Mercurial > sdl-ios-xcode
view src/video/SDL_glfuncs.h @ 4569:e1664f94f026
Andrey A.
I made a video driver GAPI/RAW for WinCE (SDL-1.3).
RAW mode has a priority, and also, GAPI mode works with environment
"SDL_VIDEO_RENDERER=gapi" and for RAW mode "SDL_VIDEO_RENDERER=raw".
I checked the work on the screens of VGA, WVGA, QVGA, WQVGA, HVGA,
+ tested all modes with WindowsMobile Emulator.
Also, correctly draws the pointer position and the scale of the pointer
for VGA/WVGA modes,
correctly draws top left position for DM orientation screen, and
portrait/landscape/square geometry the screen also correct.
Also, I added a small fix for GDI fullscreen mode.
Patch for latest revision SDL-1.3 in an attachment.
Also added small path for mingw32ce build.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 27 Jul 2010 21:31:28 -0700 |
parents | 77366fae0094 |
children |
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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(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(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(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(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(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(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(void, glReadBuffer, (GLenum mode)) SDL_PROC(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(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(void, glVertex2f, (GLfloat x, GLfloat y)) SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat * v)) SDL_PROC_UNUSED(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: */