view src/video/SDL_glfuncs.h @ 1629:ef4a796e7f24

Fixed bug #55 From Christian Walther: When writing my patch for #12, I ended up doing all sorts of changes to the way application/window activating/deactivating is handled in the Quartz backend, resulting in the attached patch. It does make the code a bit cleaner IMHO, but as it might be regarded as a case of "if it ain't broken, don't fix it" I'd like to hear other people's opinion about it. Please shout if some change strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As far as I tested it, it does not introduce any new bugs, but I may well have missed some. - The most fundamental change (that triggered most of the others) is irrelevant for the usual single-window SDL applications, it only affects the people who are crazy enough to display other Cocoa windows alongside the SDL window (I'm actually doing this currently, although the additional window only displays debugging info and won't be present in the final product): Before, some things were done on the application becoming active, some on the window becoming key, and some on the window becoming main. Conceptually, all these actions belong to the window becoming key, so that's what I implemented. However, since in a single-window application these three events always happen together, the previous implementation "ain't broken". - This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from SDL_GetAppState(): Before, it meant "window is main and mouse is inside window (or mode is fullscreen)". Now, it means "window is key and mouse is inside window (or mode is fullscreen)". It makes more sense to me that way. (See http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html for a discussion of what key and main windows are.) The other two flags are unchanged: SDL_APPACTIVE = application is not hidden and window is not minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen). - As a side effect, the reorganization fixes the following two issues (and maybe others) (but they could also be fixed in less invasive ways): * A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m (http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42) (from half-desirable to undesirable behavior): Situation: While in windowed mode, hide the cursor using SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode. What happened before revision 1.42: The cursor is visible, but becomes invisible as soon as the mouse is moved (half-desirable). What happens in revision 1.42 and after (including current CVS): The cursor is visible and stays visible (undesirable). What happens after my patch: The cursor is invisible from the beginning (desirable). * When the cursor is hidden and grabbed, switch away from the application using cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the current CVS, the cursor is re-grabbed, but it stays visible (immovable in the middle of the window). With my patch, the cursor is correctly re-grabbed and hidden. (For some reason, it still doesn't work correctly if you switch back to the application using the dock instead of cmd-tab. I haven't been able to figure out why. I can step over [NSCursor hide] being called in the debugger, but it seems to have no effect.) - The patch includes my patch for #12 (it was easier to obtain using cvs diff that way). If you apply both of them, you will end up with 6 duplicate lines in SDL_QuartzEvents.m.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 13 Apr 2006 14:17:48 +0000
parents e94b0d7c33bc
children e49147870aac c121d94672cb
line wrap: on
line source

/* 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))