056 #); GL_RGB5_A1: (# exit 0x8057 #); GL_RGBA8: (# exit 0x8058 #); GL_RGB10_A2: (# exit 0x8059 #); GL_RGBA12: (# exit 0x805A #); GL_RGBA16: (# exit 0x805B #); (* Utility *) GL_VENDOR: (# exit 0x1F00 #); GL_RENDERER: (# exit 0x1F01 #); GL_VERSION: (# exit 0x1F02 #); GL_EXTENSIONS: (# exit 0x1F03 #); (* Errors *) GL_INVALID_VALUE: (# exit 0x0501 #); GL_INVALID_ENUM: (# exit 0x0500 #); GL_INVALID_OPERATION: (# exit 0x0502 #); GL_STACK_OVERFLOW: (# exit 0x0503 #); GL_STACK_UNDERFLOW: (# exit 0x0504 #); GL_OUT_OF_MEMORY: (# exit 0x0505 #); (* * 1.0 Extensions *) (* GL_EXT_blend_minmax and GL_EXT_blend_color *) GL_CONSTANT_COLOR_EXT: (# exit 0x8001 #); GL_ONE_MINUS_CONSTANT_COLOR_EXT: (# exit 0x8002 #); GL_CONSTANT_ALPHA_EXT: (# exit 0x8003 #); GL_ONE_MINUS_CONSTANT_ALPHA_EXT: (# exit 0x8004 #); GL_BLEND_EQUATION_EXT: (# exit 0x8009 #); GL_MIN_EXT: (# exit 0x8007 #); GL_MAX_EXT: (# exit 0x8008 #); GL_FUNC_ADD_EXT: (# exit 0x8006 #); GL_FUNC_SUBTRACT_EXT: (# exit 0x800A #); GL_FUNC_REVERSE_SUBTRACT_EXT: (# exit 0x800B #); GL_BLEND_COLOR_EXT: (# exit 0x8005 #); (* GL_EXT_polygon_offset *) GL_POLYGON_OFFSET_EXT: (# exit 0x8037 #); GL_POLYGON_OFFSET_FACTOR_EXT: (# exit 0x8038 #); GL_POLYGON_OFFSET_BIAS_EXT: (# exit 0x8039 #); (* GL_EXT_vertex_array *) GL_VERTEX_ARRAY_EXT: (# exit 0x8074 #); GL_NORMAL_ARRAY_EXT: (# exit 0x8075 #); GL_COLOR_ARRAY_EXT: (# exit 0x8076 #); GL_INDEX_ARRAY_EXT: (# exit 0x8077 #); GL_TEXTURE_COORD_ARRAY_EXT: (# exit 0x8078 #); GL_EDGE_FLAG_ARRAY_EXT: (# exit 0x8079 #); GL_VERTEX_ARRAY_SIZE_EXT: (# exit 0x807A #); GL_VERTEX_ARRAY_TYPE_EXT: (# exit 0x807B #); GL_VERTEX_ARRAY_STRIDE_EXT: (# exit 0x807C #); GL_VERTEX_ARRAY_COUNT_EXT: (# exit 0x807D #); GL_NORMAL_ARRAY_TYPE_EXT: (# exit 0x807E #); GL_NORMAL_ARRAY_STRIDE_EXT: (# exit 0x807F #); GL_NORMAL_ARRAY_COUNT_EXT: (# exit 0x8080 #); GL_COLOR_ARRAY_SIZE_EXT: (# exit 0x8081 #); GL_COLOR_ARRAY_TYPE_EXT: (# exit 0x8082 #); GL_COLOR_ARRAY_STRIDE_EXT: (# exit 0x8083 #); GL_COLOR_ARRAY_COUNT_EXT: (# exit 0x8084 #); GL_INDEX_ARRAY_TYPE_EXT: (# exit 0x8085 #); GL_INDEX_ARRAY_STRIDE_EXT: (# exit 0x8086 #); GL_INDEX_ARRAY_COUNT_EXT: (# exit 0x8087 #); GL_TEXTURE_COORD_ARRAY_SIZE_EXT: (# exit 0x8088 #); GL_TEXTURE_COORD_ARRAY_TYPE_EXT: (# exit 0x8089 #); GL_TEXTURE_COORD_ARRAY_STRIDE_EXT: (# exit 0x808A #); GL_TEXTURE_COORD_ARRAY_COUNT_EXT: (# exit 0x808B #); GL_EDGE_FLAG_ARRAY_STRIDE_EXT: (# exit 0x808C #); GL_EDGE_FLAG_ARRAY_COUNT_EXT: (# exit 0x808D #); GL_VERTEX_ARRAY_POINTER_EXT: (# exit 0x808E #); GL_NORMAL_ARRAY_POINTER_EXT: (# exit 0x808F #); GL_COLOR_ARRAY_POINTER_EXT: (# exit 0x8090 #); GL_INDEX_ARRAY_POINTER_EXT: (# exit 0x8091 #); GL_TEXTURE_COORD_ARRAY_POINTER_EXT: (# exit 0x8092 #); GL_EDGE_FLAG_ARRAY_POINTER_EXT: (# exit 0x8093 #); (* GL_EXT_texture_object *) GL_TEXTURE_PRIORITY_EXT: (# exit 0x8066 #); GL_TEXTURE_RESIDENT_EXT: (# exit 0x8067 #); GL_TEXTURE_1D_BINDING_EXT: (# exit 0x8068 #); GL_TEXTURE_2D_BINDING_EXT: (# exit 0x8069 #); (* GL_EXT_texture3D *) GL_PACK_SKIP_IMAGES_EXT: (# exit 0x806B #); GL_PACK_IMAGE_HEIGHT_EXT: (# exit 0x806C #); GL_UNPACK_SKIP_IMAGES_EXT: (# exit 0x806D #); GL_UNPACK_IMAGE_HEIGHT_EXT: (# exit 0x806E #); GL_TEXTURE_3D_EXT: (# exit 0x806F #); GL_PROXY_TEXTURE_3D_EXT: (# exit 0x8070 #); GL_TEXTURE_DEPTH_EXT: (# exit 0x8071 #); GL_TEXTURE_WRAP_R_EXT: (# exit 0x8072 #); GL_MAX_3D_TEXTURE_SIZE_EXT: (# exit 0x8073 #); GL_TEXTURE_3D_BINDING_EXT: (# exit 0x806A #); (* GL_EXT_paletted_texture *) GL_TABLE_TOO_LARGE_EXT: (# exit 0x8031 #); GL_COLOR_TABLE_FORMAT_EXT: (# exit 0x80D8 #); GL_COLOR_TABLE_WIDTH_EXT: (# exit 0x80D9 #); GL_COLOR_TABLE_RED_SIZE_EXT: (# exit 0x80DA #); GL_COLOR_TABLE_GREEN_SIZE_EXT: (# exit 0x80DB #); GL_COLOR_TABLE_BLUE_SIZE_EXT: (# exit 0x80DC #); GL_COLOR_TABLE_ALPHA_SIZE_EXT: (# exit 0x80DD #); GL_COLOR_TABLE_LUMINANCE_SIZE_EXT: (# exit 0x80DE #); GL_COLOR_TABLE_INTENSITY_SIZE_EXT: (# exit 0x80DF #); GL_TEXTURE_INDEX_SIZE_EXT: (# exit 0x80E1 #); (*XXX right value??*) GL_COLOR_INDEX1_EXT: (# exit 0x80E2 #); GL_COLOR_INDEX2_EXT: (# exit 0x80E3 #); GL_COLOR_INDEX4_EXT: (# exit 0x80E4 #); GL_COLOR_INDEX8_EXT: (# exit 0x80E5 #); GL_COLOR_INDEX12_EXT: (# exit 0x80E6 #); GL_COLOR_INDEX16_EXT: (# exit 0x80E7 #); (* GL_EXT_shared_texture_palette *) GL_SHARED_TEXTURE_PALETTE_EXT: (# exit 0x81FB #); (* GL_EXT_point_parameters *) GL_POINT_SIZE_MIN_EXT: (# exit 0x8126 #); GL_POINT_SIZE_MAX_EXT: (# exit 0x8127 #); GL_POINT_FADE_THRESHOLD_SIZE_EXT: (# exit 0x8128 #); GL_DISTANCE_ATTENUATION_EXT: (# exit 0x8129 #); (* GL_NO_ERROR must be zero *) GL_NO_ERROR: (# exit 0 #); GL_CURRENT_BIT: (# exit 0x00000001 #); GL_POINT_BIT: (# exit 0x00000002 #); GL_LINE_BIT: (# exit 0x00000004 #); GL_POLYGON_BIT: (# exit 0x00000008 #); GL_POLYGON_STIPPLE_BIT: (# exit 0x00000010 #); GL_PIXEL_MODE_BIT: (# exit 0x00000020 #); GL_LIGHTING_BIT: (# exit 0x00000040 #); GL_FOG_BIT: (# exit 0x00000080 #); GL_DEPTH_BUFFER_BIT: (# exit 0x00000100 #); GL_ACCUM_BUFFER_BIT: (# exit 0x00000200 #); GL_STENCIL_BUFFER_BIT: (# exit 0x00000400 #); GL_VIEWPORT_BIT: (# exit 0x00000800 #); GL_TRANSFORM_BIT: (# exit 0x00001000 #); GL_ENABLE_BIT: (# exit 0x00002000 #); GL_COLOR_BUFFER_BIT: (# exit 0x00004000 #); GL_HINT_BIT: (# exit 0x00008000 #); GL_EVAL_BIT: (# exit 0x00010000 #); GL_LIST_BIT: (# exit 0x00020000 #); GL_TEXTURE_BIT: (# exit 0x00040000 #); GL_SCISSOR_BIT: (# exit 0x00080000 #); GL_ALL_ATTRIB_BITS: (# exit 0x000fffff #); GL_CLIENT_PIXEL_STORE_BIT: (# exit 0x00000001 #); GL_CLIENT_VERTEX_ARRAY_BIT: (# exit 0x00000002 #); GL_CLIENT_ALL_ATTRIB_BITS: (# exit 0x0000FFFF #); (* * Miscellaneous *) glClearIndex: External (* Wrapped *) (# c: @real (* GLfloat *) enter (c) do 'wrapglClearIndex'->CallC; #); glClearColor: (* Wrapped *) (# wrapglClearColorfirst: External (# red,green: @real; enter (red,green) #); wrapglClearColorsecond: External (# blue,alpha: @real; enter (blue,alpha) #); red: @real (* GLclampf *); green: @real (* GLclampf *); blue: @real (* GLclampf *); alpha: @real (* GLclampf *) enter (red, green, blue, alpha) do (red,green)->wrapglClearColorfirst; (blue,alpha)->wrapglClearColorsecond; #); glClear: External (# mask: @int32u (* GLbitfield *) enter (mask) do callStd #); glIndexMask: External (# mask: @int32u (* GLuint *) enter (mask) do callStd #); glColorMask: External (# red: @int8u (* GLboolean *); green: @int8u (* GLboolean *); blue: @int8u (* GLboolean *); alpha: @int8u (* GLboolean *) enter (red, green, blue, alpha) do callStd #); glAlphaFunc: External (# func: @int32u (* GLenum *); ref: @real (* GLclampf *) enter (func, ref) do callStd #); glBlendFunc: External (# sfactor: @int32u (* GLenum *); dfactor: @int32u (* GLenum *) enter (sfactor, dfactor) do callStd #); glLogicOp: External (# opcode: @int32u (* GLenum *) enter (opcode) do callStd #); glCullFace: External (# mode: @int32u (* GLenum *) enter (mode) do callStd #); glFrontFace: External (# mode: @int32u (* GLenum *) enter (mode) do callStd #); glPointSize: External (# size: @real (* GLfloat *); enter (size) do 'wrapglPointSize'->CallC; #); glLineWidth: External (# width: @real (* GLfloat *); enter (width) do 'wrapglLineWidth'->CallC; #); glLineStipple: External (# factor: @int32 (* GLint *); pattern: @int16u (* GLushort *); enter (factor, pattern) do callStd #); glPolygonMode: External (# face: @int32u (* GLenum *); mode: @int32u (* GLenum *); enter (face, mode) do callStd #); glPolygonOffset: External (* removed in gl1.2?*) (# factor: @real (* GLfloat *); units: @real (* GLfloat *); enter (factor, units) do 'wrapglPolygonOffset'->CallC; #); glPolygonStipple: External (# mask: @int8u (* GLubyte* *) enter (mask) do callStd #); glGetPolygonStipple: External (# mask: @int8u (* GLubyte* *) enter (mask) do callStd #); glEdgeFlag: External (# flag: @int8u (* GLboolean *) enter (flag) do callStd #); glEdgeFlagv: External (# flag: @int32 (* GLboolean* *) enter (flag) do callStd #); glScissor: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); enter (x, y, width, height) do callStd #); glClipPlane: External (# plane: @int32u (* GLenum *); equation: @int32 (* GLdouble* *); enter (plane, equation) do callStd #); glGetClipPlane: External (# plane: @int32u (* GLenum *); equation: @int32 (* GLdouble* *) enter (plane, equation) do callStd #); glDrawBuffer: External (# mode: @int32u (* GLenum *); enter (mode) do callStd #); glReadBuffer: External (# mode: @int32u (* GLenum *); enter (mode) do callStd #); glEnable: External (# cap: @int32u (* GLenum *) enter (cap) do callStd #); glDisable: External (# cap: @int32u (* GLenum *) enter (cap) do callStd #); glIsEnabled: External (# cap: @int32u (* GLenum *); result: @int8u (* GLboolean *); enter cap do callStd exit result #); glEnableClientState: External (# cap: @int32u (* GLenum *) enter (cap) do callStd #); glDisableClientState: External (# cap: @int32u (* GLenum *) enter (cap) do callStd #); glGetBooleanv: External (# pname: @int32u (* GLenum *); params: @int32 (* GLboolean* *); enter (pname, params) do callStd #); glGetDoublev: External (# pname: @int32u (* GLenum *); params: @int32 (* GLdouble* *); enter (pname, params) do callStd #); glGetFloatv: External (# pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (pname, params) do callStd #); glGetIntegerv: External (# pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (pname, params) do callStd #); glPushAttrib: External (# mask: @int32u (* GLbitfield *) enter (mask) do callStd #); glPopAttrib: External (# do callStd #); glPushClientAttrib: External (# mask: @int32u (* GLbitfield *) enter (mask) do callStd #); glPopClientAttrib: External (# do callStd #); glRenderMode: External (# mode: @int32u (* GLenum *); result: @int32 (* GLint *); enter mode do callStd; exit result #); glGetError: External (# error: @int32u (* GLenum *); do callStd; exit error #); glGetString: External (# name: @int32 (* GLubyte* *); result: [0]@char (* GLubyte* *); enter name do callStd; exit result #); glFinish: External (# do callStd; #); glFlush: External (# do callStd; #); glHint: External (# target: @int32u (* GLenum *); mode: @int32u (* GLenum *); enter (target, mode) do callStd; #); (* * Depth Buffer *) glClearDepth: External (# depth: @real (* GLclampd *) enter (depth) do callStd; #); glDepthFunc: External (# func: @int32u (* GLenum *) enter (func) do callStd; #); glDepthMask: External (# flag: @int8u (* GLboolean *) enter (flag) do callStd; #); glDepthRange: External (# near_val: @real (* GLclampd *); far_val: @real (* GLclampd *); enter (near_val, far_val) do callStd; #); (* * Accumulation Buffer *) glClearAccum: (* Wrapped *) (# wrapglClearAccumfirst: External (# red,green: @real; enter(red,green) #); wrapglClearAccumsecond: External (# blue,alpha: @real; enter (blue,alpha) #); red: @real (* GLfloat *); green: @real (* GLfloat *); blue: @real (* GLfloat *); alpha: @real (* GLfloat *); enter (red, green, blue, alpha) do (red,green)->wrapglClearAccumfirst; (blue,alpha)->wrapglClearAccumsecond; #); glAccum: External (* wrapped *) (# op: @int32u (* GLenum *); value: @real (* GLfloat *); enter (op, value) do 'wrapglAccum'->CallC; #); (* * Transformation *) glMatrixMode: External (# mode: @int32u (* GLenum *) enter (mode) do callStd; #); glOrtho: (* Wrapped *) (# wrapglOrthofirst: External (# left,right,bottom: @real; enter (left,right,bottom) #); wrapglOrthosecond: External (# top,near,far: @real; enter (top,near,far) #); left: @real (* GLdouble *); right: @real (* GLdouble *); bottom: @real (* GLdouble *); top: @real (* GLdouble *); near_val: @real (* GLdouble *); far_val: @real (* GLdouble *) enter (left, right, bottom, top, near_val, far_val) do (left,right,bottom)->wrapglOrthofirst; (top,near_val,far_val)->wrapglOrthosecond; #); glFrustum: (* Wrapped *) (# wrapglFrustumfirst: External (# left,right,bottom: @real; enter (left,right,bottom) #); wrapglFrustumsecond: External (# top,near,far: @real; enter (top,near,far) #); left: @real (* GLdouble *); right: @real (* GLdouble *); bottom: @real (* GLdouble *); top: @real (* GLdouble *); near_val: @real (* GLdouble *); far_val: @real (* GLdouble *); enter (left, right, bottom, top, near_val, far_val) do (left,right,bottom)->wrapglFrustumfirst; (top,near_val,far_val)->wrapglFrustumsecond; #); glViewport: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); enter (x, y, width, height) do callStd #); glPushMatrix: External (# do callStd; #); glPopMatrix: External (# do callStd; #); glLoadIdentity: External (# do callStd; #); glLoadMatrixd: External (# m: @int32 (* GLdouble* *) enter (m) do callStd; #); glLoadMatrixf: External (# m: @int32 (* GLfloat* *) enter (m) do callStd; #); glMultMatrixd: External (# m: @int32 (* GLdouble* *) enter (m) do callStd; #); glMultMatrixf: External (# m: @int32 (* GLfloat* *) enter (m) do callStd; #); glRotated: (* Wrapped *) (# wrapglRotatedfirst: External (# angle,x: @real enter (angle,x) #); wrapglRotatedsecond: External (# y,z: @real; enter (y,z) #); angle: @real (* GLdouble *); x: @real (* GLdouble *); y: @real (* GLdouble *); z: @real (* GLdouble *); enter (angle, x, y, z) do (angle,x)->wrapglRotatedfirst; (y,z)->wrapglRotatedsecond; #); glRotatef:glRotated(# #); glScaled: External (# x: @real (* GLdouble *); y: @real (* GLdouble *); z: @real (* GLdouble *); enter (x, y, z) do callStd; #); glScalef:glScaled(# #); glTranslated: External (# x: @real (* GLdouble *); y: @real (* GLdouble *); z: @real (* GLdouble *); enter (x, y, z) do callStd; #); glTranslatef:glTranslated(# #); (* * Display Lists *) glIsList: External (# list: @int32 (* GLuint *); result: @int8u (* GLboolean *); enter list do callStd; exit result #); glDeleteLists: External (# list: @int32 (* GLuint *); range: @int32 (* GLsizei *); enter (list, range) do callStd; #); glGenLists: External (# range: @int32 (* GLsizei *); result: @int32u (* GLuint *); enter range do callStd; exit result #); glNewList: External (# list: @int32 (* GLuint *); mode: @int32u (* GLenum *); enter (list, mode) do callStd; #); glEndList: External (# do callStd; #); glCallList: External (# list: @int32 (* GLuint *); enter (list) do callStd; #); glCallLists: External (# n: @int32 (* GLsizei *); type: @int32u (* GLenum *); lists: @int32 (* GLvoid* *); enter (n, type, lists) do callStd; #); glListBase: External (# base: @int32u (* GLuint *) enter (base) do callStd; #); (* * Drawing Functions *) glBegin: External (# mode: @int32u (* GLenum *) enter (mode) do callStd; #); glEnd: External (# do callStd; #); glVertex2d: External (# x: @real (* GLdouble *); y: @real (* GLdouble *); enter (x, y) do callStd; #); glVertex2f:glVertex2d(# #); glVertex2i: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); enter (x, y) do callStd; #); glVertex2s: External (# x: @int16 (* GLshort *); y: @int16 (* GLshort *); enter (x, y) do callStd; #); glVertex3d: External (# x: @real (* GLdouble *); y: @real (* GLdouble *); z: @real (* GLdouble *); enter (x, y, z) do callStd; #); glVertex3f:glVertex3d(# #); glVertex3i: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); z: @int32 (* GLint *); enter (x, y, z) do callStd; #); glVertex3s: External (# x: @int16 (* GLshort *); y: @int16 (* GLshort *); z: @int16 (* GLshort *); enter (x, y, z) do callStd; #); glVertex4d,glVertex4f: (# wrapglVertex4d: External (# w: @real; enter (w) #); x: @real (* GLdouble *); y: @real (* GLdouble *); z: @real (* GLdouble *); w: @real (* GLdouble *); enter (x, y, z, w) do (x,y,z)->wrapset3double; (w)->wrapglVertex4d; #); glVertex4i: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); z: @int32 (* GLint *); w: @int32 (* GLint *); enter (x, y, z, w) do callStd; #); glVertex4s: External (# x: @int16 (* GLshort *); y: @int16 (* GLshort *); z: @int16 (* GLshort *); w: @int16 (* GLshort *); enter (x, y, z, w) do callStd; #); glVertex2dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glVertex2fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glVertex2iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glVertex2sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glVertex3dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glVertex3fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glVertex3iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glVertex3sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glVertex4dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glVertex4fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glVertex4iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glVertex4sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glNormal3b: External (# nx: @int8 (* GLbyte *); ny: @int8 (* GLbyte *); nz: @int8 (* GLbyte *); enter (nx, ny, nz) do callStd; #); glNormal3d: External (# nx: @real (* GLdouble *); ny: @real (* GLdouble *); nz: @real (* GLdouble *); enter (nx, ny, nz) do callStd; #); glNormal3f: glNormal3d(# #); glNormal3i: External (# nx: @int32 (* GLint *); ny: @int32 (* GLint *); nz: @int32 (* GLint *); enter (nx, ny, nz) do callStd; #); glNormal3s: External (# nx: @int16 (* GLshort *); ny: @int16 (* GLshort *); nz: @int16 (* GLshort *); enter (nx, ny, nz) do callStd; #); glNormal3bv: External (# v: @int32 (* GLbyte* *) enter (v) do callStd; #); glNormal3dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glNormal3fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glNormal3iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glNormal3sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glIndexd: External (# c: @real (* GLdouble *) enter (c) do callStd; #); glIndexf: glIndexd(# #); glIndexi: External (# c: @int32 (* GLint *); enter (c) do callStd; #); glIndexs: External (# c: @int16 (* GLshort *); enter (c) do callStd; #); glIndexub: External (# c: @int8u (* GLubyte *); enter (c) do callStd; #); glIndexdv: External (# c: @int32 (* GLdouble* *); enter (c) do callStd; #); glIndexfv: External (# c: @int32 (* GLfloat* *); enter (c) do callStd; #); glIndexiv: External (# c: @int32 (* GLint* *); enter (c) do callStd; #); glIndexsv: External (# c: @int32 (* GLshort* *); enter (c) do callStd; #); glIndexubv: External (# c: @int32 (* GLubyte* *); enter (c) do callStd; #); (* 1.1 *) glColor3b: External (# red: @int8 (* GLbyte *); green: @int8 (* GLbyte *); blue: @int8 (* GLbyte *); enter (red, green, blue) do callStd; #); glColor3d: External (# red: @real (* GLdouble *); green: @real (* GLdouble *); blue: @real (* GLdouble *); enter (red, green, blue) do callStd; #); glColor3f: glColor3d(# #); glColor3i: External (# red: @int32 (* GLint *); green: @int32 (* GLint *); blue: @int32 (* GLint *); enter (red, green, blue) do callStd; #); glColor3s: External (# red: @int16 (* GLshort *); green: @int16 (* GLshort *); blue: @int16 (* GLshort *); enter (red, green, blue) do callStd; #); glColor3ub: External (# red: @int8u (* GLubyte *); green: @int8u (* GLubyte *); blue: @int8u (* GLubyte *); enter (red, green, blue) do callStd; #); glColor3ui: External (# red: @int32 (* GLuint *); green: @int32 (* GLuint *); blue: @int32 (* GLuint *); enter (red, green, blue) do callStd; #); glColor3us: External (# red: @int16u (* GLushort *); green: @int16u (* GLushort *); blue: @int16u (* GLushort *); enter (red, green, blue) do callStd; #); glColor4b: External (# red: @int8 (* GLbyte *); green: @int8 (* GLbyte *); blue: @int8 (* GLbyte *); alpha: @int8 (* GLbyte *); enter (red, green, blue, alpha) do callStd; #); glColor4d: (# wrapglColor4d: External (# alpha: @real; enter alpha #); red: @real (* GLdouble *); green: @real (* GLdouble *); blue: @real (* GLdouble *); alpha: @real (* GLdouble *); enter (red, green, blue, alpha) do (red,green,blue)->wrapset3double; alpha->wrapglColor4d; #); glColor4f: glColor4d(# #); glColor4i: External (# red: @int32 (* GLint *); green: @int32 (* GLint *); blue: @int32 (* GLint *); alpha: @int32 (* GLint *); enter (red, green, blue, alpha) do callStd; #); glColor4s: External (# red: @int16 (* GLshort *); green: @int16 (* GLshort *);; blue: @int16 (* GLshort *); alpha: @int16 (* GLshort *); enter (red, green, blue, alpha) do callStd; #); glColor4ub: External (# red: @int8u (* GLubyte *); green: @int8u (* GLubyte *);; blue: @int8u (* GLubyte *); alpha: @int8u (* GLubyte *); enter (red, green, blue, alpha) do callStd; #); glColor4ui: External (# red: @int32 (* GLuint *); green: @int32 (* GLuint *); blue: @int32 (* GLuint *); alpha: @int32 (* GLuint *); enter (red, green, blue, alpha) do callStd; #); glColor4us: External (# red: @int16u (* GLushort *); green: @int16u (* GLushort *);; blue: @int16u (* GLushort *); alpha: @int16u (* GLushort *); enter (red, green, blue, alpha) do callStd; #); glColor3bv: External (# v: @int32 (* GLbyte* *) enter (v) do callStd; #); glColor3dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glColor3fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glColor3iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glColor3sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glColor3ubv: External (# v: @int8u (* GLubyte* *) enter (v) do callStd; #); glColor3uiv: External (# v: @int32 (* GLuint* *) enter (v) do callStd; #); glColor3usv: External (# v: @int32 (* GLushort* *) enter (v) do callStd; #); glColor4bv: External (# v: @int32 (* GLbyte* *) enter (v) do callStd; #); glColor4dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glColor4fv: External (# v: @int32 (* GLfloat* *) enter (v) #); glColor4iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glColor4sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glColor4ubv: External (# v: @int8u (* GLubyte* *) enter (v) do callStd; #); glColor4uiv: External (# v: @int32 (* GLuint* *) enter (v) do callStd; #); glColor4usv: External (# v: @int32 (* GLushort* *) enter (v) do callStd; #); glTexCoord1d: External (# s: @real (* GLdouble *) enter (s) do callStd; #); glTexCoord1f: External (* Wrapped *) (# s: @real (* GLfloat *) enter (s) do 'wrapglTexCoord1f'->CallC; #); glTexCoord1i: External (# s: @int32 (* GLint *) enter (s) do callStd; #); glTexCoord1s: External (# s: @int16 (* GLshort *) enter (s) do callStd; #); glTexCoord2d: External (# s: @real (* GLdouble *); t: @real (* GLdouble *); enter (s, t) do callStd; #); glTexCoord2f: glTexCoord2d(# #); glTexCoord2i: External (# s: @int32 (* GLint *); t: @int32 (* GLint *); enter (s, t) do callStd; #); glTexCoord2s: External (# s: @int16 (* GLshort *); t: @int16 (* GLshort *); enter (s, t) do callStd; #); glTexCoord3d: External (# s: @real (* GLdouble *); t: @real (* GLdouble *); r: @real (* GLdouble *); enter (s, t, r) do callStd; #); glTexCoord3f: glTexCoord3d(# #); glTexCoord3i: External (# s: @int32 (* GLint *); t: @int32 (* GLint *); r: @int32 (* GLint *); enter (s, t, r) do callStd; #); glTexCoord3s: External (# s: @int16 (* GLshort *); t: @int16 (* GLshort *); r: @int16 (* GLshort *); enter (s, t, r) do callStd; #); glTexCoord4d: (*Wrapped*) (# wrapglTexCoord4d: External (# q: @real; enter q #); s: @real (* GLdouble *); t: @real (* GLdouble *); r: @real (* GLdouble *); q: @real (* GLdouble *); enter (s, t, r, q) do (s,t,r)->wrapset3double; (q)->wrapglTexCoord4d; #); glTexCoord4f: glTexCoord4d(# #); glTexCoord4i: External (# s: @int32 (* GLint *); t: @int32 (* GLint *); r: @int32 (* GLint *); q: @int32 (* GLint *); enter (s, t, r, q) do callStd; #); glTexCoord4s: External (# s: @int16 (* GLshort *); t: @int16 (* GLshort *); r: @int16 (* GLshort *); q: @int16 (* GLshort *); enter (s, t, r, q) do callStd; #); glTexCoord1dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glTexCoord1fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glTexCoord1iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glTexCoord1sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glTexCoord2dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glTexCoord2fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glTexCoord2iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glTexCoord2sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glTexCoord3dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glTexCoord3fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glTexCoord3iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glTexCoord3sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glTexCoord4dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glTexCoord4fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glTexCoord4iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glTexCoord4sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glRasterPos2d: External (# x: @real (* GLdouble *); y: @real (* GLdouble *); enter (x, y) do callStd; #); glRasterPos2f: glRasterPos2d(# #); glRasterPos2i: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); enter (x, y) do callStd; #); glRasterPos2s: External (# x: @int16 (* GLshort *); y: @int16 (* GLshort *); enter (x, y) do callStd; #); glRasterPos3d: External (# x: @real (* GLdouble *); y: @real (* GLdouble *); z: @real (* GLdouble *); enter (x, y, z) do callStd; #); glRasterPos3f: glRasterPos3d(# #); glRasterPos3i: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); z: @int32 (* GLint *); enter (x, y, z) do callStd; #); glRasterPos3s: External (# x: @int16 (* GLshort *); y: @int16 (* GLshort *); z: @int16 (* GLshort *); enter (x, y, z) do callStd; #); glRasterPos4d: (* wrapped *) (# wrapglRasterPos4d: External (# w: @real; enter w #); x: @real (* GLdouble *); y: @real (* GLdouble *); z: @real (* GLdouble *); w: @real (* GLdouble *); enter (x, y, z, w) do (x,y,z)->wrapset3double; (w)->wrapglRasterPos4d; #); glRasterPos4f: glRasterPos4d(# #); glRasterPos4i: External (# x: @int32 (* GLint *); y: @int32 (* GLint *); z: @int32 (* GLint *); w: @int32 (* GLint *); enter (x, y, z, w) do callStd; #); glRasterPos4s: External (# x: @int16 (* GLshort *); y: @int16 (* GLshort *); z: @int16 (* GLshort *); w: @int16 (* GLshort *); enter (x, y, z, w) do callStd; #); glRasterPos2dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glRasterPos2fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glRasterPos2iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glRasterPos2sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glRasterPos3dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glRasterPos3fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glRasterPos3iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glRasterPos3sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glRasterPos4dv: External (# v: @int32 (* GLdouble* *) enter (v) do callStd; #); glRasterPos4fv: External (# v: @int32 (* GLfloat* *) enter (v) do callStd; #); glRasterPos4iv: External (# v: @int32 (* GLint* *) enter (v) do callStd; #); glRasterPos4sv: External (# v: @int32 (* GLshort* *) enter (v) do callStd; #); glRectd: (* wrapped *) (# wrapglRectd: External (# y2: @real; enter y2 #); x1: @real (* GLdouble *); y1: @real (* GLdouble *); x2: @real (* GLdouble *); y2: @real (* GLdouble *); enter (x1, y1, x2, y2) do (x1,y1,x2)->wrapset3double; y2->wrapglRectd; #); glRectf: glRectd(# #); glRecti: External (# x1: @int32 (* GLint *); y1: @int32 (* GLint *); x2: @int32 (* GLint *); y2: @int32 (* GLint *); enter (x1, y1, x2, y2) do callStd; #); glRects: External (# x1: @int16 (* GLshort *); y1: @int16 (* GLshort *); x2: @int16 (* GLshort *); y2: @int16 (* GLshort *); enter (x1, y1, x2, y2) do callStd; #); glRectdv: External (# v1: @int32 (* GLdouble* *); v2: @int32 (* GLdouble* *) enter (v1, v2) do callStd; #); glRectfv: External (# v1: @int32 (* GLfloat* *); v2: @int32 (* GLfloat* *) enter (v1, v2) do callStd; #); glRectiv: External (# v1: @int32 (* GLint* *); v2: @int32 (* GLint* *) enter (v1, v2) do callStd; #); glRectsv: External (# v1: @int32 (* GLshort* *); v2: @int32 (* GLshort* *) enter (v1,v2) #); (* * Vertex Arrays (1.1) *) glVertexPointer: External (# size: @int32 (* GLint *); type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (size, type, stride, ptr) do callStd; #); glNormalPointer: External (# type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (type, stride, ptr) do callStd; #); glColorPointer: External (# size: @int32 (* GLint *); type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *) enter (size, type, stride, ptr) do callStd; #); glIndexPointer: External (# type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (type, stride, ptr) do callStd; #); glTexCoordPointer: External (# size: @int32 (* GLint *); type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (size, type, stride, ptr) do callStd; #); glEdgeFlagPointer: External (# stride: @int32 (* GLsizei *); ptr: @int32 (* GLboolean* *); enter (stride, ptr) do callStd; #); glGetPointerv: External (# pname: @int32u (* GLenum *); params: @int32 (* void** *); enter (pname, params) do callStd; #); glArrayElement: External (# i: @int32 (* GLint *) enter (i) do callStd; #); glDrawArrays: External (# mode: @int32u (* GLenum *); first: @int32 (* GLint *); count: @int32 (* GLsizei *); enter (mode, first, count) do callStd; #); glDrawElements: External (# mode: @int32u (* GLenum *);; count: @int32 (* GLsizei *); type: @int32u (* GLenum *); indices: @int32 (* GLvoid* *); enter (mode, count, type, indices) do callStd; #); glInterleavedArrays: External (# format: @int32u (* GLenum *); stride: @int32 (* GLsizei *); pointer: @int32 (* GLvoid* *); enter (format, stride, pointer) do callStd; #); (* * Lighting *) glShadeModel: External (# mode: @int32u (* GLenum *) enter (mode) do callStd; #); glLightf: External (* Wrapped *) (# light: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (light, pname, param) do 'wrapglLightf'->CallC; #); glLighti: External (# light: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (light, pname, param) do callStd; #); glLightfv: External (# light: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (light, pname, params) do 'wrapglLightfv'->CallC; #); glLightiv: External (# light: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (light, pname, params) do callStd; #); glGetLightfv: External (# light: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (light, pname, params) do callStd; #); glGetLightiv: External (# light: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (light, pname, params) do callStd; #); glLightModelf: External (* wrapped *) (# pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (pname, param) do 'wrapglLightModelf'->CallC; #); glLightModeli: External (# pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (pname, param) do callStd; #); glLightModelfv: External (# pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (pname, params) do 'wrapglLightModelfv'->CallC; #); glLightModeliv: External (# pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (pname, params) do callStd; #); glMaterialf: External (* wrapped *) (# face: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (face, pname, param) do 'wrapglMaterialf'->CallC; #); glMateriali: External (# face: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (face, pname, param) do callStd; #); glMaterialfv: External (# face: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (face, pname, params) do 'wrapglMaterialfv'->CallC; #); glMaterialiv: External (# face: @int32u (* GLenum *);; pname: @int32u (* GLenum *);; params: @int32 (* GLint* *); enter (face, pname, params) do callStd; #); glGetMaterialfv: External (# face: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (face, pname, params) do callStd; #); glGetMaterialiv: External (# face: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (face, pname, params) do callStd; #); glColorMaterial: External (# face: @int32u (* GLenum *); mode: @int32u (* GLenum *); enter (face, mode) do callStd; #); (* * Raster functions *) glPixelZoom: External (* wrapped *) (# xfactor: @real (* GLfloat *); yfactor: @real (* GLfloat *); enter (xfactor, yfactor) do 'wrapglPixelZoom'->CallC; #); glPixelStoref: External (* wrapped *) (# pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (pname, param) do 'wrapglPixelStoref'->CallC; #); glPixelStorei: External (# pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (pname, param) do callStd; #); glPixelTransferf: External (* wrapped *) (# pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (pname, param) do 'wrapglPixelTransferf'->CallC; #); glPixelTransferi: External (# pname: @int32u (* GLenum *); param: @int32 (* GLint *) enter (pname, param) do callStd; #); glPixelMapfv: External (# map: @int32u (* GLenum *); mapsize: @int32 (* GLint *); values: @int32 (* GLfloat* *) enter (map, mapsize, values) do callStd; #); glPixelMapuiv: External (# map: @int32u (* GLenum *); mapsize: @int32 (* GLint *); values: @int32 (* GLuint* *); enter (map, mapsize, values) do callStd; #); glPixelMapusv: External (# map: @int32u (* GLenum *); mapsize: @int32 (* GLint *); values: @int32 (* GLushort* *); enter (map, mapsize, values) do callStd; #); glGetPixelMapfv: External (# map: @int32u (* GLenum *); values: @int32 (* GLfloat* *); enter (map, values) do callStd; #); glGetPixelMapuiv: External (# map, values: @int32 (* GLuint* *) enter (map, values) do callStd; #); glGetPixelMapusv: External (# map: @int32u (* GLenum *); values: @int32 (* GLushort* *); enter (map, values) do callStd; #); glBitmap: (* wrapped *) (# wrapglBitmap: External (# width,height: @int32; ymove: @real; bitmap: @int32; enter (width,height,ymove,bitmap) #); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *);; xorig: @real (* GLfloat *); yorig: @real (* GLfloat *);; xmove: @real (* GLfloat *); ymove: @real (* GLfloat *);; bitmap: @int32 (* GLubyte* *); enter (width, height, xorig, yorig, xmove, ymove, bitmap) do (xorig,yorig,xmove)->wrapset3double; (width,height,ymove,bitmap)->wrapglBitmap; #); glReadPixels: External (# x: @int32 (* GLint *); y: @int32 (* GLint *);; width: @int32 (* GLsizei *); height: @int32 (* GLsizei *);; format: @int32u (* GLenum *); type: @int32u (* GLenum *);; pixels: @int32 (* GLvoid* *); enter (x, y, width, height, format, type, pixels) do callStd; #); glDrawPixels: External (# width: @int32 (* GLsizei *); height: @int32 (* GLsizei *);; format: @int32u (* GLenum *); type: @int32u (* GLenum *);; pixels: @int32 (* GLvoid* *) enter (width, height, format, type, pixels) do callStd; #); glCopyPixels: External (# x: @int32 (* GLint *); y: @int32 (* GLint *);; width: @int32 (* GLsizei *); height: @int32 (* GLsizei *);; type: @int32u (* GLenum *); enter (x, y, width, height, type) do callStd; #); (* * Stenciling *) glStencilFunc: External (# func: @int32u (* GLenum *); ref: @int32 (* GLint *); mask: @int32 (* GLuint *); enter (func, ref, mask) do callStd; #); glStencilMask: External (# mask: @int32 (* GLuint *); enter (mask) do callStd; #); glStencilOp: External (# fail: @int32u (* GLenum *); zfail: @int32u (* GLenum *); zpass: @int32u (* GLenum *); enter (fail, zfail, zpass) do callStd; #); glClearStencil: External (# s: @int32 (* GLint *); enter (s) do callStd; #); (* * Texture mapping *) glTexGend: External (# coord: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @real (* GLdouble *); enter (coord, pname, param) do callStd; #); glTexGenf: glTexGend(# #); glTexGeni: External (# coord: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (coord, pname, param) do callStd; #); glTexGendv: External (# coord: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLdouble* *); enter (coord, pname, params) do callStd; #); glTexGenfv: glTexGendv(# #); glTexGeniv: External (# coord: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (coord, pname, params) do callStd; #); glGetTexGendv: External (# coord: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLdouble* *); enter (coord, pname, params) do callStd; #); glGetTexGenfv: glGetTexGendv(# #); glGetTexGeniv: External (# coord: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (coord, pname, params) do callStd; #); glTexEnvf: External (* wrapped *) (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (target, pname, param) do 'wrapglTexEnvf'->CallC; #); glTexEnvi: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (target, pname, param) do callStd; #); glTexEnvfv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (target, pname, params) do callStd; #); glTexEnviv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (target, pname, params) do callStd; #); glGetTexEnvfv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (target, pname, params) do callStd; #); glGetTexEnviv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (target, pname, params) do callStd; #); glTexParameterf: External (* wrapped *) (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (target, pname, param) do 'wrapglTexParameterf'->CallC; #); glTexParameteri: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (target, pname, param) do callStd; #); glTexParameterfv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *) enter (target, pname, params) do callStd; #); glTexParameteriv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *);; params: @int32 (* GLint* *); enter (target, pname, params) do callStd; #); glGetTexParameterfv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *) enter (target, pname, params) do callStd; #); glGetTexParameteriv: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *) enter (target, pname, params) do callStd; #); glGetTexLevelParameterfv: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *) enter (target, level, pname, params) do callStd; #); glGetTexLevelParameteriv: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *) enter (target, level, pname, params) do callStd; #); glTexImage1D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *);; internalFormat: @int32 (* GLint *); width: @int32 (* GLsizei *); border: @int32 (* GLint *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); pixels: @int32 (* GLvoid* *); enter (target, level, internalFormat, width, border, format, type, pixels) do callStd; #); glTexImage2D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); internalFormat: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); border: @int32 (* GLint *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); pixels: @int32 (* GLvoid* *); enter (target, level, internalFormat, width, height, border, format, type, pixels) do callStd; #); glGetTexImage: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); pixels: @int32 (* GLvoid* *); enter (target, level, format, type, pixels) do callStd; #); (* 1.1 functions *) glGenTextures: External (# n: @int32 (* GLsizei *); textures: @int32 (* GLuint* *); enter (n, textures) do callStd; #); glDeleteTextures: External (# n: @int32 (* GLsizei *); textures: @int32 (* GLuint* *); enter (n, textures) do callStd; #); glBindTexture: External (# target: @int32u (* GLenum *); texture: @int32 (* GLuint *); enter (target, texture) do callStd; #); glPrioritizeTextures: External (# n: @int32 (* GLsizei *); textures: @int32 (* GLuint* *); priorities: @int32 (* GLclampf* *) enter (n, textures, priorities) do callStd; #); glAreTexturesResident: External (# n: @int32 (* GLsizei *); textures: @int32 (* GLuint* *); residences: @int32 (* GLboolean* *); result: @int8u (* GLboolean *); enter (n, textures, residences) do callStd; exit result #); glIsTexture: External (# texture: @int32 (* GLuint *); result: @int8u (* GLboolean *); enter texture do callStd; exit result #); glTexSubImage1D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); xoffset: @int32 (* GLint *); width: @int32 (* GLsizei *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); pixels: @int32 (* GLvoid* *); enter (target, level, xoffset, width, format, type, pixels) do callStd; #); glTexSubImage2D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); xoffset: @int32 (* GLint *); yoffset: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); pixels: @int32 (* GLvoid* *); enter (target, level, xoffset, yoffset, width, height, format, type, pixels) do callStd; #); glCopyTexImage1D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); internalformat: @int32u (* GLenum *);; x: @int32 (* GLint *); y: @int32 (* GLint *); width: @int32 (* GLsizei *); border: @int32 (* GLint *); enter (target, level, internalformat, x, y, width, border) do callStd; #); glCopyTexImage2D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); internalformat: @int32u (* GLenum *);; x: @int32 (* GLint *); y: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); border: @int32 (* GLint *); enter (target, level, internalformat, x, y, width, height, border) do callStd; #); glCopyTexSubImage1D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); xoffset: @int32 (* GLint *); x: @int32 (* GLint *);; y: @int32 (* GLint *); width: @int32 (* GLsizei *); enter (target, level, xoffset, x, y, width) do callStd; #); glCopyTexSubImage2D: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); xoffset: @int32 (* GLint *); yoffset: @int32 (* GLint *); x: @int32 (* GLint *); y: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); enter (target, level, xoffset, yoffset, x, y, width, height) do callStd; #); (* * Evaluators *) glMap1d: External (# target: @int32u (* GLenum *); u1: @real (* GLdouble *); u2: @real (* GLdouble *); stride: @int32 (* GLint *); order: @int32 (* GLint *); points: @int32 (* GLdouble* *); enter (target, u1, u2, stride, order, points) do callStd; #); glMap1f: External (# target: @int32u (* GLenum *); u1: @real (* GLfloat *); u2: @real (* GLfloat *); stride: @int32 (* GLint *); order: @int32 (* GLint *); points: @int32 (* GLfloat* *); enter (target, u1, u2, stride, order, points) do callStd; #); glMap2d: (* wrapped *) (# wrapglMap2d: External (# v2: @real; target: @int32u; ustride: @int32; uorder: @int32; vstride: @int32; vorder: @int32; points: @int32; enter (v2,target,ustride,uorder,vstride,vorder,points) #); target: @int32u (* GLenum *); u1: @real (* GLdouble *); u2: @real (* GLdouble *); ustride: @int32 (* GLint *); uorder: @int32 (* GLint *); v1: @real (* GLdouble *); v2: @real (* GLdouble *); vstride: @int32 (* GLint *); vorder: @int32 (* GLint *);; points: @int32 (* GLdouble* *); enter (target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points) do (u1,u2,v1)->wrapset3double; (v2,target,ustride,uorder,vstride,vorder,points)->wrapglMap2d; #); glMap2f: glMap2d(# #); glGetMapdv: External (# target: @int32u (* GLenum *); query: @int32u (* GLenum *); v: @int32 (* GLdouble* *); enter (target, query, v) do callStd; #); glGetMapfv: External (# target: @int32u (* GLenum *); query: @int32u (* GLenum *); v: @int32 (* GLfloat* *); enter (target, query, v) do callStd; #); glGetMapiv: External (# target: @int32u (* GLenum *); query: @int32u (* GLenum *); v: @int32 (* GLint* *); enter (target, query, v) do callStd; #); glEvalCoord1d: External (# u: @real (* GLdouble *); enter (u) do callStd; #); glEvalCoord1f: glEvalCoord1d(# #); glEvalCoord1dv: External (# u: @int32 (* GLdouble* *) enter (u) do callStd; #); glEvalCoord1fv: glEvalCoord1dv(# #); glEvalCoord2d: External (# u: @real (* GLdouble *); v: @real (* GLdouble *); enter (u, v) do callStd; #); glEvalCoord2f: glEvalCoord2d(# #); glEvalCoord2dv: External (# u: @int32 (* GLdouble* *) enter (u) do callStd; #); glEvalCoord2fv: glEvalCoord2dv(# #);; glMapGrid1d: External (# un: @int32 (* GLint *); u1: @real (* GLdouble *); u2: @real (* GLdouble *); enter (un, u1, u2) do callStd; #); glMapGrid1f: glMapGrid1d(# #); glMapGrid2d: (*Wrapped*) (# wrapglMapGrid2d: External (# v2: @real; un: @int32; vn: @int32; enter(v2,un,vn) #); un: @int32 (* GLint *); u1: @real (* GLdouble *); u2: @real (* GLdouble *); vn: @int32 (* GLint *); v1: @real (* GLdouble *); v2: @real (* GLdouble *); enter (un, u1, u2, vn, v1, v2) do (u1,u2,v1)->wrapset3double; (v2,un,vn)->wrapglMapGrid2d; #); glMapGrid2f: glMapGrid2d(# #); glEvalPoint1: External (# i: @int32 (* GLint *) enter (i) do callStd; #); glEvalPoint2: External (# i: @int32 (* GLint *); j: @int32 (* GLint *); enter (i, j) do callStd; #); glEvalMesh1: External (# mode: @int32u (* GLenum *); i1: @int32 (* GLint *); i2: @int32 (* GLint *); enter (mode, i1, i2) do callStd; #); glEvalMesh2: External (# mode: @int32u (* GLenum *); i1: @int32 (* GLint *); i2: @int32 (* GLint *); j1: @int32 (* GLint *); j2: @int32 (* GLint *); enter (mode, i1, i2, j1, j2) do callStd; #); (* * Fog *) glFogf: External (* wrapped *) (# pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (pname, param) do 'wrapglFogf'->CallC; #); glFogi: External (# pname: @int32u (* GLenum *); param: @int32 (* GLint *); enter (pname, param) do callStd; #); glFogfv: External (# pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (pname, params) do callStd; #); glFogiv: External (# pname: @int32u (* GLenum *); params: @int32 (* GLint* *); enter (pname, params) do callStd; #); (* * Selection and Feedback *) glFeedbackBuffer: External (# size: @int32 (* GLsizei *); type: @int32u (* GLenum *); buffer: @int32 (* GLfloat* *); enter (size, type, buffer) do callStd; #); glPassThrough: External (* wrapped *) (# token: @real (* GLfloat *); enter (token) do 'wrapglPassThrough'->CallC; #); glSelectBuffer: External (# size: @int32 (* GLsizei *); buffer: @int32 (* GLuint* *); enter (size, buffer) do callStd; #); glInitNames: External (# do callStd; #); glLoadName: External (# name: @int32 (* GLuint *); enter (name) do callStd; #); glPushName: External (# name: @int32 (* GLuint *); enter (name) do callStd; #); glPopName: External (# do callStd; #); (* * 1.0 Extensions *) (* GL_EXT_blend_minmax *) glBlendEquationEXT: External (# mode: @int32u (* GLenum *); enter (mode) do callStd; #); (* GL_EXT_blend_color *) glBlendColorEXT: (* Wrapped *) (# wrapglBlendColorEXT: External (# alpha: @real; enter alpha #); red: @real (* GLclampf *); green: @real (* GLclampf *);; blue: @real (* GLclampf *); alpha: @real (* GLclampf *); enter (red, green, blue, alpha) do (red,green,blue)->wrapset3double; (* alpha->wrapglBlendColorEXT; * not supported on all platforms *) #); (* GL_EXT_polygon_offset *) (* Don't work *) glPolygonOffsetEXT: External (* Wrapped *) (# factor: @real (* GLfloat *); bias: @real (* GLfloat *); enter (factor, bias) do (* 'wrapglPolygonOffsetEXT'->CallC; *) #); (* GL_EXT_vertex_array *) glVertexPointerEXT: External (# size: @int32 (* GLint *); type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); count: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (size, type, stride, count, ptr) do callStd; #); glNormalPointerEXT: External (# type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); count: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (type, stride, count, ptr) do callStd; #); glColorPointerEXT: External (# size: @int32 (* GLint *); type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); count: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (size, type, stride, count, ptr) do callStd; #); glIndexPointerEXT: External (# type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); count: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (type, stride, count, ptr) do callStd; #); glTexCoordPointerEXT: External (# size: @int32 (* GLint *); type: @int32u (* GLenum *); stride: @int32 (* GLsizei *); count: @int32 (* GLsizei *); ptr: @int32 (* GLvoid* *); enter (size, type, stride, count, ptr) do callStd; #); glEdgeFlagPointerEXT: External (# stride: @int32 (* GLsizei *); count: @int32 (* GLsizei *); ptr: @int32 (* GLboolean* *); enter (stride, count, ptr) do callStd; #); glGetPointervEXT: External (# pname: @int32u (* GLenum *); params: @int32 (* void** *); enter (pname, params) do callStd; #); glArrayElementEXT: External (# i: @int32 (* GLint *); enter (i) do callStd; #); glDrawArraysEXT: External (# mode: @int32u (* GLenum *); first: @int32 (* GLint *); count: @int32 (* GLsizei *); enter (mode, first, count) do callStd; #); (* GL_EXT_texture_object *) glGenTexturesEXT: External (# n: @int32 (* GLsizei *); textures: @int32 (* GLuint* *); enter (n, textures) do callStd; #); glDeleteTexturesEXT: External (# n: @int32 (* GLsizei *);; textures: @int32 (* GLuint* *); enter (n, textures) do callStd; #); glBindTextureEXT: External (# target: @int32u (* GLenum *); texture: @int32 (* GLuint *); enter (target, texture) do callStd; #); glPrioritizeTexturesEXT: External (# n: @int32 (* GLsizei *); textures: @int32 (* GLuint* *); priorities: @int32 (* GLclampf* *); enter (n, priorities) do callStd; #); glAreTexturesResidentEXT: External (# n: @int32 (* GLsizei *); textures: @int32 (* GLuint* *); residences: @int32 (* GLboolean* *); result: @int8u (* GLboolean *) enter (n, textures, residences) do callStd; exit result #); glIsTextureEXT: External (# texture: @int32 (* GLuint *); result: @int8u (* GLboolean *); enter (texture) do callStd; exit (result) #); (* GL_EXT_texture3D *) glTexImage3DEXT: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); internalFormat: @int32u (* GLenum *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); depth: @int32 (* GLsizei *); border: @int32 (* GLint *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); pixels: @int32 (* GLvoid* *); enter (target, level, internalFormat, width, height, depth, border, format, type, pixels) do callStd; #); glTexSubImage3DEXT: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); xoffset: @int32 (* GLint *); yoffset: @int32 (* GLint *); zoffset: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); depth: @int32 (* GLsizei *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); pixels: @int32 (* GLvoid* *); enter (target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels) do callStd; #); glCopyTexSubImage3DEXT: External (# target: @int32u (* GLenum *); level: @int32 (* GLint *); xoffset: @int32 (* GLint *); yoffset: @int32 (* GLint *); zoffset: @int32 (* GLint *); x: @int32 (* GLint *); y: @int32 (* GLint *); width: @int32 (* GLsizei *); height: @int32 (* GLsizei *); enter (target, level, xoffset, yoffset, zoffset, x, y, width, height) do callStd; #); (* EXT_color_table *) glColorTableEXT: External (# target: @int32u (* GLenum *); internalformat: @int32u (* GLenum *); width: @int32 (* GLsizei *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); table: @int32 (* GLvoid* *); enter (target, internalformat, width, format, type, table) do callStd; #); glColorSubTableEXT: External (# target: @int32u (* GLenum *); start: @int32 (* GLsizei *); count: @int32 (* GLsizei *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); data: @int32 (* GLvoid* *); enter (target, start, count, format, type, data) do callStd; #); glGetColorTableEXT: External (# target: @int32u (* GLenum *); format: @int32u (* GLenum *); type: @int32u (* GLenum *); table: @int32 (* GLvoid* *); enter (target, format, type, table) do callStd; #); glGetColorTableParameterfvEXT: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (target, pname, params) do callStd; #); glGetColorTableParameterivEXT: External (# target: @int32u (* GLenum *); pname: @int32u (* GLenum *); params: @int32 (* GLint* *) enter (target, pname, params) do callStd; #); (* GL_EXT_point_parameters *) glPointParameterfEXT: External (* wrapped *) (# pname: @int32u (* GLenum *); param: @real (* GLfloat *); enter (pname, param) do (* 'wrapglPointParameterfEXT'->CallC; *) #); glPointParameterfvEXT: External (# pname: @int32u (* GLenum *); params: @int32 (* GLfloat* *); enter (pname, params) do callStd; #); (* wrapper function *) wrapset3double: External (# d1,d2,d3: @real; enter(d1,d2,d3) #)
23.6 OpenGLlib Interface | © 1994-2002 Mjølner Informatics |
[Modified: Wednesday February 24th 1999 at 21:38]
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