Mercurial > sdl-ios-xcode
diff src/video/glrenderer/SDL_glfuncs.h @ 2336:932bd1cb2b03 gsoc2008_iphone
(none)
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
---|---|
date | Fri, 11 Jul 2008 00:23:01 +0000 |
parents | src/video/SDL_glfuncs.h@8055185ae4ed |
children |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/glrenderer/SDL_glfuncs.h Fri Jul 11 00:23:01 2008 +0000 @@ -0,0 +1,455 @@ +/* list of OpenGL functions sorted alphabetically + If you need to use a GL function from the SDL video subsystem, + change it's entry from SDL_PROC_UNUSED to SDL_PROC and rebuild. +*/ +#define SDL_PROC_UNUSED(ret,func,params) +SDL_PROC_UNUSED(void, glAccum, (GLenum, GLfloat)) +SDL_PROC_UNUSED(void, glAlphaFunc, (GLenum, GLclampf)) +SDL_PROC_UNUSED(GLboolean, glAreTexturesResident, + (GLsizei, const GLuint *, GLboolean *)) +SDL_PROC_UNUSED(void, glArrayElement, (GLint)) +SDL_PROC(void, glBegin, (GLenum)) +SDL_PROC(void, glBindTexture, (GLenum, GLuint)) +SDL_PROC_UNUSED(void, glBitmap, + (GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat, + const GLubyte *)) +SDL_PROC(void, glBlendFunc, (GLenum, GLenum)) +SDL_PROC_UNUSED(void, glCallList, (GLuint)) +SDL_PROC_UNUSED(void, glCallLists, (GLsizei, GLenum, const GLvoid *)) +SDL_PROC(void, glClear, (GLbitfield)) +SDL_PROC_UNUSED(void, glClearAccum, (GLfloat, GLfloat, GLfloat, GLfloat)) +SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) +SDL_PROC_UNUSED(void, glClearDepth, (GLclampd)) +SDL_PROC_UNUSED(void, glClearIndex, (GLfloat)) +SDL_PROC_UNUSED(void, glClearStencil, (GLint)) +SDL_PROC_UNUSED(void, glClipPlane, (GLenum, const GLdouble *)) +SDL_PROC_UNUSED(void, glColor3b, (GLbyte, GLbyte, GLbyte)) +SDL_PROC_UNUSED(void, glColor3bv, (const GLbyte *)) +SDL_PROC_UNUSED(void, glColor3d, (GLdouble, GLdouble, GLdouble)) +SDL_PROC_UNUSED(void, glColor3dv, (const GLdouble *)) +SDL_PROC_UNUSED(void, glColor3f, (GLfloat, GLfloat, GLfloat)) +SDL_PROC_UNUSED(void, glColor3fv, (const GLfloat *)) +SDL_PROC_UNUSED(void, glColor3i, (GLint, GLint, GLint)) +SDL_PROC_UNUSED(void, glColor3iv, (const GLint *)) +SDL_PROC_UNUSED(void, glColor3s, (GLshort, GLshort, GLshort)) +SDL_PROC_UNUSED(void, glColor3sv, (const GLshort *)) +SDL_PROC_UNUSED(void, glColor3ub, (GLubyte, GLubyte, GLubyte)) +SDL_PROC_UNUSED(void, glColor3ubv, (const GLubyte *)) +SDL_PROC_UNUSED(void, glColor3ui, (GLuint, GLuint, GLuint)) +SDL_PROC_UNUSED(void, glColor3uiv, (const GLuint *)) +SDL_PROC_UNUSED(void, glColor3us, (GLushort, GLushort, GLushort)) +SDL_PROC_UNUSED(void, glColor3usv, (const GLushort *)) +SDL_PROC_UNUSED(void, glColor4b, (GLbyte, GLbyte, GLbyte, GLbyte)) +SDL_PROC_UNUSED(void, glColor4bv, (const GLbyte *)) +SDL_PROC_UNUSED(void, glColor4d, (GLdouble, GLdouble, GLdouble, GLdouble)) +SDL_PROC_UNUSED(void, glColor4dv, (const GLdouble *)) +SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat)) +SDL_PROC_UNUSED(void, glColor4fv, (const GLfloat *)) +SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint)) +SDL_PROC_UNUSED(void, glColor4iv, (const GLint *)) +SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort)) +SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *)) +SDL_PROC_UNUSED(void, glColor4ub, + (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)) +SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v)) +SDL_PROC_UNUSED(void, glColor4ui, + (GLuint red, GLuint green, GLuint blue, GLuint alpha)) +SDL_PROC_UNUSED(void, glColor4uiv, (const GLuint * v)) +SDL_PROC_UNUSED(void, glColor4us, + (GLushort red, GLushort green, GLushort blue, GLushort alpha)) +SDL_PROC_UNUSED(void, glColor4usv, (const GLushort * v)) +SDL_PROC_UNUSED(void, glColorMask, + (GLboolean red, GLboolean green, GLboolean blue, + GLboolean alpha)) +SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode)) +SDL_PROC_UNUSED(void, glColorPointer, + (GLint size, GLenum type, GLsizei stride, + const GLvoid * pointer)) +SDL_PROC_UNUSED(void, glCopyPixels, + (GLint x, GLint y, GLsizei width, GLsizei height, + GLenum type)) +SDL_PROC_UNUSED(void, glCopyTexImage1D, + (GLenum target, GLint level, GLenum internalFormat, GLint x, + GLint y, GLsizei width, GLint border)) +SDL_PROC_UNUSED(void, glCopyTexImage2D, + (GLenum target, GLint level, GLenum internalFormat, GLint x, + GLint y, GLsizei width, GLsizei height, GLint border)) +SDL_PROC_UNUSED(void, glCopyTexSubImage1D, + (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, + GLsizei width)) +SDL_PROC_UNUSED(void, glCopyTexSubImage2D, + (GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLint x, GLint y, GLsizei width, GLsizei height)) +SDL_PROC_UNUSED(void, glCullFace, (GLenum mode)) +SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range)) +SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint * textures)) +SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func)) +SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag)) +SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar)) +SDL_PROC(void, glDisable, (GLenum cap)) +SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array)) +SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count)) +SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode)) +SDL_PROC_UNUSED(void, glDrawElements, + (GLenum mode, GLsizei count, GLenum type, + const GLvoid * indices)) +SDL_PROC_UNUSED(void, glDrawPixels, + (GLsizei width, GLsizei height, GLenum format, GLenum type, + const GLvoid * pixels)) +SDL_PROC_UNUSED(void, glEdgeFlag, (GLboolean flag)) +SDL_PROC_UNUSED(void, glEdgeFlagPointer, + (GLsizei stride, const GLvoid * pointer)) +SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag)) +SDL_PROC(void, glEnable, (GLenum cap)) +SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array)) +SDL_PROC(void, glEnd, (void)) +SDL_PROC_UNUSED(void, glEndList, (void)) +SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u)) +SDL_PROC_UNUSED(void, glEvalCoord1dv, (const GLdouble * u)) +SDL_PROC_UNUSED(void, glEvalCoord1f, (GLfloat u)) +SDL_PROC_UNUSED(void, glEvalCoord1fv, (const GLfloat * u)) +SDL_PROC_UNUSED(void, glEvalCoord2d, (GLdouble u, GLdouble v)) +SDL_PROC_UNUSED(void, glEvalCoord2dv, (const GLdouble * u)) +SDL_PROC_UNUSED(void, glEvalCoord2f, (GLfloat u, GLfloat v)) +SDL_PROC_UNUSED(void, glEvalCoord2fv, (const GLfloat * u)) +SDL_PROC_UNUSED(void, glEvalMesh1, (GLenum mode, GLint i1, GLint i2)) +SDL_PROC_UNUSED(void, glEvalMesh2, + (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)) +SDL_PROC_UNUSED(void, glEvalPoint1, (GLint i)) +SDL_PROC_UNUSED(void, glEvalPoint2, (GLint i, GLint j)) +SDL_PROC_UNUSED(void, glFeedbackBuffer, + (GLsizei size, GLenum type, GLfloat * buffer)) +SDL_PROC_UNUSED(void, glFinish, (void)) +SDL_PROC_UNUSED(void, glFlush, (void)) +SDL_PROC_UNUSED(void, glFogf, (GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat * params)) +SDL_PROC_UNUSED(void, glFogi, (GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glFogiv, (GLenum pname, const GLint * params)) +SDL_PROC_UNUSED(void, glFrontFace, (GLenum mode)) +SDL_PROC_UNUSED(void, glFrustum, + (GLdouble left, GLdouble right, GLdouble bottom, + GLdouble top, GLdouble zNear, GLdouble zFar)) +SDL_PROC_UNUSED(GLuint, glGenLists, (GLsizei range)) +SDL_PROC(void, glGenTextures, (GLsizei n, GLuint * textures)) +SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params)) +SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation)) +SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params)) +SDL_PROC(GLenum, glGetError, (void)) +SDL_PROC_UNUSED(void, glGetFloatv, (GLenum pname, GLfloat * params)) +SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params)) +SDL_PROC_UNUSED(void, glGetLightfv, + (GLenum light, GLenum pname, GLfloat * params)) +SDL_PROC_UNUSED(void, glGetLightiv, + (GLenum light, GLenum pname, GLint * params)) +SDL_PROC_UNUSED(void, glGetMapdv, (GLenum target, GLenum query, GLdouble * v)) +SDL_PROC_UNUSED(void, glGetMapfv, (GLenum target, GLenum query, GLfloat * v)) +SDL_PROC_UNUSED(void, glGetMapiv, (GLenum target, GLenum query, GLint * v)) +SDL_PROC_UNUSED(void, glGetMaterialfv, + (GLenum face, GLenum pname, GLfloat * params)) +SDL_PROC_UNUSED(void, glGetMaterialiv, + (GLenum face, GLenum pname, GLint * params)) +SDL_PROC_UNUSED(void, glGetPixelMapfv, (GLenum map, GLfloat * values)) +SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values)) +SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values)) +SDL_PROC_UNUSED(void, glGetPointerv, (GLenum pname, GLvoid * *params)) +SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask)) +SDL_PROC_UNUSED(const GLubyte *, glGetString, (GLenum name)) +SDL_PROC_UNUSED(void, glGetTexEnvfv, + (GLenum target, GLenum pname, GLfloat * params)) +SDL_PROC_UNUSED(void, glGetTexEnviv, + (GLenum target, GLenum pname, GLint * params)) +SDL_PROC_UNUSED(void, glGetTexGendv, + (GLenum coord, GLenum pname, GLdouble * params)) +SDL_PROC_UNUSED(void, glGetTexGenfv, + (GLenum coord, GLenum pname, GLfloat * params)) +SDL_PROC_UNUSED(void, glGetTexGeniv, + (GLenum coord, GLenum pname, GLint * params)) +SDL_PROC_UNUSED(void, glGetTexImage, + (GLenum target, GLint level, GLenum format, GLenum type, + GLvoid * pixels)) +SDL_PROC_UNUSED(void, glGetTexLevelParameterfv, + (GLenum target, GLint level, GLenum pname, GLfloat * params)) +SDL_PROC_UNUSED(void, glGetTexLevelParameteriv, + (GLenum target, GLint level, GLenum pname, GLint * params)) +SDL_PROC_UNUSED(void, glGetTexParameterfv, + (GLenum target, GLenum pname, GLfloat * params)) +SDL_PROC_UNUSED(void, glGetTexParameteriv, + (GLenum target, GLenum pname, GLint * params)) +SDL_PROC_UNUSED(void, glHint, (GLenum target, GLenum mode)) +SDL_PROC_UNUSED(void, glIndexMask, (GLuint mask)) +SDL_PROC_UNUSED(void, glIndexPointer, + (GLenum type, GLsizei stride, const GLvoid * pointer)) +SDL_PROC_UNUSED(void, glIndexd, (GLdouble c)) +SDL_PROC_UNUSED(void, glIndexdv, (const GLdouble * c)) +SDL_PROC_UNUSED(void, glIndexf, (GLfloat c)) +SDL_PROC_UNUSED(void, glIndexfv, (const GLfloat * c)) +SDL_PROC_UNUSED(void, glIndexi, (GLint c)) +SDL_PROC_UNUSED(void, glIndexiv, (const GLint * c)) +SDL_PROC_UNUSED(void, glIndexs, (GLshort c)) +SDL_PROC_UNUSED(void, glIndexsv, (const GLshort * c)) +SDL_PROC_UNUSED(void, glIndexub, (GLubyte c)) +SDL_PROC_UNUSED(void, glIndexubv, (const GLubyte * c)) +SDL_PROC_UNUSED(void, glInitNames, (void)) +SDL_PROC_UNUSED(void, glInterleavedArrays, + (GLenum format, GLsizei stride, const GLvoid * pointer)) +SDL_PROC_UNUSED(GLboolean, glIsEnabled, (GLenum cap)) +SDL_PROC_UNUSED(GLboolean, glIsList, (GLuint list)) +SDL_PROC_UNUSED(GLboolean, glIsTexture, (GLuint texture)) +SDL_PROC_UNUSED(void, glLightModelf, (GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glLightModelfv, (GLenum pname, const GLfloat * params)) +SDL_PROC_UNUSED(void, glLightModeli, (GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glLightModeliv, (GLenum pname, const GLint * params)) +SDL_PROC_UNUSED(void, glLightf, (GLenum light, GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glLightfv, + (GLenum light, GLenum pname, const GLfloat * params)) +SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glLightiv, + (GLenum light, GLenum pname, const GLint * params)) +SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern)) +SDL_PROC_UNUSED(void, glLineWidth, (GLfloat width)) +SDL_PROC_UNUSED(void, glListBase, (GLuint base)) +SDL_PROC(void, glLoadIdentity, (void)) +SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m)) +SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m)) +SDL_PROC_UNUSED(void, glLoadName, (GLuint name)) +SDL_PROC_UNUSED(void, glLogicOp, (GLenum opcode)) +SDL_PROC_UNUSED(void, glMap1d, + (GLenum target, GLdouble u1, GLdouble u2, GLint stride, + GLint order, const GLdouble * points)) +SDL_PROC_UNUSED(void, glMap1f, + (GLenum target, GLfloat u1, GLfloat u2, GLint stride, + GLint order, const GLfloat * points)) +SDL_PROC_UNUSED(void, glMap2d, + (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, + GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, + GLint vorder, const GLdouble * points)) +SDL_PROC_UNUSED(void, glMap2f, + (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, + GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, + GLint vorder, const GLfloat * points)) +SDL_PROC_UNUSED(void, glMapGrid1d, (GLint un, GLdouble u1, GLdouble u2)) +SDL_PROC_UNUSED(void, glMapGrid1f, (GLint un, GLfloat u1, GLfloat u2)) +SDL_PROC_UNUSED(void, glMapGrid2d, + (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, + GLdouble v2)) +SDL_PROC_UNUSED(void, glMapGrid2f, + (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, + GLfloat v2)) +SDL_PROC_UNUSED(void, glMaterialf, (GLenum face, GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glMaterialfv, + (GLenum face, GLenum pname, const GLfloat * params)) +SDL_PROC_UNUSED(void, glMateriali, (GLenum face, GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glMaterialiv, + (GLenum face, GLenum pname, const GLint * params)) +SDL_PROC(void, glMatrixMode, (GLenum mode)) +SDL_PROC_UNUSED(void, glMultMatrixd, (const GLdouble * m)) +SDL_PROC_UNUSED(void, glMultMatrixf, (const GLfloat * m)) +SDL_PROC_UNUSED(void, glNewList, (GLuint list, GLenum mode)) +SDL_PROC_UNUSED(void, glNormal3b, (GLbyte nx, GLbyte ny, GLbyte nz)) +SDL_PROC_UNUSED(void, glNormal3bv, (const GLbyte * v)) +SDL_PROC_UNUSED(void, glNormal3d, (GLdouble nx, GLdouble ny, GLdouble nz)) +SDL_PROC_UNUSED(void, glNormal3dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glNormal3f, (GLfloat nx, GLfloat ny, GLfloat nz)) +SDL_PROC_UNUSED(void, glNormal3fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glNormal3i, (GLint nx, GLint ny, GLint nz)) +SDL_PROC_UNUSED(void, glNormal3iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glNormal3s, (GLshort nx, GLshort ny, GLshort nz)) +SDL_PROC_UNUSED(void, glNormal3sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glNormalPointer, + (GLenum type, GLsizei stride, const GLvoid * pointer)) +SDL_PROC(void, glOrtho, + (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, + GLdouble zNear, GLdouble zFar)) +SDL_PROC_UNUSED(void, glPassThrough, (GLfloat token)) +SDL_PROC_UNUSED(void, glPixelMapfv, + (GLenum map, GLsizei mapsize, const GLfloat * values)) +SDL_PROC_UNUSED(void, glPixelMapuiv, + (GLenum map, GLsizei mapsize, const GLuint * values)) +SDL_PROC_UNUSED(void, glPixelMapusv, + (GLenum map, GLsizei mapsize, const GLushort * values)) +SDL_PROC_UNUSED(void, glPixelStoref, (GLenum pname, GLfloat param)) +SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glPixelTransferi, (GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor)) +SDL_PROC_UNUSED(void, glPointSize, (GLfloat size)) +SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode)) +SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units)) +SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask)) +SDL_PROC_UNUSED(void, glPopAttrib, (void)) +SDL_PROC_UNUSED(void, glPopClientAttrib, (void)) +SDL_PROC_UNUSED(void, glPopMatrix, (void)) +SDL_PROC_UNUSED(void, glPopName, (void)) +SDL_PROC_UNUSED(void, glPrioritizeTextures, + (GLsizei n, const GLuint * textures, + const GLclampf * priorities)) +SDL_PROC_UNUSED(void, glPushAttrib, (GLbitfield mask)) +SDL_PROC_UNUSED(void, glPushClientAttrib, (GLbitfield mask)) +SDL_PROC_UNUSED(void, glPushMatrix, (void)) +SDL_PROC_UNUSED(void, glPushName, (GLuint name)) +SDL_PROC_UNUSED(void, glRasterPos2d, (GLdouble x, GLdouble y)) +SDL_PROC_UNUSED(void, glRasterPos2dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glRasterPos2f, (GLfloat x, GLfloat y)) +SDL_PROC_UNUSED(void, glRasterPos2fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glRasterPos2i, (GLint x, GLint y)) +SDL_PROC_UNUSED(void, glRasterPos2iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glRasterPos2s, (GLshort x, GLshort y)) +SDL_PROC_UNUSED(void, glRasterPos2sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glRasterPos3d, (GLdouble x, GLdouble y, GLdouble z)) +SDL_PROC_UNUSED(void, glRasterPos3dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glRasterPos3f, (GLfloat x, GLfloat y, GLfloat z)) +SDL_PROC_UNUSED(void, glRasterPos3fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glRasterPos3i, (GLint x, GLint y, GLint z)) +SDL_PROC_UNUSED(void, glRasterPos3iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glRasterPos3s, (GLshort x, GLshort y, GLshort z)) +SDL_PROC_UNUSED(void, glRasterPos3sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glRasterPos4d, + (GLdouble x, GLdouble y, GLdouble z, GLdouble w)) +SDL_PROC_UNUSED(void, glRasterPos4dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glRasterPos4f, + (GLfloat x, GLfloat y, GLfloat z, GLfloat w)) +SDL_PROC_UNUSED(void, glRasterPos4fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glRasterPos4i, (GLint x, GLint y, GLint z, GLint w)) +SDL_PROC_UNUSED(void, glRasterPos4iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glRasterPos4s, + (GLshort x, GLshort y, GLshort z, GLshort w)) +SDL_PROC_UNUSED(void, glRasterPos4sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glReadBuffer, (GLenum mode)) +SDL_PROC_UNUSED(void, glReadPixels, + (GLint x, GLint y, GLsizei width, GLsizei height, + GLenum format, GLenum type, GLvoid * pixels)) +SDL_PROC_UNUSED(void, glRectd, + (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)) +SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2)) +SDL_PROC_UNUSED(void, glRectf, + (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)) +SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2)) +SDL_PROC_UNUSED(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2)) +SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2)) +SDL_PROC_UNUSED(void, glRects, + (GLshort x1, GLshort y1, GLshort x2, GLshort y2)) +SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2)) +SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode)) +SDL_PROC_UNUSED(void, glRotated, + (GLdouble angle, GLdouble x, GLdouble y, GLdouble z)) +SDL_PROC_UNUSED(void, glRotatef, + (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)) +SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z)) +SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z)) +SDL_PROC_UNUSED(void, glScissor, + (GLint x, GLint y, GLsizei width, GLsizei height)) +SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer)) +SDL_PROC_UNUSED(void, glShadeModel, (GLenum mode)) +SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask)) +SDL_PROC_UNUSED(void, glStencilMask, (GLuint mask)) +SDL_PROC_UNUSED(void, glStencilOp, (GLenum fail, GLenum zfail, GLenum zpass)) +SDL_PROC_UNUSED(void, glTexCoord1d, (GLdouble s)) +SDL_PROC_UNUSED(void, glTexCoord1dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glTexCoord1f, (GLfloat s)) +SDL_PROC_UNUSED(void, glTexCoord1fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glTexCoord1i, (GLint s)) +SDL_PROC_UNUSED(void, glTexCoord1iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glTexCoord1s, (GLshort s)) +SDL_PROC_UNUSED(void, glTexCoord1sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glTexCoord2d, (GLdouble s, GLdouble t)) +SDL_PROC_UNUSED(void, glTexCoord2dv, (const GLdouble * v)) +SDL_PROC(void, glTexCoord2f, (GLfloat s, GLfloat t)) +SDL_PROC_UNUSED(void, glTexCoord2fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glTexCoord2i, (GLint s, GLint t)) +SDL_PROC_UNUSED(void, glTexCoord2iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glTexCoord2s, (GLshort s, GLshort t)) +SDL_PROC_UNUSED(void, glTexCoord2sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glTexCoord3d, (GLdouble s, GLdouble t, GLdouble r)) +SDL_PROC_UNUSED(void, glTexCoord3dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glTexCoord3f, (GLfloat s, GLfloat t, GLfloat r)) +SDL_PROC_UNUSED(void, glTexCoord3fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glTexCoord3i, (GLint s, GLint t, GLint r)) +SDL_PROC_UNUSED(void, glTexCoord3iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glTexCoord3s, (GLshort s, GLshort t, GLshort r)) +SDL_PROC_UNUSED(void, glTexCoord3sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glTexCoord4d, + (GLdouble s, GLdouble t, GLdouble r, GLdouble q)) +SDL_PROC_UNUSED(void, glTexCoord4dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glTexCoord4f, + (GLfloat s, GLfloat t, GLfloat r, GLfloat q)) +SDL_PROC_UNUSED(void, glTexCoord4fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glTexCoord4i, (GLint s, GLint t, GLint r, GLint q)) +SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glTexCoord4s, + (GLshort s, GLshort t, GLshort r, GLshort q)) +SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glTexCoordPointer, + (GLint size, GLenum type, GLsizei stride, + const GLvoid * pointer)) +SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glTexEnvfv, + (GLenum target, GLenum pname, const GLfloat * params)) +SDL_PROC_UNUSED(void, glTexEnvi, (GLenum target, GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glTexEnviv, + (GLenum target, GLenum pname, const GLint * params)) +SDL_PROC_UNUSED(void, glTexGend, (GLenum coord, GLenum pname, GLdouble param)) +SDL_PROC_UNUSED(void, glTexGendv, + (GLenum coord, GLenum pname, const GLdouble * params)) +SDL_PROC_UNUSED(void, glTexGenf, (GLenum coord, GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glTexGenfv, + (GLenum coord, GLenum pname, const GLfloat * params)) +SDL_PROC_UNUSED(void, glTexGeni, (GLenum coord, GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glTexGeniv, + (GLenum coord, GLenum pname, const GLint * params)) +SDL_PROC_UNUSED(void, glTexImage1D, + (GLenum target, GLint level, GLint internalformat, + GLsizei width, GLint border, GLenum format, GLenum type, + const GLvoid * pixels)) +SDL_PROC(void, glTexImage2D, + (GLenum target, GLint level, GLint internalformat, GLsizei width, + GLsizei height, GLint border, GLenum format, GLenum type, + const GLvoid * pixels)) +SDL_PROC_UNUSED(void, glTexParameterf, + (GLenum target, GLenum pname, GLfloat param)) +SDL_PROC_UNUSED(void, glTexParameterfv, + (GLenum target, GLenum pname, const GLfloat * params)) +SDL_PROC(void, glTexParameteri, (GLenum target, GLenum pname, GLint param)) +SDL_PROC_UNUSED(void, glTexParameteriv, + (GLenum target, GLenum pname, const GLint * params)) +SDL_PROC_UNUSED(void, glTexSubImage1D, + (GLenum target, GLint level, GLint xoffset, GLsizei width, + GLenum format, GLenum type, const GLvoid * pixels)) +SDL_PROC(void, glTexSubImage2D, + (GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, GLenum format, GLenum type, + const GLvoid * pixels)) +SDL_PROC_UNUSED(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z)) +SDL_PROC_UNUSED(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z)) +SDL_PROC_UNUSED(void, glVertex2d, (GLdouble x, GLdouble y)) +SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glVertex2f, (GLfloat x, GLfloat y)) +SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat * v)) +SDL_PROC(void, glVertex2i, (GLint x, GLint y)) +SDL_PROC_UNUSED(void, glVertex2iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glVertex2s, (GLshort x, GLshort y)) +SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glVertex3d, (GLdouble x, GLdouble y, GLdouble z)) +SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glVertex3f, (GLfloat x, GLfloat y, GLfloat z)) +SDL_PROC_UNUSED(void, glVertex3fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glVertex3i, (GLint x, GLint y, GLint z)) +SDL_PROC_UNUSED(void, glVertex3iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glVertex3s, (GLshort x, GLshort y, GLshort z)) +SDL_PROC_UNUSED(void, glVertex3sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glVertex4d, + (GLdouble x, GLdouble y, GLdouble z, GLdouble w)) +SDL_PROC_UNUSED(void, glVertex4dv, (const GLdouble * v)) +SDL_PROC_UNUSED(void, glVertex4f, + (GLfloat x, GLfloat y, GLfloat z, GLfloat w)) +SDL_PROC_UNUSED(void, glVertex4fv, (const GLfloat * v)) +SDL_PROC_UNUSED(void, glVertex4i, (GLint x, GLint y, GLint z, GLint w)) +SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v)) +SDL_PROC_UNUSED(void, glVertex4s, + (GLshort x, GLshort y, GLshort z, GLshort w)) +SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v)) +SDL_PROC_UNUSED(void, glVertexPointer, + (GLint size, GLenum type, GLsizei stride, + const GLvoid * pointer)) +SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height)) + +/* vi: set ts=4 sw=4 expandtab: */