^movie;
private: ^movie;
private:private:external/betaopengl.c' 'mwcppc -w off -o $0 $1'
sgi '$$/betaopengl.o' 'private/external/betaopengl.c' '$CC -32 -D$$ -c -o $0 $1'
macosx '$$/betaopengl.o' 'private/external/betaopengl.c' '$CC -c -D$$ -o $0 $1'
sun4s '$$/betaopengl.o' 'private/external/betaopengl.c' '$CC -c -D$$ -o $0 $1'
linux '$$/betaopengl.o' 'private/external/betaopengl.c' '$CC -c -D$$ -o $0 $1';
LINKOPT macosx '-framework opengl -framework GLUT -framework Cocoa'
nti_ms 'OPENGL32.lib GLU32.lib'
nti_gnu '-lopengl32 -lglu32'
sun4s '-lGLw -lGLU -lGL'
linux '-lGL -lGLU -lglut -lX11 -lXm -lXext -lXi'
sgi '-lGLw -lGLU -lGL -lXm -lXt -lX11 -lXext'
default '';
--LIB: attributes--
(* Disclaimer:
* This is a prelease version of the openGL
* library interface for BETA. It may be
* changed later, and there is some inconveniences.
*
* 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: External
(# red: @real (* GLclampf *);
green: @real (* GLclampf *);
blue: @real (* GLclampf *);
alpha: @real (* GLclampf *)
enter (red, green, blue, alpha)
do 'wrapglClearColor'->CallC;
#);
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: @integer (* GLenum *);
dfactor: @integer (* 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 (* wrapped *)
(# size: @real (* GLfloat *);
enter (size)
do 'wrapglPointSize'->CallC;
#);
glLineWidth: External (* wrapped *)
(# 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 (* wrapped *) (* 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: External
(# red: @real (* GLfloat *);
green: @real (* GLfloat *);
blue: @real (* GLfloat *);
alpha: @real (* GLfloat *);
enter (red, green, blue, alpha)
do callStd;
#);
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: External
(# 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 callStd;
#);
glFrustum: External
(# 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 callStd;
#);
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: External
(# angle: @real (* GLdouble *);
x: @real (* GLdouble *);
y: @real (* GLdouble *);
z: @real (* GLdouble *);
enter (angle, x, y, z)
do callStd;
#);
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: External
(# x: @real (* GLdouble *);
y: @real (* GLdouble *);
z: @real (* GLdouble *);
w: @real (* GLdouble *);
enter (x, y, z, w)
do callStd;
#);
glVertex4f: glVertex4d(# #);
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;
#);
glColor4f: External (* Wrapped *)
(# red: @real (* GLfloat *);
green: @real (* GLfloat *);
blue: @real (* GLfloat *);
alpha: @real (* GLfloat *);
enter (red, green, blue, alpha)
do 'wrapglColor4f'->CallC;
#);
glColor4d: External
(# red: @real (* GLdouble *);
green: @real (* GLdouble *);
blue: @real (* GLdouble *);
alpha: @real (* GLdouble *);
enter (red, green, blue, alpha)
do callStd;
#);;
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: External
(# s: @real (* GLdouble *);
t: @real (* GLdouble *);
r: @real (* GLdouble *);
q: @real (* GLdouble *);
enter (s, t, r, q)
do callStd;
#);
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: External
(# x: @real (* GLdouble *);
y: @real (* GLdouble *);
z: @real (* GLdouble *);
w: @real (* GLdouble *);
enter (x, y, z, w)
do callStd;
#);
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: External
(# x1: @real (* GLdouble *);
y1: @real (* GLdouble *);
x2: @real (* GLdouble *);
y2: @real (* GLdouble *);
enter (x1, y1, x2, y2)
do callStd;
#);
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 (* wrapped *)
(# 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 (* wrapped *)
(# 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: External
(# 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 callStd;
#);
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: External
(# 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 callStd;
#);
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: External
(# 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 callStd;
#);
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: External
(# red: @real (* GLclampf *);
green: @real (* GLclampf *);
blue: @real (* GLclampf *);
alpha: @real (* GLclampf *);
enter (red, green, blue, alpha)
do callStd
#);
(* 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;
#)
| 23.1 Opengl Interface | © 1994-2004 Mjølner Informatics |
[Modified: Monday March 29th 2004 at 3:14]
|