Mercurial > sdl-ios-xcode
view src/video/SDL_glfuncs.h @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | e94b0d7c33bc |
children | e49147870aac c121d94672cb |
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/* 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_UNUSED(void,glClear,(GLbitfield)) SDL_PROC_UNUSED(void,glClearAccum,(GLfloat,GLfloat,GLfloat,GLfloat)) SDL_PROC_UNUSED(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_UNUSED(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(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_UNUSED(GLenum,glGetError,(void)) SDL_PROC_UNUSED(void,glGetFloatv,(GLenum pname, GLfloat *params)) SDL_PROC_UNUSED(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(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(void,glPopAttrib,(void)) SDL_PROC(void,glPopClientAttrib,(void)) SDL_PROC(void,glPopMatrix,(void)) SDL_PROC_UNUSED(void,glPopName,(void)) SDL_PROC_UNUSED(void,glPrioritizeTextures,(GLsizei n, const GLuint *textures, const GLclampf *priorities)) SDL_PROC(void,glPushAttrib,(GLbitfield mask)) SDL_PROC(void,glPushClientAttrib,(GLbitfield mask)) SDL_PROC(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))