/* Grim's Cave Copyright (c) 2010, Matthias -apoc- Hecker This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #ifndef CLIBRARYLOADERGL_HPP #define CLIBRARYLOADERGL_HPP #include #include "dlib/TLibraryLoader.hpp" namespace grims { namespace dlib { struct SLibrarySymbolsGL { // generated by dlib_generator.rb for /usr/include/GL/gl.h void (*glClearIndex)(GLfloat c); void (*glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (*glClear)(GLbitfield mask); void (*glIndexMask)(GLuint mask); void (*glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void (*glAlphaFunc)(GLenum func, GLclampf ref); void (*glBlendFunc)(GLenum sfactor, GLenum dfactor); void (*glLogicOp)(GLenum opcode); void (*glCullFace)(GLenum mode); void (*glFrontFace)(GLenum mode); void (*glPointSize)(GLfloat size); void (*glLineWidth)(GLfloat width); void (*glLineStipple)(GLint factor, GLushort pattern); void (*glPolygonMode)(GLenum face, GLenum mode); void (*glPolygonOffset)(GLfloat factor, GLfloat units); void (*glPolygonStipple)(const GLubyte *mask); void (*glGetPolygonStipple)(GLubyte *mask); void (*glEdgeFlag)(GLboolean flag); void (*glEdgeFlagv)(const GLboolean *flag); void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height); void (*glClipPlane)(GLenum plane, const GLdouble *equation); void (*glGetClipPlane)(GLenum plane, GLdouble *equation); void (*glDrawBuffer)(GLenum mode); void (*glReadBuffer)(GLenum mode); void (*glEnable)(GLenum cap); void (*glDisable)(GLenum cap); GLboolean (*glIsEnabled)(GLenum cap); void (*glEnableClientState)(GLenum cap); void (*glDisableClientState)(GLenum cap); void (*glGetBooleanv)(GLenum pname, GLboolean *params); void (*glGetDoublev)(GLenum pname, GLdouble *params); void (*glGetFloatv)(GLenum pname, GLfloat *params); void (*glGetIntegerv)(GLenum pname, GLint *params); void (*glPushAttrib)(GLbitfield mask); void (*glPopAttrib)(void); void (*glPushClientAttrib)(GLbitfield mask); void (*glPopClientAttrib)(void); GLint (*glRenderMode)(GLenum mode); GLenum (*glGetError)(void); const GLubyte * (*glGetString)(GLenum name); void (*glFinish)(void); void (*glFlush)(void); void (*glHint)(GLenum target, GLenum mode); void (*glClearDepth)(GLclampd depth); void (*glDepthFunc)(GLenum func); void (*glDepthMask)(GLboolean flag); void (*glDepthRange)(GLclampd near_val, GLclampd far_val); void (*glClearAccum)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (*glAccum)(GLenum op, GLfloat value); void (*glMatrixMode)(GLenum mode); void (*glOrtho)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); void (*glFrustum)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val); void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height); void (*glPushMatrix)(void); void (*glPopMatrix)(void); void (*glLoadIdentity)(void); void (*glLoadMatrixd)(const GLdouble *m); void (*glLoadMatrixf)(const GLfloat *m); void (*glMultMatrixd)(const GLdouble *m); void (*glMultMatrixf)(const GLfloat *m); void (*glRotated)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); void (*glRotatef)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void (*glScaled)(GLdouble x, GLdouble y, GLdouble z); void (*glScalef)(GLfloat x, GLfloat y, GLfloat z); void (*glTranslated)(GLdouble x, GLdouble y, GLdouble z); void (*glTranslatef)(GLfloat x, GLfloat y, GLfloat z); GLboolean (*glIsList)(GLuint list); void (*glDeleteLists)(GLuint list, GLsizei range); GLuint (*glGenLists)(GLsizei range); void (*glNewList)(GLuint list, GLenum mode); void (*glEndList)(void); void (*glCallList)(GLuint list); void (*glCallLists)(GLsizei n, GLenum type, const GLvoid *lists); void (*glListBase)(GLuint base); void (*glBegin)(GLenum mode); void (*glEnd)(void); void (*glVertex2d)(GLdouble x, GLdouble y); void (*glVertex2f)(GLfloat x, GLfloat y); void (*glVertex2i)(GLint x, GLint y); void (*glVertex2s)(GLshort x, GLshort y); void (*glVertex3d)(GLdouble x, GLdouble y, GLdouble z); void (*glVertex3f)(GLfloat x, GLfloat y, GLfloat z); void (*glVertex3i)(GLint x, GLint y, GLint z); void (*glVertex3s)(GLshort x, GLshort y, GLshort z); void (*glVertex4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); void (*glVertex4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (*glVertex4i)(GLint x, GLint y, GLint z, GLint w); void (*glVertex4s)(GLshort x, GLshort y, GLshort z, GLshort w); void (*glVertex2dv)(const GLdouble *v); void (*glVertex2fv)(const GLfloat *v); void (*glVertex2iv)(const GLint *v); void (*glVertex2sv)(const GLshort *v); void (*glVertex3dv)(const GLdouble *v); void (*glVertex3fv)(const GLfloat *v); void (*glVertex3iv)(const GLint *v); void (*glVertex3sv)(const GLshort *v); void (*glVertex4dv)(const GLdouble *v); void (*glVertex4fv)(const GLfloat *v); void (*glVertex4iv)(const GLint *v); void (*glVertex4sv)(const GLshort *v); void (*glNormal3b)(GLbyte nx, GLbyte ny, GLbyte nz); void (*glNormal3d)(GLdouble nx, GLdouble ny, GLdouble nz); void (*glNormal3f)(GLfloat nx, GLfloat ny, GLfloat nz); void (*glNormal3i)(GLint nx, GLint ny, GLint nz); void (*glNormal3s)(GLshort nx, GLshort ny, GLshort nz); void (*glNormal3bv)(const GLbyte *v); void (*glNormal3dv)(const GLdouble *v); void (*glNormal3fv)(const GLfloat *v); void (*glNormal3iv)(const GLint *v); void (*glNormal3sv)(const GLshort *v); void (*glIndexd)(GLdouble c); void (*glIndexf)(GLfloat c); void (*glIndexi)(GLint c); void (*glIndexs)(GLshort c); void (*glIndexub)(GLubyte c); void (*glIndexdv)(const GLdouble *c); void (*glIndexfv)(const GLfloat *c); void (*glIndexiv)(const GLint *c); void (*glIndexsv)(const GLshort *c); void (*glIndexubv)(const GLubyte *c); void (*glColor3b)(GLbyte red, GLbyte green, GLbyte blue); void (*glColor3d)(GLdouble red, GLdouble green, GLdouble blue); void (*glColor3f)(GLfloat red, GLfloat green, GLfloat blue); void (*glColor3i)(GLint red, GLint green, GLint blue); void (*glColor3s)(GLshort red, GLshort green, GLshort blue); void (*glColor3ub)(GLubyte red, GLubyte green, GLubyte blue); void (*glColor3ui)(GLuint red, GLuint green, GLuint blue); void (*glColor3us)(GLushort red, GLushort green, GLushort blue); void (*glColor4b)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); void (*glColor4d)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); void (*glColor4f)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void (*glColor4i)(GLint red, GLint green, GLint blue, GLint alpha); void (*glColor4s)(GLshort red, GLshort green, GLshort blue, GLshort alpha); void (*glColor4ub)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void (*glColor4ui)(GLuint red, GLuint green, GLuint blue, GLuint alpha); void (*glColor4us)(GLushort red, GLushort green, GLushort blue, GLushort alpha); void (*glColor3bv)(const GLbyte *v); void (*glColor3dv)(const GLdouble *v); void (*glColor3fv)(const GLfloat *v); void (*glColor3iv)(const GLint *v); void (*glColor3sv)(const GLshort *v); void (*glColor3ubv)(const GLubyte *v); void (*glColor3uiv)(const GLuint *v); void (*glColor3usv)(const GLushort *v); void (*glColor4bv)(const GLbyte *v); void (*glColor4dv)(const GLdouble *v); void (*glColor4fv)(const GLfloat *v); void (*glColor4iv)(const GLint *v); void (*glColor4sv)(const GLshort *v); void (*glColor4ubv)(const GLubyte *v); void (*glColor4uiv)(const GLuint *v); void (*glColor4usv)(const GLushort *v); void (*glTexCoord1d)(GLdouble s); void (*glTexCoord1f)(GLfloat s); void (*glTexCoord1i)(GLint s); void (*glTexCoord1s)(GLshort s); void (*glTexCoord2d)(GLdouble s, GLdouble t); void (*glTexCoord2f)(GLfloat s, GLfloat t); void (*glTexCoord2i)(GLint s, GLint t); void (*glTexCoord2s)(GLshort s, GLshort t); void (*glTexCoord3d)(GLdouble s, GLdouble t, GLdouble r); void (*glTexCoord3f)(GLfloat s, GLfloat t, GLfloat r); void (*glTexCoord3i)(GLint s, GLint t, GLint r); void (*glTexCoord3s)(GLshort s, GLshort t, GLshort r); void (*glTexCoord4d)(GLdouble s, GLdouble t, GLdouble r, GLdouble q); void (*glTexCoord4f)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); void (*glTexCoord4i)(GLint s, GLint t, GLint r, GLint q); void (*glTexCoord4s)(GLshort s, GLshort t, GLshort r, GLshort q); void (*glTexCoord1dv)(const GLdouble *v); void (*glTexCoord1fv)(const GLfloat *v); void (*glTexCoord1iv)(const GLint *v); void (*glTexCoord1sv)(const GLshort *v); void (*glTexCoord2dv)(const GLdouble *v); void (*glTexCoord2fv)(const GLfloat *v); void (*glTexCoord2iv)(const GLint *v); void (*glTexCoord2sv)(const GLshort *v); void (*glTexCoord3dv)(const GLdouble *v); void (*glTexCoord3fv)(const GLfloat *v); void (*glTexCoord3iv)(const GLint *v); void (*glTexCoord3sv)(const GLshort *v); void (*glTexCoord4dv)(const GLdouble *v); void (*glTexCoord4fv)(const GLfloat *v); void (*glTexCoord4iv)(const GLint *v); void (*glTexCoord4sv)(const GLshort *v); void (*glRasterPos2d)(GLdouble x, GLdouble y); void (*glRasterPos2f)(GLfloat x, GLfloat y); void (*glRasterPos2i)(GLint x, GLint y); void (*glRasterPos2s)(GLshort x, GLshort y); void (*glRasterPos3d)(GLdouble x, GLdouble y, GLdouble z); void (*glRasterPos3f)(GLfloat x, GLfloat y, GLfloat z); void (*glRasterPos3i)(GLint x, GLint y, GLint z); void (*glRasterPos3s)(GLshort x, GLshort y, GLshort z); void (*glRasterPos4d)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); void (*glRasterPos4f)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (*glRasterPos4i)(GLint x, GLint y, GLint z, GLint w); void (*glRasterPos4s)(GLshort x, GLshort y, GLshort z, GLshort w); void (*glRasterPos2dv)(const GLdouble *v); void (*glRasterPos2fv)(const GLfloat *v); void (*glRasterPos2iv)(const GLint *v); void (*glRasterPos2sv)(const GLshort *v); void (*glRasterPos3dv)(const GLdouble *v); void (*glRasterPos3fv)(const GLfloat *v); void (*glRasterPos3iv)(const GLint *v); void (*glRasterPos3sv)(const GLshort *v); void (*glRasterPos4dv)(const GLdouble *v); void (*glRasterPos4fv)(const GLfloat *v); void (*glRasterPos4iv)(const GLint *v); void (*glRasterPos4sv)(const GLshort *v); void (*glRectd)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); void (*glRectf)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); void (*glRecti)(GLint x1, GLint y1, GLint x2, GLint y2); void (*glRects)(GLshort x1, GLshort y1, GLshort x2, GLshort y2); void (*glRectdv)(const GLdouble *v1, const GLdouble *v2); void (*glRectfv)(const GLfloat *v1, const GLfloat *v2); void (*glRectiv)(const GLint *v1, const GLint *v2); void (*glRectsv)(const GLshort *v1, const GLshort *v2); void (*glVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*glNormalPointer)(GLenum type, GLsizei stride, const GLvoid *ptr); void (*glColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*glIndexPointer)(GLenum type, GLsizei stride, const GLvoid *ptr); void (*glTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr); void (*glEdgeFlagPointer)(GLsizei stride, const GLvoid *ptr); void (*glGetPointerv)(GLenum pname, GLvoid **params); void (*glArrayElement)(GLint i); void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count); void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void (*glInterleavedArrays)(GLenum format, GLsizei stride, const GLvoid *pointer); void (*glShadeModel)(GLenum mode); void (*glLightf)(GLenum light, GLenum pname, GLfloat param); void (*glLighti)(GLenum light, GLenum pname, GLint param); void (*glLightfv)(GLenum light, GLenum pname, const GLfloat *params); void (*glLightiv)(GLenum light, GLenum pname, const GLint *params); void (*glGetLightfv)(GLenum light, GLenum pname, GLfloat *params); void (*glGetLightiv)(GLenum light, GLenum pname, GLint *params); void (*glLightModelf)(GLenum pname, GLfloat param); void (*glLightModeli)(GLenum pname, GLint param); void (*glLightModelfv)(GLenum pname, const GLfloat *params); void (*glLightModeliv)(GLenum pname, const GLint *params); void (*glMaterialf)(GLenum face, GLenum pname, GLfloat param); void (*glMateriali)(GLenum face, GLenum pname, GLint param); void (*glMaterialfv)(GLenum face, GLenum pname, const GLfloat *params); void (*glMaterialiv)(GLenum face, GLenum pname, const GLint *params); void (*glGetMaterialfv)(GLenum face, GLenum pname, GLfloat *params); void (*glGetMaterialiv)(GLenum face, GLenum pname, GLint *params); void (*glColorMaterial)(GLenum face, GLenum mode); void (*glPixelZoom)(GLfloat xfactor, GLfloat yfactor); void (*glPixelStoref)(GLenum pname, GLfloat param); void (*glPixelStorei)(GLenum pname, GLint param); void (*glPixelTransferf)(GLenum pname, GLfloat param); void (*glPixelTransferi)(GLenum pname, GLint param); void (*glPixelMapfv)(GLenum map, GLsizei mapsize, const GLfloat *values); void (*glPixelMapuiv)(GLenum map, GLsizei mapsize, const GLuint *values); void (*glPixelMapusv)(GLenum map, GLsizei mapsize, const GLushort *values); void (*glGetPixelMapfv)(GLenum map, GLfloat *values); void (*glGetPixelMapuiv)(GLenum map, GLuint *values); void (*glGetPixelMapusv)(GLenum map, GLushort *values); void (*glBitmap)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void (*glDrawPixels)(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void (*glCopyPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); void (*glStencilFunc)(GLenum func, GLint ref, GLuint mask); void (*glStencilMask)(GLuint mask); void (*glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); void (*glClearStencil)(GLint s); void (*glTexGend)(GLenum coord, GLenum pname, GLdouble param); void (*glTexGenf)(GLenum coord, GLenum pname, GLfloat param); void (*glTexGeni)(GLenum coord, GLenum pname, GLint param); void (*glTexGendv)(GLenum coord, GLenum pname, const GLdouble *params); void (*glTexGenfv)(GLenum coord, GLenum pname, const GLfloat *params); void (*glTexGeniv)(GLenum coord, GLenum pname, const GLint *params); void (*glGetTexGendv)(GLenum coord, GLenum pname, GLdouble *params); void (*glGetTexGenfv)(GLenum coord, GLenum pname, GLfloat *params); void (*glGetTexGeniv)(GLenum coord, GLenum pname, GLint *params); void (*glTexEnvf)(GLenum target, GLenum pname, GLfloat param); void (*glTexEnvi)(GLenum target, GLenum pname, GLint param); void (*glTexEnvfv)(GLenum target, GLenum pname, const GLfloat *params); void (*glTexEnviv)(GLenum target, GLenum pname, const GLint *params); void (*glGetTexEnvfv)(GLenum target, GLenum pname, GLfloat *params); void (*glGetTexEnviv)(GLenum target, GLenum pname, GLint *params); void (*glTexParameterf)(GLenum target, GLenum pname, GLfloat param); void (*glTexParameteri)(GLenum target, GLenum pname, GLint param); void (*glTexParameterfv)(GLenum target, GLenum pname, const GLfloat *params); void (*glTexParameteriv)(GLenum target, GLenum pname, const GLint *params); void (*glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (*glGetTexParameteriv)(GLenum target, GLenum pname, GLint *params); void (*glGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat *params); void (*glGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint *params); void (*glTexImage1D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (*glTexImage2D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (*glGetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); void (*glGenTextures)(GLsizei n, GLuint *textures); void (*glDeleteTextures)(GLsizei n, const GLuint *textures); void (*glBindTexture)(GLenum target, GLuint texture); void (*glPrioritizeTextures)(GLsizei n, const GLuint *textures, const GLclampf *priorities); GLboolean (*glAreTexturesResident)(GLsizei n, const GLuint *textures, GLboolean *residences); GLboolean (*glIsTexture)(GLuint texture); void (*glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void (*glCopyTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); void (*glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void (*glCopyTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (*glMap1d)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); void (*glMap1f)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); void (*glMap2d)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); void (*glMap2f)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); void (*glGetMapdv)(GLenum target, GLenum query, GLdouble *v); void (*glGetMapfv)(GLenum target, GLenum query, GLfloat *v); void (*glGetMapiv)(GLenum target, GLenum query, GLint *v); void (*glEvalCoord1d)(GLdouble u); void (*glEvalCoord1f)(GLfloat u); void (*glEvalCoord1dv)(const GLdouble *u); void (*glEvalCoord1fv)(const GLfloat *u); void (*glEvalCoord2d)(GLdouble u, GLdouble v); void (*glEvalCoord2f)(GLfloat u, GLfloat v); void (*glEvalCoord2dv)(const GLdouble *u); void (*glEvalCoord2fv)(const GLfloat *u); void (*glMapGrid1d)(GLint un, GLdouble u1, GLdouble u2); void (*glMapGrid1f)(GLint un, GLfloat u1, GLfloat u2); void (*glMapGrid2d)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); void (*glMapGrid2f)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); void (*glEvalPoint1)(GLint i); void (*glEvalPoint2)(GLint i, GLint j); void (*glEvalMesh1)(GLenum mode, GLint i1, GLint i2); void (*glEvalMesh2)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); void (*glFogf)(GLenum pname, GLfloat param); void (*glFogi)(GLenum pname, GLint param); void (*glFogfv)(GLenum pname, const GLfloat *params); void (*glFogiv)(GLenum pname, const GLint *params); void (*glFeedbackBuffer)(GLsizei size, GLenum type, GLfloat *buffer); void (*glPassThrough)(GLfloat token); void (*glSelectBuffer)(GLsizei size, GLuint *buffer); void (*glInitNames)(void); void (*glLoadName)(GLuint name); void (*glPushName)(GLuint name); void (*glPopName)(void); void (*glDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); void (*glTexImage3D)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void (*glTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); void (*glCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (*glColorTable)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table); void (*glColorSubTable)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data); void (*glColorTableParameteriv)(GLenum target, GLenum pname, const GLint *params); void (*glColorTableParameterfv)(GLenum target, GLenum pname, const GLfloat *params); void (*glCopyColorSubTable)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); void (*glCopyColorTable)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); void (*glGetColorTable)(GLenum target, GLenum format, GLenum type, GLvoid *table); void (*glGetColorTableParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (*glGetColorTableParameteriv)(GLenum target, GLenum pname, GLint *params); void (*glBlendEquation)(GLenum mode); void (*glBlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (*glHistogram)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); void (*glResetHistogram)(GLenum target); void (*glGetHistogram)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values); void (*glGetHistogramParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (*glGetHistogramParameteriv)(GLenum target, GLenum pname, GLint *params); void (*glMinmax)(GLenum target, GLenum internalformat, GLboolean sink); void (*glResetMinmax)(GLenum target); void (*glGetMinmax)(GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values); void (*glGetMinmaxParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (*glGetMinmaxParameteriv)(GLenum target, GLenum pname, GLint *params); void (*glConvolutionFilter1D)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image); void (*glConvolutionFilter2D)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image); void (*glConvolutionParameterf)(GLenum target, GLenum pname, GLfloat params); void (*glConvolutionParameterfv)(GLenum target, GLenum pname, const GLfloat *params); void (*glConvolutionParameteri)(GLenum target, GLenum pname, GLint params); void (*glConvolutionParameteriv)(GLenum target, GLenum pname, const GLint *params); void (*glCopyConvolutionFilter1D)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); void (*glCopyConvolutionFilter2D)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); void (*glGetConvolutionFilter)(GLenum target, GLenum format, GLenum type, GLvoid *image); void (*glGetConvolutionParameterfv)(GLenum target, GLenum pname, GLfloat *params); void (*glGetConvolutionParameteriv)(GLenum target, GLenum pname, GLint *params); void (*glSeparableFilter2D)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column); void (*glGetSeparableFilter)(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span); void (*glActiveTexture)(GLenum texture); void (*glClientActiveTexture)(GLenum texture); void (*glCompressedTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); void (*glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); void (*glCompressedTexImage3D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); void (*glCompressedTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); void (*glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); void (*glCompressedTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); void (*glGetCompressedTexImage)(GLenum target, GLint lod, GLvoid *img); void (*glMultiTexCoord1d)(GLenum target, GLdouble s); void (*glMultiTexCoord1dv)(GLenum target, const GLdouble *v); void (*glMultiTexCoord1f)(GLenum target, GLfloat s); void (*glMultiTexCoord1fv)(GLenum target, const GLfloat *v); void (*glMultiTexCoord1i)(GLenum target, GLint s); void (*glMultiTexCoord1iv)(GLenum target, const GLint *v); void (*glMultiTexCoord1s)(GLenum target, GLshort s); void (*glMultiTexCoord1sv)(GLenum target, const GLshort *v); void (*glMultiTexCoord2d)(GLenum target, GLdouble s, GLdouble t); void (*glMultiTexCoord2dv)(GLenum target, const GLdouble *v); void (*glMultiTexCoord2f)(GLenum target, GLfloat s, GLfloat t); void (*glMultiTexCoord2fv)(GLenum target, const GLfloat *v); void (*glMultiTexCoord2i)(GLenum target, GLint s, GLint t); void (*glMultiTexCoord2iv)(GLenum target, const GLint *v); void (*glMultiTexCoord2s)(GLenum target, GLshort s, GLshort t); void (*glMultiTexCoord2sv)(GLenum target, const GLshort *v); void (*glMultiTexCoord3d)(GLenum target, GLdouble s, GLdouble t, GLdouble r); void (*glMultiTexCoord3dv)(GLenum target, const GLdouble *v); void (*glMultiTexCoord3f)(GLenum target, GLfloat s, GLfloat t, GLfloat r); void (*glMultiTexCoord3fv)(GLenum target, const GLfloat *v); void (*glMultiTexCoord3i)(GLenum target, GLint s, GLint t, GLint r); void (*glMultiTexCoord3iv)(GLenum target, const GLint *v); void (*glMultiTexCoord3s)(GLenum target, GLshort s, GLshort t, GLshort r); void (*glMultiTexCoord3sv)(GLenum target, const GLshort *v); void (*glMultiTexCoord4d)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void (*glMultiTexCoord4dv)(GLenum target, const GLdouble *v); void (*glMultiTexCoord4f)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void (*glMultiTexCoord4fv)(GLenum target, const GLfloat *v); void (*glMultiTexCoord4i)(GLenum target, GLint s, GLint t, GLint r, GLint q); void (*glMultiTexCoord4iv)(GLenum target, const GLint *v); void (*glMultiTexCoord4s)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); void (*glMultiTexCoord4sv)(GLenum target, const GLshort *v); void (*glLoadTransposeMatrixd)(const GLdouble m[16]); void (*glLoadTransposeMatrixf)(const GLfloat m[16]); void (*glMultTransposeMatrixd)(const GLdouble m[16]); void (*glMultTransposeMatrixf)(const GLfloat m[16]); void (*glSampleCoverage)(GLclampf value, GLboolean invert); void (*glActiveTextureARB)(GLenum texture); void (*glClientActiveTextureARB)(GLenum texture); void (*glMultiTexCoord1dARB)(GLenum target, GLdouble s); void (*glMultiTexCoord1dvARB)(GLenum target, const GLdouble *v); void (*glMultiTexCoord1fARB)(GLenum target, GLfloat s); void (*glMultiTexCoord1fvARB)(GLenum target, const GLfloat *v); void (*glMultiTexCoord1iARB)(GLenum target, GLint s); void (*glMultiTexCoord1ivARB)(GLenum target, const GLint *v); void (*glMultiTexCoord1sARB)(GLenum target, GLshort s); void (*glMultiTexCoord1svARB)(GLenum target, const GLshort *v); void (*glMultiTexCoord2dARB)(GLenum target, GLdouble s, GLdouble t); void (*glMultiTexCoord2dvARB)(GLenum target, const GLdouble *v); void (*glMultiTexCoord2fARB)(GLenum target, GLfloat s, GLfloat t); void (*glMultiTexCoord2fvARB)(GLenum target, const GLfloat *v); void (*glMultiTexCoord2iARB)(GLenum target, GLint s, GLint t); void (*glMultiTexCoord2ivARB)(GLenum target, const GLint *v); void (*glMultiTexCoord2sARB)(GLenum target, GLshort s, GLshort t); void (*glMultiTexCoord2svARB)(GLenum target, const GLshort *v); void (*glMultiTexCoord3dARB)(GLenum target, GLdouble s, GLdouble t, GLdouble r); void (*glMultiTexCoord3dvARB)(GLenum target, const GLdouble *v); void (*glMultiTexCoord3fARB)(GLenum target, GLfloat s, GLfloat t, GLfloat r); void (*glMultiTexCoord3fvARB)(GLenum target, const GLfloat *v); void (*glMultiTexCoord3iARB)(GLenum target, GLint s, GLint t, GLint r); void (*glMultiTexCoord3ivARB)(GLenum target, const GLint *v); void (*glMultiTexCoord3sARB)(GLenum target, GLshort s, GLshort t, GLshort r); void (*glMultiTexCoord3svARB)(GLenum target, const GLshort *v); void (*glMultiTexCoord4dARB)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void (*glMultiTexCoord4dvARB)(GLenum target, const GLdouble *v); void (*glMultiTexCoord4fARB)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void (*glMultiTexCoord4fvARB)(GLenum target, const GLfloat *v); void (*glMultiTexCoord4iARB)(GLenum target, GLint s, GLint t, GLint r, GLint q); void (*glMultiTexCoord4ivARB)(GLenum target, const GLint *v); void (*glMultiTexCoord4sARB)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); void (*glMultiTexCoord4svARB)(GLenum target, const GLshort *v); void (*glFramebufferTextureLayerEXT)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); }; class CLibraryLoaderGL : public TLibraryLoader { public: bool Initialize() { if (!LoadLibraryFile(CONFIG.GetString("Library.GL"))) return false; // generated by dlib_generator.rb for /usr/include/GL/gl.h m_symbols->glClearIndex = (void (*)(GLfloat c)) LoadProcedure("glClearIndex"); m_symbols->glClearColor = (void (*)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)) LoadProcedure("glClearColor"); m_symbols->glClear = (void (*)(GLbitfield mask)) LoadProcedure("glClear"); m_symbols->glIndexMask = (void (*)(GLuint mask)) LoadProcedure("glIndexMask"); m_symbols->glColorMask = (void (*)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)) LoadProcedure("glColorMask"); m_symbols->glAlphaFunc = (void (*)(GLenum func, GLclampf ref)) LoadProcedure("glAlphaFunc"); m_symbols->glBlendFunc = (void (*)(GLenum sfactor, GLenum dfactor)) LoadProcedure("glBlendFunc"); m_symbols->glLogicOp = (void (*)(GLenum opcode)) LoadProcedure("glLogicOp"); m_symbols->glCullFace = (void (*)(GLenum mode)) LoadProcedure("glCullFace"); m_symbols->glFrontFace = (void (*)(GLenum mode)) LoadProcedure("glFrontFace"); m_symbols->glPointSize = (void (*)(GLfloat size)) LoadProcedure("glPointSize"); m_symbols->glLineWidth = (void (*)(GLfloat width)) LoadProcedure("glLineWidth"); m_symbols->glLineStipple = (void (*)(GLint factor, GLushort pattern)) LoadProcedure("glLineStipple"); m_symbols->glPolygonMode = (void (*)(GLenum face, GLenum mode)) LoadProcedure("glPolygonMode"); m_symbols->glPolygonOffset = (void (*)(GLfloat factor, GLfloat units)) LoadProcedure("glPolygonOffset"); m_symbols->glPolygonStipple = (void (*)(const GLubyte *mask)) LoadProcedure("glPolygonStipple"); m_symbols->glGetPolygonStipple = (void (*)(GLubyte *mask)) LoadProcedure("glGetPolygonStipple"); m_symbols->glEdgeFlag = (void (*)(GLboolean flag)) LoadProcedure("glEdgeFlag"); m_symbols->glEdgeFlagv = (void (*)(const GLboolean *flag)) LoadProcedure("glEdgeFlagv"); m_symbols->glScissor = (void (*)(GLint x, GLint y, GLsizei width, GLsizei height)) LoadProcedure("glScissor"); m_symbols->glClipPlane = (void (*)(GLenum plane, const GLdouble *equation)) LoadProcedure("glClipPlane"); m_symbols->glGetClipPlane = (void (*)(GLenum plane, GLdouble *equation)) LoadProcedure("glGetClipPlane"); m_symbols->glDrawBuffer = (void (*)(GLenum mode)) LoadProcedure("glDrawBuffer"); m_symbols->glReadBuffer = (void (*)(GLenum mode)) LoadProcedure("glReadBuffer"); m_symbols->glEnable = (void (*)(GLenum cap)) LoadProcedure("glEnable"); m_symbols->glDisable = (void (*)(GLenum cap)) LoadProcedure("glDisable"); m_symbols->glIsEnabled = (GLboolean (*)(GLenum cap)) LoadProcedure("glIsEnabled"); m_symbols->glEnableClientState = (void (*)(GLenum cap)) LoadProcedure("glEnableClientState"); m_symbols->glDisableClientState = (void (*)(GLenum cap)) LoadProcedure("glDisableClientState"); m_symbols->glGetBooleanv = (void (*)(GLenum pname, GLboolean *params)) LoadProcedure("glGetBooleanv"); m_symbols->glGetDoublev = (void (*)(GLenum pname, GLdouble *params)) LoadProcedure("glGetDoublev"); m_symbols->glGetFloatv = (void (*)(GLenum pname, GLfloat *params)) LoadProcedure("glGetFloatv"); m_symbols->glGetIntegerv = (void (*)(GLenum pname, GLint *params)) LoadProcedure("glGetIntegerv"); m_symbols->glPushAttrib = (void (*)(GLbitfield mask)) LoadProcedure("glPushAttrib"); m_symbols->glPopAttrib = (void (*)(void)) LoadProcedure("glPopAttrib"); m_symbols->glPushClientAttrib = (void (*)(GLbitfield mask)) LoadProcedure("glPushClientAttrib"); m_symbols->glPopClientAttrib = (void (*)(void)) LoadProcedure("glPopClientAttrib"); m_symbols->glRenderMode = (GLint (*)(GLenum mode)) LoadProcedure("glRenderMode"); m_symbols->glGetError = (GLenum (*)(void)) LoadProcedure("glGetError"); m_symbols->glGetString = (const GLubyte * (*)(GLenum name)) LoadProcedure("glGetString"); m_symbols->glFinish = (void (*)(void)) LoadProcedure("glFinish"); m_symbols->glFlush = (void (*)(void)) LoadProcedure("glFlush"); m_symbols->glHint = (void (*)(GLenum target, GLenum mode)) LoadProcedure("glHint"); m_symbols->glClearDepth = (void (*)(GLclampd depth)) LoadProcedure("glClearDepth"); m_symbols->glDepthFunc = (void (*)(GLenum func)) LoadProcedure("glDepthFunc"); m_symbols->glDepthMask = (void (*)(GLboolean flag)) LoadProcedure("glDepthMask"); m_symbols->glDepthRange = (void (*)(GLclampd near_val, GLclampd far_val)) LoadProcedure("glDepthRange"); m_symbols->glClearAccum = (void (*)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)) LoadProcedure("glClearAccum"); m_symbols->glAccum = (void (*)(GLenum op, GLfloat value)) LoadProcedure("glAccum"); m_symbols->glMatrixMode = (void (*)(GLenum mode)) LoadProcedure("glMatrixMode"); m_symbols->glOrtho = (void (*)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)) LoadProcedure("glOrtho"); m_symbols->glFrustum = (void (*)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)) LoadProcedure("glFrustum"); m_symbols->glViewport = (void (*)(GLint x, GLint y, GLsizei width, GLsizei height)) LoadProcedure("glViewport"); m_symbols->glPushMatrix = (void (*)(void)) LoadProcedure("glPushMatrix"); m_symbols->glPopMatrix = (void (*)(void)) LoadProcedure("glPopMatrix"); m_symbols->glLoadIdentity = (void (*)(void)) LoadProcedure("glLoadIdentity"); m_symbols->glLoadMatrixd = (void (*)(const GLdouble *m)) LoadProcedure("glLoadMatrixd"); m_symbols->glLoadMatrixf = (void (*)(const GLfloat *m)) LoadProcedure("glLoadMatrixf"); m_symbols->glMultMatrixd = (void (*)(const GLdouble *m)) LoadProcedure("glMultMatrixd"); m_symbols->glMultMatrixf = (void (*)(const GLfloat *m)) LoadProcedure("glMultMatrixf"); m_symbols->glRotated = (void (*)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)) LoadProcedure("glRotated"); m_symbols->glRotatef = (void (*)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)) LoadProcedure("glRotatef"); m_symbols->glScaled = (void (*)(GLdouble x, GLdouble y, GLdouble z)) LoadProcedure("glScaled"); m_symbols->glScalef = (void (*)(GLfloat x, GLfloat y, GLfloat z)) LoadProcedure("glScalef"); m_symbols->glTranslated = (void (*)(GLdouble x, GLdouble y, GLdouble z)) LoadProcedure("glTranslated"); m_symbols->glTranslatef = (void (*)(GLfloat x, GLfloat y, GLfloat z)) LoadProcedure("glTranslatef"); m_symbols->glIsList = (GLboolean (*)(GLuint list)) LoadProcedure("glIsList"); m_symbols->glDeleteLists = (void (*)(GLuint list, GLsizei range)) LoadProcedure("glDeleteLists"); m_symbols->glGenLists = (GLuint (*)(GLsizei range)) LoadProcedure("glGenLists"); m_symbols->glNewList = (void (*)(GLuint list, GLenum mode)) LoadProcedure("glNewList"); m_symbols->glEndList = (void (*)(void)) LoadProcedure("glEndList"); m_symbols->glCallList = (void (*)(GLuint list)) LoadProcedure("glCallList"); m_symbols->glCallLists = (void (*)(GLsizei n, GLenum type, const GLvoid *lists)) LoadProcedure("glCallLists"); m_symbols->glListBase = (void (*)(GLuint base)) LoadProcedure("glListBase"); m_symbols->glBegin = (void (*)(GLenum mode)) LoadProcedure("glBegin"); m_symbols->glEnd = (void (*)(void)) LoadProcedure("glEnd"); m_symbols->glVertex2d = (void (*)(GLdouble x, GLdouble y)) LoadProcedure("glVertex2d"); m_symbols->glVertex2f = (void (*)(GLfloat x, GLfloat y)) LoadProcedure("glVertex2f"); m_symbols->glVertex2i = (void (*)(GLint x, GLint y)) LoadProcedure("glVertex2i"); m_symbols->glVertex2s = (void (*)(GLshort x, GLshort y)) LoadProcedure("glVertex2s"); m_symbols->glVertex3d = (void (*)(GLdouble x, GLdouble y, GLdouble z)) LoadProcedure("glVertex3d"); m_symbols->glVertex3f = (void (*)(GLfloat x, GLfloat y, GLfloat z)) LoadProcedure("glVertex3f"); m_symbols->glVertex3i = (void (*)(GLint x, GLint y, GLint z)) LoadProcedure("glVertex3i"); m_symbols->glVertex3s = (void (*)(GLshort x, GLshort y, GLshort z)) LoadProcedure("glVertex3s"); m_symbols->glVertex4d = (void (*)(GLdouble x, GLdouble y, GLdouble z, GLdouble w)) LoadProcedure("glVertex4d"); m_symbols->glVertex4f = (void (*)(GLfloat x, GLfloat y, GLfloat z, GLfloat w)) LoadProcedure("glVertex4f"); m_symbols->glVertex4i = (void (*)(GLint x, GLint y, GLint z, GLint w)) LoadProcedure("glVertex4i"); m_symbols->glVertex4s = (void (*)(GLshort x, GLshort y, GLshort z, GLshort w)) LoadProcedure("glVertex4s"); m_symbols->glVertex2dv = (void (*)(const GLdouble *v)) LoadProcedure("glVertex2dv"); m_symbols->glVertex2fv = (void (*)(const GLfloat *v)) LoadProcedure("glVertex2fv"); m_symbols->glVertex2iv = (void (*)(const GLint *v)) LoadProcedure("glVertex2iv"); m_symbols->glVertex2sv = (void (*)(const GLshort *v)) LoadProcedure("glVertex2sv"); m_symbols->glVertex3dv = (void (*)(const GLdouble *v)) LoadProcedure("glVertex3dv"); m_symbols->glVertex3fv = (void (*)(const GLfloat *v)) LoadProcedure("glVertex3fv"); m_symbols->glVertex3iv = (void (*)(const GLint *v)) LoadProcedure("glVertex3iv"); m_symbols->glVertex3sv = (void (*)(const GLshort *v)) LoadProcedure("glVertex3sv"); m_symbols->glVertex4dv = (void (*)(const GLdouble *v)) LoadProcedure("glVertex4dv"); m_symbols->glVertex4fv = (void (*)(const GLfloat *v)) LoadProcedure("glVertex4fv"); m_symbols->glVertex4iv = (void (*)(const GLint *v)) LoadProcedure("glVertex4iv"); m_symbols->glVertex4sv = (void (*)(const GLshort *v)) LoadProcedure("glVertex4sv"); m_symbols->glNormal3b = (void (*)(GLbyte nx, GLbyte ny, GLbyte nz)) LoadProcedure("glNormal3b"); m_symbols->glNormal3d = (void (*)(GLdouble nx, GLdouble ny, GLdouble nz)) LoadProcedure("glNormal3d"); m_symbols->glNormal3f = (void (*)(GLfloat nx, GLfloat ny, GLfloat nz)) LoadProcedure("glNormal3f"); m_symbols->glNormal3i = (void (*)(GLint nx, GLint ny, GLint nz)) LoadProcedure("glNormal3i"); m_symbols->glNormal3s = (void (*)(GLshort nx, GLshort ny, GLshort nz)) LoadProcedure("glNormal3s"); m_symbols->glNormal3bv = (void (*)(const GLbyte *v)) LoadProcedure("glNormal3bv"); m_symbols->glNormal3dv = (void (*)(const GLdouble *v)) LoadProcedure("glNormal3dv"); m_symbols->glNormal3fv = (void (*)(const GLfloat *v)) LoadProcedure("glNormal3fv"); m_symbols->glNormal3iv = (void (*)(const GLint *v)) LoadProcedure("glNormal3iv"); m_symbols->glNormal3sv = (void (*)(const GLshort *v)) LoadProcedure("glNormal3sv"); m_symbols->glIndexd = (void (*)(GLdouble c)) LoadProcedure("glIndexd"); m_symbols->glIndexf = (void (*)(GLfloat c)) LoadProcedure("glIndexf"); m_symbols->glIndexi = (void (*)(GLint c)) LoadProcedure("glIndexi"); m_symbols->glIndexs = (void (*)(GLshort c)) LoadProcedure("glIndexs"); m_symbols->glIndexub = (void (*)(GLubyte c)) LoadProcedure("glIndexub"); m_symbols->glIndexdv = (void (*)(const GLdouble *c)) LoadProcedure("glIndexdv"); m_symbols->glIndexfv = (void (*)(const GLfloat *c)) LoadProcedure("glIndexfv"); m_symbols->glIndexiv = (void (*)(const GLint *c)) LoadProcedure("glIndexiv"); m_symbols->glIndexsv = (void (*)(const GLshort *c)) LoadProcedure("glIndexsv"); m_symbols->glIndexubv = (void (*)(const GLubyte *c)) LoadProcedure("glIndexubv"); m_symbols->glColor3b = (void (*)(GLbyte red, GLbyte green, GLbyte blue)) LoadProcedure("glColor3b"); m_symbols->glColor3d = (void (*)(GLdouble red, GLdouble green, GLdouble blue)) LoadProcedure("glColor3d"); m_symbols->glColor3f = (void (*)(GLfloat red, GLfloat green, GLfloat blue)) LoadProcedure("glColor3f"); m_symbols->glColor3i = (void (*)(GLint red, GLint green, GLint blue)) LoadProcedure("glColor3i"); m_symbols->glColor3s = (void (*)(GLshort red, GLshort green, GLshort blue)) LoadProcedure("glColor3s"); m_symbols->glColor3ub = (void (*)(GLubyte red, GLubyte green, GLubyte blue)) LoadProcedure("glColor3ub"); m_symbols->glColor3ui = (void (*)(GLuint red, GLuint green, GLuint blue)) LoadProcedure("glColor3ui"); m_symbols->glColor3us = (void (*)(GLushort red, GLushort green, GLushort blue)) LoadProcedure("glColor3us"); m_symbols->glColor4b = (void (*)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)) LoadProcedure("glColor4b"); m_symbols->glColor4d = (void (*)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)) LoadProcedure("glColor4d"); m_symbols->glColor4f = (void (*)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)) LoadProcedure("glColor4f"); m_symbols->glColor4i = (void (*)(GLint red, GLint green, GLint blue, GLint alpha)) LoadProcedure("glColor4i"); m_symbols->glColor4s = (void (*)(GLshort red, GLshort green, GLshort blue, GLshort alpha)) LoadProcedure("glColor4s"); m_symbols->glColor4ub = (void (*)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)) LoadProcedure("glColor4ub"); m_symbols->glColor4ui = (void (*)(GLuint red, GLuint green, GLuint blue, GLuint alpha)) LoadProcedure("glColor4ui"); m_symbols->glColor4us = (void (*)(GLushort red, GLushort green, GLushort blue, GLushort alpha)) LoadProcedure("glColor4us"); m_symbols->glColor3bv = (void (*)(const GLbyte *v)) LoadProcedure("glColor3bv"); m_symbols->glColor3dv = (void (*)(const GLdouble *v)) LoadProcedure("glColor3dv"); m_symbols->glColor3fv = (void (*)(const GLfloat *v)) LoadProcedure("glColor3fv"); m_symbols->glColor3iv = (void (*)(const GLint *v)) LoadProcedure("glColor3iv"); m_symbols->glColor3sv = (void (*)(const GLshort *v)) LoadProcedure("glColor3sv"); m_symbols->glColor3ubv = (void (*)(const GLubyte *v)) LoadProcedure("glColor3ubv"); m_symbols->glColor3uiv = (void (*)(const GLuint *v)) LoadProcedure("glColor3uiv"); m_symbols->glColor3usv = (void (*)(const GLushort *v)) LoadProcedure("glColor3usv"); m_symbols->glColor4bv = (void (*)(const GLbyte *v)) LoadProcedure("glColor4bv"); m_symbols->glColor4dv = (void (*)(const GLdouble *v)) LoadProcedure("glColor4dv"); m_symbols->glColor4fv = (void (*)(const GLfloat *v)) LoadProcedure("glColor4fv"); m_symbols->glColor4iv = (void (*)(const GLint *v)) LoadProcedure("glColor4iv"); m_symbols->glColor4sv = (void (*)(const GLshort *v)) LoadProcedure("glColor4sv"); m_symbols->glColor4ubv = (void (*)(const GLubyte *v)) LoadProcedure("glColor4ubv"); m_symbols->glColor4uiv = (void (*)(const GLuint *v)) LoadProcedure("glColor4uiv"); m_symbols->glColor4usv = (void (*)(const GLushort *v)) LoadProcedure("glColor4usv"); m_symbols->glTexCoord1d = (void (*)(GLdouble s)) LoadProcedure("glTexCoord1d"); m_symbols->glTexCoord1f = (void (*)(GLfloat s)) LoadProcedure("glTexCoord1f"); m_symbols->glTexCoord1i = (void (*)(GLint s)) LoadProcedure("glTexCoord1i"); m_symbols->glTexCoord1s = (void (*)(GLshort s)) LoadProcedure("glTexCoord1s"); m_symbols->glTexCoord2d = (void (*)(GLdouble s, GLdouble t)) LoadProcedure("glTexCoord2d"); m_symbols->glTexCoord2f = (void (*)(GLfloat s, GLfloat t)) LoadProcedure("glTexCoord2f"); m_symbols->glTexCoord2i = (void (*)(GLint s, GLint t)) LoadProcedure("glTexCoord2i"); m_symbols->glTexCoord2s = (void (*)(GLshort s, GLshort t)) LoadProcedure("glTexCoord2s"); m_symbols->glTexCoord3d = (void (*)(GLdouble s, GLdouble t, GLdouble r)) LoadProcedure("glTexCoord3d"); m_symbols->glTexCoord3f = (void (*)(GLfloat s, GLfloat t, GLfloat r)) LoadProcedure("glTexCoord3f"); m_symbols->glTexCoord3i = (void (*)(GLint s, GLint t, GLint r)) LoadProcedure("glTexCoord3i"); m_symbols->glTexCoord3s = (void (*)(GLshort s, GLshort t, GLshort r)) LoadProcedure("glTexCoord3s"); m_symbols->glTexCoord4d = (void (*)(GLdouble s, GLdouble t, GLdouble r, GLdouble q)) LoadProcedure("glTexCoord4d"); m_symbols->glTexCoord4f = (void (*)(GLfloat s, GLfloat t, GLfloat r, GLfloat q)) LoadProcedure("glTexCoord4f"); m_symbols->glTexCoord4i = (void (*)(GLint s, GLint t, GLint r, GLint q)) LoadProcedure("glTexCoord4i"); m_symbols->glTexCoord4s = (void (*)(GLshort s, GLshort t, GLshort r, GLshort q)) LoadProcedure("glTexCoord4s"); m_symbols->glTexCoord1dv = (void (*)(const GLdouble *v)) LoadProcedure("glTexCoord1dv"); m_symbols->glTexCoord1fv = (void (*)(const GLfloat *v)) LoadProcedure("glTexCoord1fv"); m_symbols->glTexCoord1iv = (void (*)(const GLint *v)) LoadProcedure("glTexCoord1iv"); m_symbols->glTexCoord1sv = (void (*)(const GLshort *v)) LoadProcedure("glTexCoord1sv"); m_symbols->glTexCoord2dv = (void (*)(const GLdouble *v)) LoadProcedure("glTexCoord2dv"); m_symbols->glTexCoord2fv = (void (*)(const GLfloat *v)) LoadProcedure("glTexCoord2fv"); m_symbols->glTexCoord2iv = (void (*)(const GLint *v)) LoadProcedure("glTexCoord2iv"); m_symbols->glTexCoord2sv = (void (*)(const GLshort *v)) LoadProcedure("glTexCoord2sv"); m_symbols->glTexCoord3dv = (void (*)(const GLdouble *v)) LoadProcedure("glTexCoord3dv"); m_symbols->glTexCoord3fv = (void (*)(const GLfloat *v)) LoadProcedure("glTexCoord3fv"); m_symbols->glTexCoord3iv = (void (*)(const GLint *v)) LoadProcedure("glTexCoord3iv"); m_symbols->glTexCoord3sv = (void (*)(const GLshort *v)) LoadProcedure("glTexCoord3sv"); m_symbols->glTexCoord4dv = (void (*)(const GLdouble *v)) LoadProcedure("glTexCoord4dv"); m_symbols->glTexCoord4fv = (void (*)(const GLfloat *v)) LoadProcedure("glTexCoord4fv"); m_symbols->glTexCoord4iv = (void (*)(const GLint *v)) LoadProcedure("glTexCoord4iv"); m_symbols->glTexCoord4sv = (void (*)(const GLshort *v)) LoadProcedure("glTexCoord4sv"); m_symbols->glRasterPos2d = (void (*)(GLdouble x, GLdouble y)) LoadProcedure("glRasterPos2d"); m_symbols->glRasterPos2f = (void (*)(GLfloat x, GLfloat y)) LoadProcedure("glRasterPos2f"); m_symbols->glRasterPos2i = (void (*)(GLint x, GLint y)) LoadProcedure("glRasterPos2i"); m_symbols->glRasterPos2s = (void (*)(GLshort x, GLshort y)) LoadProcedure("glRasterPos2s"); m_symbols->glRasterPos3d = (void (*)(GLdouble x, GLdouble y, GLdouble z)) LoadProcedure("glRasterPos3d"); m_symbols->glRasterPos3f = (void (*)(GLfloat x, GLfloat y, GLfloat z)) LoadProcedure("glRasterPos3f"); m_symbols->glRasterPos3i = (void (*)(GLint x, GLint y, GLint z)) LoadProcedure("glRasterPos3i"); m_symbols->glRasterPos3s = (void (*)(GLshort x, GLshort y, GLshort z)) LoadProcedure("glRasterPos3s"); m_symbols->glRasterPos4d = (void (*)(GLdouble x, GLdouble y, GLdouble z, GLdouble w)) LoadProcedure("glRasterPos4d"); m_symbols->glRasterPos4f = (void (*)(GLfloat x, GLfloat y, GLfloat z, GLfloat w)) LoadProcedure("glRasterPos4f"); m_symbols->glRasterPos4i = (void (*)(GLint x, GLint y, GLint z, GLint w)) LoadProcedure("glRasterPos4i"); m_symbols->glRasterPos4s = (void (*)(GLshort x, GLshort y, GLshort z, GLshort w)) LoadProcedure("glRasterPos4s"); m_symbols->glRasterPos2dv = (void (*)(const GLdouble *v)) LoadProcedure("glRasterPos2dv"); m_symbols->glRasterPos2fv = (void (*)(const GLfloat *v)) LoadProcedure("glRasterPos2fv"); m_symbols->glRasterPos2iv = (void (*)(const GLint *v)) LoadProcedure("glRasterPos2iv"); m_symbols->glRasterPos2sv = (void (*)(const GLshort *v)) LoadProcedure("glRasterPos2sv"); m_symbols->glRasterPos3dv = (void (*)(const GLdouble *v)) LoadProcedure("glRasterPos3dv"); m_symbols->glRasterPos3fv = (void (*)(const GLfloat *v)) LoadProcedure("glRasterPos3fv"); m_symbols->glRasterPos3iv = (void (*)(const GLint *v)) LoadProcedure("glRasterPos3iv"); m_symbols->glRasterPos3sv = (void (*)(const GLshort *v)) LoadProcedure("glRasterPos3sv"); m_symbols->glRasterPos4dv = (void (*)(const GLdouble *v)) LoadProcedure("glRasterPos4dv"); m_symbols->glRasterPos4fv = (void (*)(const GLfloat *v)) LoadProcedure("glRasterPos4fv"); m_symbols->glRasterPos4iv = (void (*)(const GLint *v)) LoadProcedure("glRasterPos4iv"); m_symbols->glRasterPos4sv = (void (*)(const GLshort *v)) LoadProcedure("glRasterPos4sv"); m_symbols->glRectd = (void (*)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)) LoadProcedure("glRectd"); m_symbols->glRectf = (void (*)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)) LoadProcedure("glRectf"); m_symbols->glRecti = (void (*)(GLint x1, GLint y1, GLint x2, GLint y2)) LoadProcedure("glRecti"); m_symbols->glRects = (void (*)(GLshort x1, GLshort y1, GLshort x2, GLshort y2)) LoadProcedure("glRects"); m_symbols->glRectdv = (void (*)(const GLdouble *v1, const GLdouble *v2)) LoadProcedure("glRectdv"); m_symbols->glRectfv = (void (*)(const GLfloat *v1, const GLfloat *v2)) LoadProcedure("glRectfv"); m_symbols->glRectiv = (void (*)(const GLint *v1, const GLint *v2)) LoadProcedure("glRectiv"); m_symbols->glRectsv = (void (*)(const GLshort *v1, const GLshort *v2)) LoadProcedure("glRectsv"); m_symbols->glVertexPointer = (void (*)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)) LoadProcedure("glVertexPointer"); m_symbols->glNormalPointer = (void (*)(GLenum type, GLsizei stride, const GLvoid *ptr)) LoadProcedure("glNormalPointer"); m_symbols->glColorPointer = (void (*)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)) LoadProcedure("glColorPointer"); m_symbols->glIndexPointer = (void (*)(GLenum type, GLsizei stride, const GLvoid *ptr)) LoadProcedure("glIndexPointer"); m_symbols->glTexCoordPointer = (void (*)(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)) LoadProcedure("glTexCoordPointer"); m_symbols->glEdgeFlagPointer = (void (*)(GLsizei stride, const GLvoid *ptr)) LoadProcedure("glEdgeFlagPointer"); m_symbols->glGetPointerv = (void (*)(GLenum pname, GLvoid **params)) LoadProcedure("glGetPointerv"); m_symbols->glArrayElement = (void (*)(GLint i)) LoadProcedure("glArrayElement"); m_symbols->glDrawArrays = (void (*)(GLenum mode, GLint first, GLsizei count)) LoadProcedure("glDrawArrays"); m_symbols->glDrawElements = (void (*)(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)) LoadProcedure("glDrawElements"); m_symbols->glInterleavedArrays = (void (*)(GLenum format, GLsizei stride, const GLvoid *pointer)) LoadProcedure("glInterleavedArrays"); m_symbols->glShadeModel = (void (*)(GLenum mode)) LoadProcedure("glShadeModel"); m_symbols->glLightf = (void (*)(GLenum light, GLenum pname, GLfloat param)) LoadProcedure("glLightf"); m_symbols->glLighti = (void (*)(GLenum light, GLenum pname, GLint param)) LoadProcedure("glLighti"); m_symbols->glLightfv = (void (*)(GLenum light, GLenum pname, const GLfloat *params)) LoadProcedure("glLightfv"); m_symbols->glLightiv = (void (*)(GLenum light, GLenum pname, const GLint *params)) LoadProcedure("glLightiv"); m_symbols->glGetLightfv = (void (*)(GLenum light, GLenum pname, GLfloat *params)) LoadProcedure("glGetLightfv"); m_symbols->glGetLightiv = (void (*)(GLenum light, GLenum pname, GLint *params)) LoadProcedure("glGetLightiv"); m_symbols->glLightModelf = (void (*)(GLenum pname, GLfloat param)) LoadProcedure("glLightModelf"); m_symbols->glLightModeli = (void (*)(GLenum pname, GLint param)) LoadProcedure("glLightModeli"); m_symbols->glLightModelfv = (void (*)(GLenum pname, const GLfloat *params)) LoadProcedure("glLightModelfv"); m_symbols->glLightModeliv = (void (*)(GLenum pname, const GLint *params)) LoadProcedure("glLightModeliv"); m_symbols->glMaterialf = (void (*)(GLenum face, GLenum pname, GLfloat param)) LoadProcedure("glMaterialf"); m_symbols->glMateriali = (void (*)(GLenum face, GLenum pname, GLint param)) LoadProcedure("glMateriali"); m_symbols->glMaterialfv = (void (*)(GLenum face, GLenum pname, const GLfloat *params)) LoadProcedure("glMaterialfv"); m_symbols->glMaterialiv = (void (*)(GLenum face, GLenum pname, const GLint *params)) LoadProcedure("glMaterialiv"); m_symbols->glGetMaterialfv = (void (*)(GLenum face, GLenum pname, GLfloat *params)) LoadProcedure("glGetMaterialfv"); m_symbols->glGetMaterialiv = (void (*)(GLenum face, GLenum pname, GLint *params)) LoadProcedure("glGetMaterialiv"); m_symbols->glColorMaterial = (void (*)(GLenum face, GLenum mode)) LoadProcedure("glColorMaterial"); m_symbols->glPixelZoom = (void (*)(GLfloat xfactor, GLfloat yfactor)) LoadProcedure("glPixelZoom"); m_symbols->glPixelStoref = (void (*)(GLenum pname, GLfloat param)) LoadProcedure("glPixelStoref"); m_symbols->glPixelStorei = (void (*)(GLenum pname, GLint param)) LoadProcedure("glPixelStorei"); m_symbols->glPixelTransferf = (void (*)(GLenum pname, GLfloat param)) LoadProcedure("glPixelTransferf"); m_symbols->glPixelTransferi = (void (*)(GLenum pname, GLint param)) LoadProcedure("glPixelTransferi"); m_symbols->glPixelMapfv = (void (*)(GLenum map, GLsizei mapsize, const GLfloat *values)) LoadProcedure("glPixelMapfv"); m_symbols->glPixelMapuiv = (void (*)(GLenum map, GLsizei mapsize, const GLuint *values)) LoadProcedure("glPixelMapuiv"); m_symbols->glPixelMapusv = (void (*)(GLenum map, GLsizei mapsize, const GLushort *values)) LoadProcedure("glPixelMapusv"); m_symbols->glGetPixelMapfv = (void (*)(GLenum map, GLfloat *values)) LoadProcedure("glGetPixelMapfv"); m_symbols->glGetPixelMapuiv = (void (*)(GLenum map, GLuint *values)) LoadProcedure("glGetPixelMapuiv"); m_symbols->glGetPixelMapusv = (void (*)(GLenum map, GLushort *values)) LoadProcedure("glGetPixelMapusv"); m_symbols->glBitmap = (void (*)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)) LoadProcedure("glBitmap"); m_symbols->glReadPixels = (void (*)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)) LoadProcedure("glReadPixels"); m_symbols->glDrawPixels = (void (*)(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)) LoadProcedure("glDrawPixels"); m_symbols->glCopyPixels = (void (*)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)) LoadProcedure("glCopyPixels"); m_symbols->glStencilFunc = (void (*)(GLenum func, GLint ref, GLuint mask)) LoadProcedure("glStencilFunc"); m_symbols->glStencilMask = (void (*)(GLuint mask)) LoadProcedure("glStencilMask"); m_symbols->glStencilOp = (void (*)(GLenum fail, GLenum zfail, GLenum zpass)) LoadProcedure("glStencilOp"); m_symbols->glClearStencil = (void (*)(GLint s)) LoadProcedure("glClearStencil"); m_symbols->glTexGend = (void (*)(GLenum coord, GLenum pname, GLdouble param)) LoadProcedure("glTexGend"); m_symbols->glTexGenf = (void (*)(GLenum coord, GLenum pname, GLfloat param)) LoadProcedure("glTexGenf"); m_symbols->glTexGeni = (void (*)(GLenum coord, GLenum pname, GLint param)) LoadProcedure("glTexGeni"); m_symbols->glTexGendv = (void (*)(GLenum coord, GLenum pname, const GLdouble *params)) LoadProcedure("glTexGendv"); m_symbols->glTexGenfv = (void (*)(GLenum coord, GLenum pname, const GLfloat *params)) LoadProcedure("glTexGenfv"); m_symbols->glTexGeniv = (void (*)(GLenum coord, GLenum pname, const GLint *params)) LoadProcedure("glTexGeniv"); m_symbols->glGetTexGendv = (void (*)(GLenum coord, GLenum pname, GLdouble *params)) LoadProcedure("glGetTexGendv"); m_symbols->glGetTexGenfv = (void (*)(GLenum coord, GLenum pname, GLfloat *params)) LoadProcedure("glGetTexGenfv"); m_symbols->glGetTexGeniv = (void (*)(GLenum coord, GLenum pname, GLint *params)) LoadProcedure("glGetTexGeniv"); m_symbols->glTexEnvf = (void (*)(GLenum target, GLenum pname, GLfloat param)) LoadProcedure("glTexEnvf"); m_symbols->glTexEnvi = (void (*)(GLenum target, GLenum pname, GLint param)) LoadProcedure("glTexEnvi"); m_symbols->glTexEnvfv = (void (*)(GLenum target, GLenum pname, const GLfloat *params)) LoadProcedure("glTexEnvfv"); m_symbols->glTexEnviv = (void (*)(GLenum target, GLenum pname, const GLint *params)) LoadProcedure("glTexEnviv"); m_symbols->glGetTexEnvfv = (void (*)(GLenum target, GLenum pname, GLfloat *params)) LoadProcedure("glGetTexEnvfv"); m_symbols->glGetTexEnviv = (void (*)(GLenum target, GLenum pname, GLint *params)) LoadProcedure("glGetTexEnviv"); m_symbols->glTexParameterf = (void (*)(GLenum target, GLenum pname, GLfloat param)) LoadProcedure("glTexParameterf"); m_symbols->glTexParameteri = (void (*)(GLenum target, GLenum pname, GLint param)) LoadProcedure("glTexParameteri"); m_symbols->glTexParameterfv = (void (*)(GLenum target, GLenum pname, const GLfloat *params)) LoadProcedure("glTexParameterfv"); m_symbols->glTexParameteriv = (void (*)(GLenum target, GLenum pname, const GLint *params)) LoadProcedure("glTexParameteriv"); m_symbols->glGetTexParameterfv = (void (*)(GLenum target, GLenum pname, GLfloat *params)) LoadProcedure("glGetTexParameterfv"); m_symbols->glGetTexParameteriv = (void (*)(GLenum target, GLenum pname, GLint *params)) LoadProcedure("glGetTexParameteriv"); m_symbols->glGetTexLevelParameterfv = (void (*)(GLenum target, GLint level, GLenum pname, GLfloat *params)) LoadProcedure("glGetTexLevelParameterfv"); m_symbols->glGetTexLevelParameteriv = (void (*)(GLenum target, GLint level, GLenum pname, GLint *params)) LoadProcedure("glGetTexLevelParameteriv"); m_symbols->glTexImage1D = (void (*)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)) LoadProcedure("glTexImage1D"); m_symbols->glTexImage2D = (void (*)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)) LoadProcedure("glTexImage2D"); m_symbols->glGetTexImage = (void (*)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)) LoadProcedure("glGetTexImage"); m_symbols->glGenTextures = (void (*)(GLsizei n, GLuint *textures)) LoadProcedure("glGenTextures"); m_symbols->glDeleteTextures = (void (*)(GLsizei n, const GLuint *textures)) LoadProcedure("glDeleteTextures"); m_symbols->glBindTexture = (void (*)(GLenum target, GLuint texture)) LoadProcedure("glBindTexture"); m_symbols->glPrioritizeTextures = (void (*)(GLsizei n, const GLuint *textures, const GLclampf *priorities)) LoadProcedure("glPrioritizeTextures"); m_symbols->glAreTexturesResident = (GLboolean (*)(GLsizei n, const GLuint *textures, GLboolean *residences)) LoadProcedure("glAreTexturesResident"); m_symbols->glIsTexture = (GLboolean (*)(GLuint texture)) LoadProcedure("glIsTexture"); m_symbols->glTexSubImage1D = (void (*)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)) LoadProcedure("glTexSubImage1D"); m_symbols->glTexSubImage2D = (void (*)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)) LoadProcedure("glTexSubImage2D"); m_symbols->glCopyTexImage1D = (void (*)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)) LoadProcedure("glCopyTexImage1D"); m_symbols->glCopyTexImage2D = (void (*)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)) LoadProcedure("glCopyTexImage2D"); m_symbols->glCopyTexSubImage1D = (void (*)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)) LoadProcedure("glCopyTexSubImage1D"); m_symbols->glCopyTexSubImage2D = (void (*)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)) LoadProcedure("glCopyTexSubImage2D"); m_symbols->glMap1d = (void (*)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)) LoadProcedure("glMap1d"); m_symbols->glMap1f = (void (*)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)) LoadProcedure("glMap1f"); m_symbols->glMap2d = (void (*)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)) LoadProcedure("glMap2d"); m_symbols->glMap2f = (void (*)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)) LoadProcedure("glMap2f"); m_symbols->glGetMapdv = (void (*)(GLenum target, GLenum query, GLdouble *v)) LoadProcedure("glGetMapdv"); m_symbols->glGetMapfv = (void (*)(GLenum target, GLenum query, GLfloat *v)) LoadProcedure("glGetMapfv"); m_symbols->glGetMapiv = (void (*)(GLenum target, GLenum query, GLint *v)) LoadProcedure("glGetMapiv"); m_symbols->glEvalCoord1d = (void (*)(GLdouble u)) LoadProcedure("glEvalCoord1d"); m_symbols->glEvalCoord1f = (void (*)(GLfloat u)) LoadProcedure("glEvalCoord1f"); m_symbols->glEvalCoord1dv = (void (*)(const GLdouble *u)) LoadProcedure("glEvalCoord1dv"); m_symbols->glEvalCoord1fv = (void (*)(const GLfloat *u)) LoadProcedure("glEvalCoord1fv"); m_symbols->glEvalCoord2d = (void (*)(GLdouble u, GLdouble v)) LoadProcedure("glEvalCoord2d"); m_symbols->glEvalCoord2f = (void (*)(GLfloat u, GLfloat v)) LoadProcedure("glEvalCoord2f"); m_symbols->glEvalCoord2dv = (void (*)(const GLdouble *u)) LoadProcedure("glEvalCoord2dv"); m_symbols->glEvalCoord2fv = (void (*)(const GLfloat *u)) LoadProcedure("glEvalCoord2fv"); m_symbols->glMapGrid1d = (void (*)(GLint un, GLdouble u1, GLdouble u2)) LoadProcedure("glMapGrid1d"); m_symbols->glMapGrid1f = (void (*)(GLint un, GLfloat u1, GLfloat u2)) LoadProcedure("glMapGrid1f"); m_symbols->glMapGrid2d = (void (*)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)) LoadProcedure("glMapGrid2d"); m_symbols->glMapGrid2f = (void (*)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)) LoadProcedure("glMapGrid2f"); m_symbols->glEvalPoint1 = (void (*)(GLint i)) LoadProcedure("glEvalPoint1"); m_symbols->glEvalPoint2 = (void (*)(GLint i, GLint j)) LoadProcedure("glEvalPoint2"); m_symbols->glEvalMesh1 = (void (*)(GLenum mode, GLint i1, GLint i2)) LoadProcedure("glEvalMesh1"); m_symbols->glEvalMesh2 = (void (*)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)) LoadProcedure("glEvalMesh2"); m_symbols->glFogf = (void (*)(GLenum pname, GLfloat param)) LoadProcedure("glFogf"); m_symbols->glFogi = (void (*)(GLenum pname, GLint param)) LoadProcedure("glFogi"); m_symbols->glFogfv = (void (*)(GLenum pname, const GLfloat *params)) LoadProcedure("glFogfv"); m_symbols->glFogiv = (void (*)(GLenum pname, const GLint *params)) LoadProcedure("glFogiv"); m_symbols->glFeedbackBuffer = (void (*)(GLsizei size, GLenum type, GLfloat *buffer)) LoadProcedure("glFeedbackBuffer"); m_symbols->glPassThrough = (void (*)(GLfloat token)) LoadProcedure("glPassThrough"); m_symbols->glSelectBuffer = (void (*)(GLsizei size, GLuint *buffer)) LoadProcedure("glSelectBuffer"); m_symbols->glInitNames = (void (*)(void)) LoadProcedure("glInitNames"); m_symbols->glLoadName = (void (*)(GLuint name)) LoadProcedure("glLoadName"); m_symbols->glPushName = (void (*)(GLuint name)) LoadProcedure("glPushName"); m_symbols->glPopName = (void (*)(void)) LoadProcedure("glPopName"); m_symbols->glDrawRangeElements = (void (*)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)) LoadProcedure("glDrawRangeElements"); m_symbols->glTexImage3D = (void (*)(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)) LoadProcedure("glTexImage3D"); m_symbols->glTexSubImage3D = (void (*)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)) LoadProcedure("glTexSubImage3D"); m_symbols->glCopyTexSubImage3D = (void (*)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)) LoadProcedure("glCopyTexSubImage3D"); m_symbols->glColorTable = (void (*)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)) LoadProcedure("glColorTable"); m_symbols->glColorSubTable = (void (*)(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)) LoadProcedure("glColorSubTable"); m_symbols->glColorTableParameteriv = (void (*)(GLenum target, GLenum pname, const GLint *params)) LoadProcedure("glColorTableParameteriv"); m_symbols->glColorTableParameterfv = (void (*)(GLenum target, GLenum pname, const GLfloat *params)) LoadProcedure("glColorTableParameterfv"); m_symbols->glCopyColorSubTable = (void (*)(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)) LoadProcedure("glCopyColorSubTable"); m_symbols->glCopyColorTable = (void (*)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)) LoadProcedure("glCopyColorTable"); m_symbols->glGetColorTable = (void (*)(GLenum target, GLenum format, GLenum type, GLvoid *table)) LoadProcedure("glGetColorTable"); m_symbols->glGetColorTableParameterfv = (void (*)(GLenum target, GLenum pname, GLfloat *params)) LoadProcedure("glGetColorTableParameterfv"); m_symbols->glGetColorTableParameteriv = (void (*)(GLenum target, GLenum pname, GLint *params)) LoadProcedure("glGetColorTableParameteriv"); m_symbols->glBlendEquation = (void (*)(GLenum mode)) LoadProcedure("glBlendEquation"); m_symbols->glBlendColor = (void (*)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)) LoadProcedure("glBlendColor"); m_symbols->glHistogram = (void (*)(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)) LoadProcedure("glHistogram"); m_symbols->glResetHistogram = (void (*)(GLenum target)) LoadProcedure("glResetHistogram"); m_symbols->glGetHistogram = (void (*)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)) LoadProcedure("glGetHistogram"); m_symbols->glGetHistogramParameterfv = (void (*)(GLenum target, GLenum pname, GLfloat *params)) LoadProcedure("glGetHistogramParameterfv"); m_symbols->glGetHistogramParameteriv = (void (*)(GLenum target, GLenum pname, GLint *params)) LoadProcedure("glGetHistogramParameteriv"); m_symbols->glMinmax = (void (*)(GLenum target, GLenum internalformat, GLboolean sink)) LoadProcedure("glMinmax"); m_symbols->glResetMinmax = (void (*)(GLenum target)) LoadProcedure("glResetMinmax"); m_symbols->glGetMinmax = (void (*)(GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values)) LoadProcedure("glGetMinmax"); m_symbols->glGetMinmaxParameterfv = (void (*)(GLenum target, GLenum pname, GLfloat *params)) LoadProcedure("glGetMinmaxParameterfv"); m_symbols->glGetMinmaxParameteriv = (void (*)(GLenum target, GLenum pname, GLint *params)) LoadProcedure("glGetMinmaxParameteriv"); m_symbols->glConvolutionFilter1D = (void (*)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)) LoadProcedure("glConvolutionFilter1D"); m_symbols->glConvolutionFilter2D = (void (*)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)) LoadProcedure("glConvolutionFilter2D"); m_symbols->glConvolutionParameterf = (void (*)(GLenum target, GLenum pname, GLfloat params)) LoadProcedure("glConvolutionParameterf"); m_symbols->glConvolutionParameterfv = (void (*)(GLenum target, GLenum pname, const GLfloat *params)) LoadProcedure("glConvolutionParameterfv"); m_symbols->glConvolutionParameteri = (void (*)(GLenum target, GLenum pname, GLint params)) LoadProcedure("glConvolutionParameteri"); m_symbols->glConvolutionParameteriv = (void (*)(GLenum target, GLenum pname, const GLint *params)) LoadProcedure("glConvolutionParameteriv"); m_symbols->glCopyConvolutionFilter1D = (void (*)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)) LoadProcedure("glCopyConvolutionFilter1D"); m_symbols->glCopyConvolutionFilter2D = (void (*)(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)) LoadProcedure("glCopyConvolutionFilter2D"); m_symbols->glGetConvolutionFilter = (void (*)(GLenum target, GLenum format, GLenum type, GLvoid *image)) LoadProcedure("glGetConvolutionFilter"); m_symbols->glGetConvolutionParameterfv = (void (*)(GLenum target, GLenum pname, GLfloat *params)) LoadProcedure("glGetConvolutionParameterfv"); m_symbols->glGetConvolutionParameteriv = (void (*)(GLenum target, GLenum pname, GLint *params)) LoadProcedure("glGetConvolutionParameteriv"); m_symbols->glSeparableFilter2D = (void (*)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)) LoadProcedure("glSeparableFilter2D"); m_symbols->glGetSeparableFilter = (void (*)(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)) LoadProcedure("glGetSeparableFilter"); m_symbols->glActiveTexture = (void (*)(GLenum texture)) LoadProcedure("glActiveTexture"); m_symbols->glClientActiveTexture = (void (*)(GLenum texture)) LoadProcedure("glClientActiveTexture"); m_symbols->glCompressedTexImage1D = (void (*)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)) LoadProcedure("glCompressedTexImage1D"); m_symbols->glCompressedTexImage2D = (void (*)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)) LoadProcedure("glCompressedTexImage2D"); m_symbols->glCompressedTexImage3D = (void (*)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)) LoadProcedure("glCompressedTexImage3D"); m_symbols->glCompressedTexSubImage1D = (void (*)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)) LoadProcedure("glCompressedTexSubImage1D"); m_symbols->glCompressedTexSubImage2D = (void (*)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)) LoadProcedure("glCompressedTexSubImage2D"); m_symbols->glCompressedTexSubImage3D = (void (*)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)) LoadProcedure("glCompressedTexSubImage3D"); m_symbols->glGetCompressedTexImage = (void (*)(GLenum target, GLint lod, GLvoid *img)) LoadProcedure("glGetCompressedTexImage"); m_symbols->glMultiTexCoord1d = (void (*)(GLenum target, GLdouble s)) LoadProcedure("glMultiTexCoord1d"); m_symbols->glMultiTexCoord1dv = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord1dv"); m_symbols->glMultiTexCoord1f = (void (*)(GLenum target, GLfloat s)) LoadProcedure("glMultiTexCoord1f"); m_symbols->glMultiTexCoord1fv = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord1fv"); m_symbols->glMultiTexCoord1i = (void (*)(GLenum target, GLint s)) LoadProcedure("glMultiTexCoord1i"); m_symbols->glMultiTexCoord1iv = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord1iv"); m_symbols->glMultiTexCoord1s = (void (*)(GLenum target, GLshort s)) LoadProcedure("glMultiTexCoord1s"); m_symbols->glMultiTexCoord1sv = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord1sv"); m_symbols->glMultiTexCoord2d = (void (*)(GLenum target, GLdouble s, GLdouble t)) LoadProcedure("glMultiTexCoord2d"); m_symbols->glMultiTexCoord2dv = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord2dv"); m_symbols->glMultiTexCoord2f = (void (*)(GLenum target, GLfloat s, GLfloat t)) LoadProcedure("glMultiTexCoord2f"); m_symbols->glMultiTexCoord2fv = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord2fv"); m_symbols->glMultiTexCoord2i = (void (*)(GLenum target, GLint s, GLint t)) LoadProcedure("glMultiTexCoord2i"); m_symbols->glMultiTexCoord2iv = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord2iv"); m_symbols->glMultiTexCoord2s = (void (*)(GLenum target, GLshort s, GLshort t)) LoadProcedure("glMultiTexCoord2s"); m_symbols->glMultiTexCoord2sv = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord2sv"); m_symbols->glMultiTexCoord3d = (void (*)(GLenum target, GLdouble s, GLdouble t, GLdouble r)) LoadProcedure("glMultiTexCoord3d"); m_symbols->glMultiTexCoord3dv = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord3dv"); m_symbols->glMultiTexCoord3f = (void (*)(GLenum target, GLfloat s, GLfloat t, GLfloat r)) LoadProcedure("glMultiTexCoord3f"); m_symbols->glMultiTexCoord3fv = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord3fv"); m_symbols->glMultiTexCoord3i = (void (*)(GLenum target, GLint s, GLint t, GLint r)) LoadProcedure("glMultiTexCoord3i"); m_symbols->glMultiTexCoord3iv = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord3iv"); m_symbols->glMultiTexCoord3s = (void (*)(GLenum target, GLshort s, GLshort t, GLshort r)) LoadProcedure("glMultiTexCoord3s"); m_symbols->glMultiTexCoord3sv = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord3sv"); m_symbols->glMultiTexCoord4d = (void (*)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)) LoadProcedure("glMultiTexCoord4d"); m_symbols->glMultiTexCoord4dv = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord4dv"); m_symbols->glMultiTexCoord4f = (void (*)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)) LoadProcedure("glMultiTexCoord4f"); m_symbols->glMultiTexCoord4fv = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord4fv"); m_symbols->glMultiTexCoord4i = (void (*)(GLenum target, GLint s, GLint t, GLint r, GLint q)) LoadProcedure("glMultiTexCoord4i"); m_symbols->glMultiTexCoord4iv = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord4iv"); m_symbols->glMultiTexCoord4s = (void (*)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)) LoadProcedure("glMultiTexCoord4s"); m_symbols->glMultiTexCoord4sv = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord4sv"); m_symbols->glLoadTransposeMatrixd = (void (*)(const GLdouble m[16])) LoadProcedure("glLoadTransposeMatrixd"); m_symbols->glLoadTransposeMatrixf = (void (*)(const GLfloat m[16])) LoadProcedure("glLoadTransposeMatrixf"); m_symbols->glMultTransposeMatrixd = (void (*)(const GLdouble m[16])) LoadProcedure("glMultTransposeMatrixd"); m_symbols->glMultTransposeMatrixf = (void (*)(const GLfloat m[16])) LoadProcedure("glMultTransposeMatrixf"); m_symbols->glSampleCoverage = (void (*)(GLclampf value, GLboolean invert)) LoadProcedure("glSampleCoverage"); m_symbols->glActiveTextureARB = (void (*)(GLenum texture)) LoadProcedure("glActiveTextureARB"); m_symbols->glClientActiveTextureARB = (void (*)(GLenum texture)) LoadProcedure("glClientActiveTextureARB"); m_symbols->glMultiTexCoord1dARB = (void (*)(GLenum target, GLdouble s)) LoadProcedure("glMultiTexCoord1dARB"); m_symbols->glMultiTexCoord1dvARB = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord1dvARB"); m_symbols->glMultiTexCoord1fARB = (void (*)(GLenum target, GLfloat s)) LoadProcedure("glMultiTexCoord1fARB"); m_symbols->glMultiTexCoord1fvARB = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord1fvARB"); m_symbols->glMultiTexCoord1iARB = (void (*)(GLenum target, GLint s)) LoadProcedure("glMultiTexCoord1iARB"); m_symbols->glMultiTexCoord1ivARB = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord1ivARB"); m_symbols->glMultiTexCoord1sARB = (void (*)(GLenum target, GLshort s)) LoadProcedure("glMultiTexCoord1sARB"); m_symbols->glMultiTexCoord1svARB = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord1svARB"); m_symbols->glMultiTexCoord2dARB = (void (*)(GLenum target, GLdouble s, GLdouble t)) LoadProcedure("glMultiTexCoord2dARB"); m_symbols->glMultiTexCoord2dvARB = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord2dvARB"); m_symbols->glMultiTexCoord2fARB = (void (*)(GLenum target, GLfloat s, GLfloat t)) LoadProcedure("glMultiTexCoord2fARB"); m_symbols->glMultiTexCoord2fvARB = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord2fvARB"); m_symbols->glMultiTexCoord2iARB = (void (*)(GLenum target, GLint s, GLint t)) LoadProcedure("glMultiTexCoord2iARB"); m_symbols->glMultiTexCoord2ivARB = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord2ivARB"); m_symbols->glMultiTexCoord2sARB = (void (*)(GLenum target, GLshort s, GLshort t)) LoadProcedure("glMultiTexCoord2sARB"); m_symbols->glMultiTexCoord2svARB = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord2svARB"); m_symbols->glMultiTexCoord3dARB = (void (*)(GLenum target, GLdouble s, GLdouble t, GLdouble r)) LoadProcedure("glMultiTexCoord3dARB"); m_symbols->glMultiTexCoord3dvARB = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord3dvARB"); m_symbols->glMultiTexCoord3fARB = (void (*)(GLenum target, GLfloat s, GLfloat t, GLfloat r)) LoadProcedure("glMultiTexCoord3fARB"); m_symbols->glMultiTexCoord3fvARB = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord3fvARB"); m_symbols->glMultiTexCoord3iARB = (void (*)(GLenum target, GLint s, GLint t, GLint r)) LoadProcedure("glMultiTexCoord3iARB"); m_symbols->glMultiTexCoord3ivARB = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord3ivARB"); m_symbols->glMultiTexCoord3sARB = (void (*)(GLenum target, GLshort s, GLshort t, GLshort r)) LoadProcedure("glMultiTexCoord3sARB"); m_symbols->glMultiTexCoord3svARB = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord3svARB"); m_symbols->glMultiTexCoord4dARB = (void (*)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)) LoadProcedure("glMultiTexCoord4dARB"); m_symbols->glMultiTexCoord4dvARB = (void (*)(GLenum target, const GLdouble *v)) LoadProcedure("glMultiTexCoord4dvARB"); m_symbols->glMultiTexCoord4fARB = (void (*)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)) LoadProcedure("glMultiTexCoord4fARB"); m_symbols->glMultiTexCoord4fvARB = (void (*)(GLenum target, const GLfloat *v)) LoadProcedure("glMultiTexCoord4fvARB"); m_symbols->glMultiTexCoord4iARB = (void (*)(GLenum target, GLint s, GLint t, GLint r, GLint q)) LoadProcedure("glMultiTexCoord4iARB"); m_symbols->glMultiTexCoord4ivARB = (void (*)(GLenum target, const GLint *v)) LoadProcedure("glMultiTexCoord4ivARB"); m_symbols->glMultiTexCoord4sARB = (void (*)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)) LoadProcedure("glMultiTexCoord4sARB"); m_symbols->glMultiTexCoord4svARB = (void (*)(GLenum target, const GLshort *v)) LoadProcedure("glMultiTexCoord4svARB"); m_symbols->glFramebufferTextureLayerEXT = (void (*)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)) LoadProcedure("glFramebufferTextureLayerEXT"); if (m_error) return false; else m_loaded = true; return true; } }; #define DLIB_GL grims::dlib::CLibraryLoaderGL::GetInstance() // generated by dlib_generator.rb for /usr/include/GL/gl.h #define glClearIndex(v0) (DLIB_GL.GetSymbols()->glClearIndex)(v0) #define glClearColor(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glClearColor)(v0,v1,v2,v3) #define glClear(v0) (DLIB_GL.GetSymbols()->glClear)(v0) #define glIndexMask(v0) (DLIB_GL.GetSymbols()->glIndexMask)(v0) #define glColorMask(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColorMask)(v0,v1,v2,v3) #define glAlphaFunc(v0,v1) (DLIB_GL.GetSymbols()->glAlphaFunc)(v0,v1) #define glBlendFunc(v0,v1) (DLIB_GL.GetSymbols()->glBlendFunc)(v0,v1) #define glLogicOp(v0) (DLIB_GL.GetSymbols()->glLogicOp)(v0) #define glCullFace(v0) (DLIB_GL.GetSymbols()->glCullFace)(v0) #define glFrontFace(v0) (DLIB_GL.GetSymbols()->glFrontFace)(v0) #define glPointSize(v0) (DLIB_GL.GetSymbols()->glPointSize)(v0) #define glLineWidth(v0) (DLIB_GL.GetSymbols()->glLineWidth)(v0) #define glLineStipple(v0,v1) (DLIB_GL.GetSymbols()->glLineStipple)(v0,v1) #define glPolygonMode(v0,v1) (DLIB_GL.GetSymbols()->glPolygonMode)(v0,v1) #define glPolygonOffset(v0,v1) (DLIB_GL.GetSymbols()->glPolygonOffset)(v0,v1) #define glPolygonStipple(v0) (DLIB_GL.GetSymbols()->glPolygonStipple)(v0) #define glGetPolygonStipple(v0) (DLIB_GL.GetSymbols()->glGetPolygonStipple)(v0) #define glEdgeFlag(v0) (DLIB_GL.GetSymbols()->glEdgeFlag)(v0) #define glEdgeFlagv(v0) (DLIB_GL.GetSymbols()->glEdgeFlagv)(v0) #define glScissor(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glScissor)(v0,v1,v2,v3) #define glClipPlane(v0,v1) (DLIB_GL.GetSymbols()->glClipPlane)(v0,v1) #define glGetClipPlane(v0,v1) (DLIB_GL.GetSymbols()->glGetClipPlane)(v0,v1) #define glDrawBuffer(v0) (DLIB_GL.GetSymbols()->glDrawBuffer)(v0) #define glReadBuffer(v0) (DLIB_GL.GetSymbols()->glReadBuffer)(v0) #define glEnable(v0) (DLIB_GL.GetSymbols()->glEnable)(v0) #define glDisable(v0) (DLIB_GL.GetSymbols()->glDisable)(v0) #define glIsEnabled(v0) (DLIB_GL.GetSymbols()->glIsEnabled)(v0) #define glEnableClientState(v0) (DLIB_GL.GetSymbols()->glEnableClientState)(v0) #define glDisableClientState(v0) (DLIB_GL.GetSymbols()->glDisableClientState)(v0) #define glGetBooleanv(v0,v1) (DLIB_GL.GetSymbols()->glGetBooleanv)(v0,v1) #define glGetDoublev(v0,v1) (DLIB_GL.GetSymbols()->glGetDoublev)(v0,v1) #define glGetFloatv(v0,v1) (DLIB_GL.GetSymbols()->glGetFloatv)(v0,v1) #define glGetIntegerv(v0,v1) (DLIB_GL.GetSymbols()->glGetIntegerv)(v0,v1) #define glPushAttrib(v0) (DLIB_GL.GetSymbols()->glPushAttrib)(v0) #define glPopAttrib(v0) (DLIB_GL.GetSymbols()->glPopAttrib)(v0) #define glPushClientAttrib(v0) (DLIB_GL.GetSymbols()->glPushClientAttrib)(v0) #define glPopClientAttrib(v0) (DLIB_GL.GetSymbols()->glPopClientAttrib)(v0) #define glRenderMode(v0) (DLIB_GL.GetSymbols()->glRenderMode)(v0) #define glGetError(v0) (DLIB_GL.GetSymbols()->glGetError)(v0) #define glGetString(v0) (DLIB_GL.GetSymbols()->glGetString)(v0) #define glFinish(v0) (DLIB_GL.GetSymbols()->glFinish)(v0) #define glFlush(v0) (DLIB_GL.GetSymbols()->glFlush)(v0) #define glHint(v0,v1) (DLIB_GL.GetSymbols()->glHint)(v0,v1) #define glClearDepth(v0) (DLIB_GL.GetSymbols()->glClearDepth)(v0) #define glDepthFunc(v0) (DLIB_GL.GetSymbols()->glDepthFunc)(v0) #define glDepthMask(v0) (DLIB_GL.GetSymbols()->glDepthMask)(v0) #define glDepthRange(v0,v1) (DLIB_GL.GetSymbols()->glDepthRange)(v0,v1) #define glClearAccum(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glClearAccum)(v0,v1,v2,v3) #define glAccum(v0,v1) (DLIB_GL.GetSymbols()->glAccum)(v0,v1) #define glMatrixMode(v0) (DLIB_GL.GetSymbols()->glMatrixMode)(v0) #define glOrtho(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glOrtho)(v0,v1,v2,v3,v4,v5) #define glFrustum(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glFrustum)(v0,v1,v2,v3,v4,v5) #define glViewport(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glViewport)(v0,v1,v2,v3) #define glPushMatrix(v0) (DLIB_GL.GetSymbols()->glPushMatrix)(v0) #define glPopMatrix(v0) (DLIB_GL.GetSymbols()->glPopMatrix)(v0) #define glLoadIdentity(v0) (DLIB_GL.GetSymbols()->glLoadIdentity)(v0) #define glLoadMatrixd(v0) (DLIB_GL.GetSymbols()->glLoadMatrixd)(v0) #define glLoadMatrixf(v0) (DLIB_GL.GetSymbols()->glLoadMatrixf)(v0) #define glMultMatrixd(v0) (DLIB_GL.GetSymbols()->glMultMatrixd)(v0) #define glMultMatrixf(v0) (DLIB_GL.GetSymbols()->glMultMatrixf)(v0) #define glRotated(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRotated)(v0,v1,v2,v3) #define glRotatef(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRotatef)(v0,v1,v2,v3) #define glScaled(v0,v1,v2) (DLIB_GL.GetSymbols()->glScaled)(v0,v1,v2) #define glScalef(v0,v1,v2) (DLIB_GL.GetSymbols()->glScalef)(v0,v1,v2) #define glTranslated(v0,v1,v2) (DLIB_GL.GetSymbols()->glTranslated)(v0,v1,v2) #define glTranslatef(v0,v1,v2) (DLIB_GL.GetSymbols()->glTranslatef)(v0,v1,v2) #define glIsList(v0) (DLIB_GL.GetSymbols()->glIsList)(v0) #define glDeleteLists(v0,v1) (DLIB_GL.GetSymbols()->glDeleteLists)(v0,v1) #define glGenLists(v0) (DLIB_GL.GetSymbols()->glGenLists)(v0) #define glNewList(v0,v1) (DLIB_GL.GetSymbols()->glNewList)(v0,v1) #define glEndList(v0) (DLIB_GL.GetSymbols()->glEndList)(v0) #define glCallList(v0) (DLIB_GL.GetSymbols()->glCallList)(v0) #define glCallLists(v0,v1,v2) (DLIB_GL.GetSymbols()->glCallLists)(v0,v1,v2) #define glListBase(v0) (DLIB_GL.GetSymbols()->glListBase)(v0) #define glBegin(v0) (DLIB_GL.GetSymbols()->glBegin)(v0) #define glEnd(v0) (DLIB_GL.GetSymbols()->glEnd)(v0) #define glVertex2d(v0,v1) (DLIB_GL.GetSymbols()->glVertex2d)(v0,v1) #define glVertex2f(v0,v1) (DLIB_GL.GetSymbols()->glVertex2f)(v0,v1) #define glVertex2i(v0,v1) (DLIB_GL.GetSymbols()->glVertex2i)(v0,v1) #define glVertex2s(v0,v1) (DLIB_GL.GetSymbols()->glVertex2s)(v0,v1) #define glVertex3d(v0,v1,v2) (DLIB_GL.GetSymbols()->glVertex3d)(v0,v1,v2) #define glVertex3f(v0,v1,v2) (DLIB_GL.GetSymbols()->glVertex3f)(v0,v1,v2) #define glVertex3i(v0,v1,v2) (DLIB_GL.GetSymbols()->glVertex3i)(v0,v1,v2) #define glVertex3s(v0,v1,v2) (DLIB_GL.GetSymbols()->glVertex3s)(v0,v1,v2) #define glVertex4d(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glVertex4d)(v0,v1,v2,v3) #define glVertex4f(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glVertex4f)(v0,v1,v2,v3) #define glVertex4i(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glVertex4i)(v0,v1,v2,v3) #define glVertex4s(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glVertex4s)(v0,v1,v2,v3) #define glVertex2dv(v0) (DLIB_GL.GetSymbols()->glVertex2dv)(v0) #define glVertex2fv(v0) (DLIB_GL.GetSymbols()->glVertex2fv)(v0) #define glVertex2iv(v0) (DLIB_GL.GetSymbols()->glVertex2iv)(v0) #define glVertex2sv(v0) (DLIB_GL.GetSymbols()->glVertex2sv)(v0) #define glVertex3dv(v0) (DLIB_GL.GetSymbols()->glVertex3dv)(v0) #define glVertex3fv(v0) (DLIB_GL.GetSymbols()->glVertex3fv)(v0) #define glVertex3iv(v0) (DLIB_GL.GetSymbols()->glVertex3iv)(v0) #define glVertex3sv(v0) (DLIB_GL.GetSymbols()->glVertex3sv)(v0) #define glVertex4dv(v0) (DLIB_GL.GetSymbols()->glVertex4dv)(v0) #define glVertex4fv(v0) (DLIB_GL.GetSymbols()->glVertex4fv)(v0) #define glVertex4iv(v0) (DLIB_GL.GetSymbols()->glVertex4iv)(v0) #define glVertex4sv(v0) (DLIB_GL.GetSymbols()->glVertex4sv)(v0) #define glNormal3b(v0,v1,v2) (DLIB_GL.GetSymbols()->glNormal3b)(v0,v1,v2) #define glNormal3d(v0,v1,v2) (DLIB_GL.GetSymbols()->glNormal3d)(v0,v1,v2) #define glNormal3f(v0,v1,v2) (DLIB_GL.GetSymbols()->glNormal3f)(v0,v1,v2) #define glNormal3i(v0,v1,v2) (DLIB_GL.GetSymbols()->glNormal3i)(v0,v1,v2) #define glNormal3s(v0,v1,v2) (DLIB_GL.GetSymbols()->glNormal3s)(v0,v1,v2) #define glNormal3bv(v0) (DLIB_GL.GetSymbols()->glNormal3bv)(v0) #define glNormal3dv(v0) (DLIB_GL.GetSymbols()->glNormal3dv)(v0) #define glNormal3fv(v0) (DLIB_GL.GetSymbols()->glNormal3fv)(v0) #define glNormal3iv(v0) (DLIB_GL.GetSymbols()->glNormal3iv)(v0) #define glNormal3sv(v0) (DLIB_GL.GetSymbols()->glNormal3sv)(v0) #define glIndexd(v0) (DLIB_GL.GetSymbols()->glIndexd)(v0) #define glIndexf(v0) (DLIB_GL.GetSymbols()->glIndexf)(v0) #define glIndexi(v0) (DLIB_GL.GetSymbols()->glIndexi)(v0) #define glIndexs(v0) (DLIB_GL.GetSymbols()->glIndexs)(v0) #define glIndexub(v0) (DLIB_GL.GetSymbols()->glIndexub)(v0) #define glIndexdv(v0) (DLIB_GL.GetSymbols()->glIndexdv)(v0) #define glIndexfv(v0) (DLIB_GL.GetSymbols()->glIndexfv)(v0) #define glIndexiv(v0) (DLIB_GL.GetSymbols()->glIndexiv)(v0) #define glIndexsv(v0) (DLIB_GL.GetSymbols()->glIndexsv)(v0) #define glIndexubv(v0) (DLIB_GL.GetSymbols()->glIndexubv)(v0) #define glColor3b(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3b)(v0,v1,v2) #define glColor3d(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3d)(v0,v1,v2) #define glColor3f(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3f)(v0,v1,v2) #define glColor3i(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3i)(v0,v1,v2) #define glColor3s(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3s)(v0,v1,v2) #define glColor3ub(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3ub)(v0,v1,v2) #define glColor3ui(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3ui)(v0,v1,v2) #define glColor3us(v0,v1,v2) (DLIB_GL.GetSymbols()->glColor3us)(v0,v1,v2) #define glColor4b(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4b)(v0,v1,v2,v3) #define glColor4d(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4d)(v0,v1,v2,v3) #define glColor4f(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4f)(v0,v1,v2,v3) #define glColor4i(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4i)(v0,v1,v2,v3) #define glColor4s(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4s)(v0,v1,v2,v3) #define glColor4ub(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4ub)(v0,v1,v2,v3) #define glColor4ui(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4ui)(v0,v1,v2,v3) #define glColor4us(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColor4us)(v0,v1,v2,v3) #define glColor3bv(v0) (DLIB_GL.GetSymbols()->glColor3bv)(v0) #define glColor3dv(v0) (DLIB_GL.GetSymbols()->glColor3dv)(v0) #define glColor3fv(v0) (DLIB_GL.GetSymbols()->glColor3fv)(v0) #define glColor3iv(v0) (DLIB_GL.GetSymbols()->glColor3iv)(v0) #define glColor3sv(v0) (DLIB_GL.GetSymbols()->glColor3sv)(v0) #define glColor3ubv(v0) (DLIB_GL.GetSymbols()->glColor3ubv)(v0) #define glColor3uiv(v0) (DLIB_GL.GetSymbols()->glColor3uiv)(v0) #define glColor3usv(v0) (DLIB_GL.GetSymbols()->glColor3usv)(v0) #define glColor4bv(v0) (DLIB_GL.GetSymbols()->glColor4bv)(v0) #define glColor4dv(v0) (DLIB_GL.GetSymbols()->glColor4dv)(v0) #define glColor4fv(v0) (DLIB_GL.GetSymbols()->glColor4fv)(v0) #define glColor4iv(v0) (DLIB_GL.GetSymbols()->glColor4iv)(v0) #define glColor4sv(v0) (DLIB_GL.GetSymbols()->glColor4sv)(v0) #define glColor4ubv(v0) (DLIB_GL.GetSymbols()->glColor4ubv)(v0) #define glColor4uiv(v0) (DLIB_GL.GetSymbols()->glColor4uiv)(v0) #define glColor4usv(v0) (DLIB_GL.GetSymbols()->glColor4usv)(v0) #define glTexCoord1d(v0) (DLIB_GL.GetSymbols()->glTexCoord1d)(v0) #define glTexCoord1f(v0) (DLIB_GL.GetSymbols()->glTexCoord1f)(v0) #define glTexCoord1i(v0) (DLIB_GL.GetSymbols()->glTexCoord1i)(v0) #define glTexCoord1s(v0) (DLIB_GL.GetSymbols()->glTexCoord1s)(v0) #define glTexCoord2d(v0,v1) (DLIB_GL.GetSymbols()->glTexCoord2d)(v0,v1) #define glTexCoord2f(v0,v1) (DLIB_GL.GetSymbols()->glTexCoord2f)(v0,v1) #define glTexCoord2i(v0,v1) (DLIB_GL.GetSymbols()->glTexCoord2i)(v0,v1) #define glTexCoord2s(v0,v1) (DLIB_GL.GetSymbols()->glTexCoord2s)(v0,v1) #define glTexCoord3d(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexCoord3d)(v0,v1,v2) #define glTexCoord3f(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexCoord3f)(v0,v1,v2) #define glTexCoord3i(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexCoord3i)(v0,v1,v2) #define glTexCoord3s(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexCoord3s)(v0,v1,v2) #define glTexCoord4d(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glTexCoord4d)(v0,v1,v2,v3) #define glTexCoord4f(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glTexCoord4f)(v0,v1,v2,v3) #define glTexCoord4i(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glTexCoord4i)(v0,v1,v2,v3) #define glTexCoord4s(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glTexCoord4s)(v0,v1,v2,v3) #define glTexCoord1dv(v0) (DLIB_GL.GetSymbols()->glTexCoord1dv)(v0) #define glTexCoord1fv(v0) (DLIB_GL.GetSymbols()->glTexCoord1fv)(v0) #define glTexCoord1iv(v0) (DLIB_GL.GetSymbols()->glTexCoord1iv)(v0) #define glTexCoord1sv(v0) (DLIB_GL.GetSymbols()->glTexCoord1sv)(v0) #define glTexCoord2dv(v0) (DLIB_GL.GetSymbols()->glTexCoord2dv)(v0) #define glTexCoord2fv(v0) (DLIB_GL.GetSymbols()->glTexCoord2fv)(v0) #define glTexCoord2iv(v0) (DLIB_GL.GetSymbols()->glTexCoord2iv)(v0) #define glTexCoord2sv(v0) (DLIB_GL.GetSymbols()->glTexCoord2sv)(v0) #define glTexCoord3dv(v0) (DLIB_GL.GetSymbols()->glTexCoord3dv)(v0) #define glTexCoord3fv(v0) (DLIB_GL.GetSymbols()->glTexCoord3fv)(v0) #define glTexCoord3iv(v0) (DLIB_GL.GetSymbols()->glTexCoord3iv)(v0) #define glTexCoord3sv(v0) (DLIB_GL.GetSymbols()->glTexCoord3sv)(v0) #define glTexCoord4dv(v0) (DLIB_GL.GetSymbols()->glTexCoord4dv)(v0) #define glTexCoord4fv(v0) (DLIB_GL.GetSymbols()->glTexCoord4fv)(v0) #define glTexCoord4iv(v0) (DLIB_GL.GetSymbols()->glTexCoord4iv)(v0) #define glTexCoord4sv(v0) (DLIB_GL.GetSymbols()->glTexCoord4sv)(v0) #define glRasterPos2d(v0,v1) (DLIB_GL.GetSymbols()->glRasterPos2d)(v0,v1) #define glRasterPos2f(v0,v1) (DLIB_GL.GetSymbols()->glRasterPos2f)(v0,v1) #define glRasterPos2i(v0,v1) (DLIB_GL.GetSymbols()->glRasterPos2i)(v0,v1) #define glRasterPos2s(v0,v1) (DLIB_GL.GetSymbols()->glRasterPos2s)(v0,v1) #define glRasterPos3d(v0,v1,v2) (DLIB_GL.GetSymbols()->glRasterPos3d)(v0,v1,v2) #define glRasterPos3f(v0,v1,v2) (DLIB_GL.GetSymbols()->glRasterPos3f)(v0,v1,v2) #define glRasterPos3i(v0,v1,v2) (DLIB_GL.GetSymbols()->glRasterPos3i)(v0,v1,v2) #define glRasterPos3s(v0,v1,v2) (DLIB_GL.GetSymbols()->glRasterPos3s)(v0,v1,v2) #define glRasterPos4d(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRasterPos4d)(v0,v1,v2,v3) #define glRasterPos4f(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRasterPos4f)(v0,v1,v2,v3) #define glRasterPos4i(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRasterPos4i)(v0,v1,v2,v3) #define glRasterPos4s(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRasterPos4s)(v0,v1,v2,v3) #define glRasterPos2dv(v0) (DLIB_GL.GetSymbols()->glRasterPos2dv)(v0) #define glRasterPos2fv(v0) (DLIB_GL.GetSymbols()->glRasterPos2fv)(v0) #define glRasterPos2iv(v0) (DLIB_GL.GetSymbols()->glRasterPos2iv)(v0) #define glRasterPos2sv(v0) (DLIB_GL.GetSymbols()->glRasterPos2sv)(v0) #define glRasterPos3dv(v0) (DLIB_GL.GetSymbols()->glRasterPos3dv)(v0) #define glRasterPos3fv(v0) (DLIB_GL.GetSymbols()->glRasterPos3fv)(v0) #define glRasterPos3iv(v0) (DLIB_GL.GetSymbols()->glRasterPos3iv)(v0) #define glRasterPos3sv(v0) (DLIB_GL.GetSymbols()->glRasterPos3sv)(v0) #define glRasterPos4dv(v0) (DLIB_GL.GetSymbols()->glRasterPos4dv)(v0) #define glRasterPos4fv(v0) (DLIB_GL.GetSymbols()->glRasterPos4fv)(v0) #define glRasterPos4iv(v0) (DLIB_GL.GetSymbols()->glRasterPos4iv)(v0) #define glRasterPos4sv(v0) (DLIB_GL.GetSymbols()->glRasterPos4sv)(v0) #define glRectd(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRectd)(v0,v1,v2,v3) #define glRectf(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRectf)(v0,v1,v2,v3) #define glRecti(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRecti)(v0,v1,v2,v3) #define glRects(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glRects)(v0,v1,v2,v3) #define glRectdv(v0,v1) (DLIB_GL.GetSymbols()->glRectdv)(v0,v1) #define glRectfv(v0,v1) (DLIB_GL.GetSymbols()->glRectfv)(v0,v1) #define glRectiv(v0,v1) (DLIB_GL.GetSymbols()->glRectiv)(v0,v1) #define glRectsv(v0,v1) (DLIB_GL.GetSymbols()->glRectsv)(v0,v1) #define glVertexPointer(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glVertexPointer)(v0,v1,v2,v3) #define glNormalPointer(v0,v1,v2) (DLIB_GL.GetSymbols()->glNormalPointer)(v0,v1,v2) #define glColorPointer(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glColorPointer)(v0,v1,v2,v3) #define glIndexPointer(v0,v1,v2) (DLIB_GL.GetSymbols()->glIndexPointer)(v0,v1,v2) #define glTexCoordPointer(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glTexCoordPointer)(v0,v1,v2,v3) #define glEdgeFlagPointer(v0,v1) (DLIB_GL.GetSymbols()->glEdgeFlagPointer)(v0,v1) #define glGetPointerv(v0,v1) (DLIB_GL.GetSymbols()->glGetPointerv)(v0,v1) #define glArrayElement(v0) (DLIB_GL.GetSymbols()->glArrayElement)(v0) #define glDrawArrays(v0,v1,v2) (DLIB_GL.GetSymbols()->glDrawArrays)(v0,v1,v2) #define glDrawElements(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glDrawElements)(v0,v1,v2,v3) #define glInterleavedArrays(v0,v1,v2) (DLIB_GL.GetSymbols()->glInterleavedArrays)(v0,v1,v2) #define glShadeModel(v0) (DLIB_GL.GetSymbols()->glShadeModel)(v0) #define glLightf(v0,v1,v2) (DLIB_GL.GetSymbols()->glLightf)(v0,v1,v2) #define glLighti(v0,v1,v2) (DLIB_GL.GetSymbols()->glLighti)(v0,v1,v2) #define glLightfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glLightfv)(v0,v1,v2) #define glLightiv(v0,v1,v2) (DLIB_GL.GetSymbols()->glLightiv)(v0,v1,v2) #define glGetLightfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetLightfv)(v0,v1,v2) #define glGetLightiv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetLightiv)(v0,v1,v2) #define glLightModelf(v0,v1) (DLIB_GL.GetSymbols()->glLightModelf)(v0,v1) #define glLightModeli(v0,v1) (DLIB_GL.GetSymbols()->glLightModeli)(v0,v1) #define glLightModelfv(v0,v1) (DLIB_GL.GetSymbols()->glLightModelfv)(v0,v1) #define glLightModeliv(v0,v1) (DLIB_GL.GetSymbols()->glLightModeliv)(v0,v1) #define glMaterialf(v0,v1,v2) (DLIB_GL.GetSymbols()->glMaterialf)(v0,v1,v2) #define glMateriali(v0,v1,v2) (DLIB_GL.GetSymbols()->glMateriali)(v0,v1,v2) #define glMaterialfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glMaterialfv)(v0,v1,v2) #define glMaterialiv(v0,v1,v2) (DLIB_GL.GetSymbols()->glMaterialiv)(v0,v1,v2) #define glGetMaterialfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetMaterialfv)(v0,v1,v2) #define glGetMaterialiv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetMaterialiv)(v0,v1,v2) #define glColorMaterial(v0,v1) (DLIB_GL.GetSymbols()->glColorMaterial)(v0,v1) #define glPixelZoom(v0,v1) (DLIB_GL.GetSymbols()->glPixelZoom)(v0,v1) #define glPixelStoref(v0,v1) (DLIB_GL.GetSymbols()->glPixelStoref)(v0,v1) #define glPixelStorei(v0,v1) (DLIB_GL.GetSymbols()->glPixelStorei)(v0,v1) #define glPixelTransferf(v0,v1) (DLIB_GL.GetSymbols()->glPixelTransferf)(v0,v1) #define glPixelTransferi(v0,v1) (DLIB_GL.GetSymbols()->glPixelTransferi)(v0,v1) #define glPixelMapfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glPixelMapfv)(v0,v1,v2) #define glPixelMapuiv(v0,v1,v2) (DLIB_GL.GetSymbols()->glPixelMapuiv)(v0,v1,v2) #define glPixelMapusv(v0,v1,v2) (DLIB_GL.GetSymbols()->glPixelMapusv)(v0,v1,v2) #define glGetPixelMapfv(v0,v1) (DLIB_GL.GetSymbols()->glGetPixelMapfv)(v0,v1) #define glGetPixelMapuiv(v0,v1) (DLIB_GL.GetSymbols()->glGetPixelMapuiv)(v0,v1) #define glGetPixelMapusv(v0,v1) (DLIB_GL.GetSymbols()->glGetPixelMapusv)(v0,v1) #define glBitmap(v0,v1,v2,v3,v4,v5,v6) (DLIB_GL.GetSymbols()->glBitmap)(v0,v1,v2,v3,v4,v5,v6) #define glReadPixels(v0,v1,v2,v3,v4,v5,v6) (DLIB_GL.GetSymbols()->glReadPixels)(v0,v1,v2,v3,v4,v5,v6) #define glDrawPixels(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glDrawPixels)(v0,v1,v2,v3,v4) #define glCopyPixels(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glCopyPixels)(v0,v1,v2,v3,v4) #define glStencilFunc(v0,v1,v2) (DLIB_GL.GetSymbols()->glStencilFunc)(v0,v1,v2) #define glStencilMask(v0) (DLIB_GL.GetSymbols()->glStencilMask)(v0) #define glStencilOp(v0,v1,v2) (DLIB_GL.GetSymbols()->glStencilOp)(v0,v1,v2) #define glClearStencil(v0) (DLIB_GL.GetSymbols()->glClearStencil)(v0) #define glTexGend(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexGend)(v0,v1,v2) #define glTexGenf(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexGenf)(v0,v1,v2) #define glTexGeni(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexGeni)(v0,v1,v2) #define glTexGendv(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexGendv)(v0,v1,v2) #define glTexGenfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexGenfv)(v0,v1,v2) #define glTexGeniv(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexGeniv)(v0,v1,v2) #define glGetTexGendv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetTexGendv)(v0,v1,v2) #define glGetTexGenfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetTexGenfv)(v0,v1,v2) #define glGetTexGeniv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetTexGeniv)(v0,v1,v2) #define glTexEnvf(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexEnvf)(v0,v1,v2) #define glTexEnvi(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexEnvi)(v0,v1,v2) #define glTexEnvfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexEnvfv)(v0,v1,v2) #define glTexEnviv(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexEnviv)(v0,v1,v2) #define glGetTexEnvfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetTexEnvfv)(v0,v1,v2) #define glGetTexEnviv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetTexEnviv)(v0,v1,v2) #define glTexParameterf(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexParameterf)(v0,v1,v2) #define glTexParameteri(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexParameteri)(v0,v1,v2) #define glTexParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexParameterfv)(v0,v1,v2) #define glTexParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glTexParameteriv)(v0,v1,v2) #define glGetTexParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetTexParameterfv)(v0,v1,v2) #define glGetTexParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetTexParameteriv)(v0,v1,v2) #define glGetTexLevelParameterfv(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glGetTexLevelParameterfv)(v0,v1,v2,v3) #define glGetTexLevelParameteriv(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glGetTexLevelParameteriv)(v0,v1,v2,v3) #define glTexImage1D(v0,v1,v2,v3,v4,v5,v6,v7) (DLIB_GL.GetSymbols()->glTexImage1D)(v0,v1,v2,v3,v4,v5,v6,v7) #define glTexImage2D(v0,v1,v2,v3,v4,v5,v6,v7,v8) (DLIB_GL.GetSymbols()->glTexImage2D)(v0,v1,v2,v3,v4,v5,v6,v7,v8) #define glGetTexImage(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glGetTexImage)(v0,v1,v2,v3,v4) #define glGenTextures(v0,v1) (DLIB_GL.GetSymbols()->glGenTextures)(v0,v1) #define glDeleteTextures(v0,v1) (DLIB_GL.GetSymbols()->glDeleteTextures)(v0,v1) #define glBindTexture(v0,v1) (DLIB_GL.GetSymbols()->glBindTexture)(v0,v1) #define glPrioritizeTextures(v0,v1,v2) (DLIB_GL.GetSymbols()->glPrioritizeTextures)(v0,v1,v2) #define glAreTexturesResident(v0,v1,v2) (DLIB_GL.GetSymbols()->glAreTexturesResident)(v0,v1,v2) #define glIsTexture(v0) (DLIB_GL.GetSymbols()->glIsTexture)(v0) #define glTexSubImage1D(v0,v1,v2,v3,v4,v5,v6) (DLIB_GL.GetSymbols()->glTexSubImage1D)(v0,v1,v2,v3,v4,v5,v6) #define glTexSubImage2D(v0,v1,v2,v3,v4,v5,v6,v7,v8) (DLIB_GL.GetSymbols()->glTexSubImage2D)(v0,v1,v2,v3,v4,v5,v6,v7,v8) #define glCopyTexImage1D(v0,v1,v2,v3,v4,v5,v6) (DLIB_GL.GetSymbols()->glCopyTexImage1D)(v0,v1,v2,v3,v4,v5,v6) #define glCopyTexImage2D(v0,v1,v2,v3,v4,v5,v6,v7) (DLIB_GL.GetSymbols()->glCopyTexImage2D)(v0,v1,v2,v3,v4,v5,v6,v7) #define glCopyTexSubImage1D(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glCopyTexSubImage1D)(v0,v1,v2,v3,v4,v5) #define glCopyTexSubImage2D(v0,v1,v2,v3,v4,v5,v6,v7) (DLIB_GL.GetSymbols()->glCopyTexSubImage2D)(v0,v1,v2,v3,v4,v5,v6,v7) #define glMap1d(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glMap1d)(v0,v1,v2,v3,v4,v5) #define glMap1f(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glMap1f)(v0,v1,v2,v3,v4,v5) #define glMap2d(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9) (DLIB_GL.GetSymbols()->glMap2d)(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9) #define glMap2f(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9) (DLIB_GL.GetSymbols()->glMap2f)(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9) #define glGetMapdv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetMapdv)(v0,v1,v2) #define glGetMapfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetMapfv)(v0,v1,v2) #define glGetMapiv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetMapiv)(v0,v1,v2) #define glEvalCoord1d(v0) (DLIB_GL.GetSymbols()->glEvalCoord1d)(v0) #define glEvalCoord1f(v0) (DLIB_GL.GetSymbols()->glEvalCoord1f)(v0) #define glEvalCoord1dv(v0) (DLIB_GL.GetSymbols()->glEvalCoord1dv)(v0) #define glEvalCoord1fv(v0) (DLIB_GL.GetSymbols()->glEvalCoord1fv)(v0) #define glEvalCoord2d(v0,v1) (DLIB_GL.GetSymbols()->glEvalCoord2d)(v0,v1) #define glEvalCoord2f(v0,v1) (DLIB_GL.GetSymbols()->glEvalCoord2f)(v0,v1) #define glEvalCoord2dv(v0) (DLIB_GL.GetSymbols()->glEvalCoord2dv)(v0) #define glEvalCoord2fv(v0) (DLIB_GL.GetSymbols()->glEvalCoord2fv)(v0) #define glMapGrid1d(v0,v1,v2) (DLIB_GL.GetSymbols()->glMapGrid1d)(v0,v1,v2) #define glMapGrid1f(v0,v1,v2) (DLIB_GL.GetSymbols()->glMapGrid1f)(v0,v1,v2) #define glMapGrid2d(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glMapGrid2d)(v0,v1,v2,v3,v4,v5) #define glMapGrid2f(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glMapGrid2f)(v0,v1,v2,v3,v4,v5) #define glEvalPoint1(v0) (DLIB_GL.GetSymbols()->glEvalPoint1)(v0) #define glEvalPoint2(v0,v1) (DLIB_GL.GetSymbols()->glEvalPoint2)(v0,v1) #define glEvalMesh1(v0,v1,v2) (DLIB_GL.GetSymbols()->glEvalMesh1)(v0,v1,v2) #define glEvalMesh2(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glEvalMesh2)(v0,v1,v2,v3,v4) #define glFogf(v0,v1) (DLIB_GL.GetSymbols()->glFogf)(v0,v1) #define glFogi(v0,v1) (DLIB_GL.GetSymbols()->glFogi)(v0,v1) #define glFogfv(v0,v1) (DLIB_GL.GetSymbols()->glFogfv)(v0,v1) #define glFogiv(v0,v1) (DLIB_GL.GetSymbols()->glFogiv)(v0,v1) #define glFeedbackBuffer(v0,v1,v2) (DLIB_GL.GetSymbols()->glFeedbackBuffer)(v0,v1,v2) #define glPassThrough(v0) (DLIB_GL.GetSymbols()->glPassThrough)(v0) #define glSelectBuffer(v0,v1) (DLIB_GL.GetSymbols()->glSelectBuffer)(v0,v1) #define glInitNames(v0) (DLIB_GL.GetSymbols()->glInitNames)(v0) #define glLoadName(v0) (DLIB_GL.GetSymbols()->glLoadName)(v0) #define glPushName(v0) (DLIB_GL.GetSymbols()->glPushName)(v0) #define glPopName(v0) (DLIB_GL.GetSymbols()->glPopName)(v0) #define glDrawRangeElements(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glDrawRangeElements)(v0,v1,v2,v3,v4,v5) #define glTexImage3D(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9) (DLIB_GL.GetSymbols()->glTexImage3D)(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9) #define glTexSubImage3D(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9,v10) (DLIB_GL.GetSymbols()->glTexSubImage3D)(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9,v10) #define glCopyTexSubImage3D(v0,v1,v2,v3,v4,v5,v6,v7,v8) (DLIB_GL.GetSymbols()->glCopyTexSubImage3D)(v0,v1,v2,v3,v4,v5,v6,v7,v8) #define glColorTable(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glColorTable)(v0,v1,v2,v3,v4,v5) #define glColorSubTable(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glColorSubTable)(v0,v1,v2,v3,v4,v5) #define glColorTableParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glColorTableParameteriv)(v0,v1,v2) #define glColorTableParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glColorTableParameterfv)(v0,v1,v2) #define glCopyColorSubTable(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glCopyColorSubTable)(v0,v1,v2,v3,v4) #define glCopyColorTable(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glCopyColorTable)(v0,v1,v2,v3,v4) #define glGetColorTable(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glGetColorTable)(v0,v1,v2,v3) #define glGetColorTableParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetColorTableParameterfv)(v0,v1,v2) #define glGetColorTableParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetColorTableParameteriv)(v0,v1,v2) #define glBlendEquation(v0) (DLIB_GL.GetSymbols()->glBlendEquation)(v0) #define glBlendColor(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glBlendColor)(v0,v1,v2,v3) #define glHistogram(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glHistogram)(v0,v1,v2,v3) #define glResetHistogram(v0) (DLIB_GL.GetSymbols()->glResetHistogram)(v0) #define glGetHistogram(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glGetHistogram)(v0,v1,v2,v3,v4) #define glGetHistogramParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetHistogramParameterfv)(v0,v1,v2) #define glGetHistogramParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetHistogramParameteriv)(v0,v1,v2) #define glMinmax(v0,v1,v2) (DLIB_GL.GetSymbols()->glMinmax)(v0,v1,v2) #define glResetMinmax(v0) (DLIB_GL.GetSymbols()->glResetMinmax)(v0) #define glGetMinmax(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glGetMinmax)(v0,v1,v2,v3,v4) #define glGetMinmaxParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetMinmaxParameterfv)(v0,v1,v2) #define glGetMinmaxParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetMinmaxParameteriv)(v0,v1,v2) #define glConvolutionFilter1D(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glConvolutionFilter1D)(v0,v1,v2,v3,v4,v5) #define glConvolutionFilter2D(v0,v1,v2,v3,v4,v5,v6) (DLIB_GL.GetSymbols()->glConvolutionFilter2D)(v0,v1,v2,v3,v4,v5,v6) #define glConvolutionParameterf(v0,v1,v2) (DLIB_GL.GetSymbols()->glConvolutionParameterf)(v0,v1,v2) #define glConvolutionParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glConvolutionParameterfv)(v0,v1,v2) #define glConvolutionParameteri(v0,v1,v2) (DLIB_GL.GetSymbols()->glConvolutionParameteri)(v0,v1,v2) #define glConvolutionParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glConvolutionParameteriv)(v0,v1,v2) #define glCopyConvolutionFilter1D(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glCopyConvolutionFilter1D)(v0,v1,v2,v3,v4) #define glCopyConvolutionFilter2D(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glCopyConvolutionFilter2D)(v0,v1,v2,v3,v4,v5) #define glGetConvolutionFilter(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glGetConvolutionFilter)(v0,v1,v2,v3) #define glGetConvolutionParameterfv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetConvolutionParameterfv)(v0,v1,v2) #define glGetConvolutionParameteriv(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetConvolutionParameteriv)(v0,v1,v2) #define glSeparableFilter2D(v0,v1,v2,v3,v4,v5,v6,v7) (DLIB_GL.GetSymbols()->glSeparableFilter2D)(v0,v1,v2,v3,v4,v5,v6,v7) #define glGetSeparableFilter(v0,v1,v2,v3,v4,v5) (DLIB_GL.GetSymbols()->glGetSeparableFilter)(v0,v1,v2,v3,v4,v5) #define glActiveTexture(v0) (DLIB_GL.GetSymbols()->glActiveTexture)(v0) #define glClientActiveTexture(v0) (DLIB_GL.GetSymbols()->glClientActiveTexture)(v0) #define glCompressedTexImage1D(v0,v1,v2,v3,v4,v5,v6) (DLIB_GL.GetSymbols()->glCompressedTexImage1D)(v0,v1,v2,v3,v4,v5,v6) #define glCompressedTexImage2D(v0,v1,v2,v3,v4,v5,v6,v7) (DLIB_GL.GetSymbols()->glCompressedTexImage2D)(v0,v1,v2,v3,v4,v5,v6,v7) #define glCompressedTexImage3D(v0,v1,v2,v3,v4,v5,v6,v7,v8) (DLIB_GL.GetSymbols()->glCompressedTexImage3D)(v0,v1,v2,v3,v4,v5,v6,v7,v8) #define glCompressedTexSubImage1D(v0,v1,v2,v3,v4,v5,v6) (DLIB_GL.GetSymbols()->glCompressedTexSubImage1D)(v0,v1,v2,v3,v4,v5,v6) #define glCompressedTexSubImage2D(v0,v1,v2,v3,v4,v5,v6,v7,v8) (DLIB_GL.GetSymbols()->glCompressedTexSubImage2D)(v0,v1,v2,v3,v4,v5,v6,v7,v8) #define glCompressedTexSubImage3D(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9,v10) (DLIB_GL.GetSymbols()->glCompressedTexSubImage3D)(v0,v1,v2,v3,v4,v5,v6,v7,v8,v9,v10) #define glGetCompressedTexImage(v0,v1,v2) (DLIB_GL.GetSymbols()->glGetCompressedTexImage)(v0,v1,v2) #define glMultiTexCoord1d(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1d)(v0,v1) #define glMultiTexCoord1dv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1dv)(v0,v1) #define glMultiTexCoord1f(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1f)(v0,v1) #define glMultiTexCoord1fv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1fv)(v0,v1) #define glMultiTexCoord1i(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1i)(v0,v1) #define glMultiTexCoord1iv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1iv)(v0,v1) #define glMultiTexCoord1s(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1s)(v0,v1) #define glMultiTexCoord1sv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1sv)(v0,v1) #define glMultiTexCoord2d(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2d)(v0,v1,v2) #define glMultiTexCoord2dv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2dv)(v0,v1) #define glMultiTexCoord2f(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2f)(v0,v1,v2) #define glMultiTexCoord2fv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2fv)(v0,v1) #define glMultiTexCoord2i(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2i)(v0,v1,v2) #define glMultiTexCoord2iv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2iv)(v0,v1) #define glMultiTexCoord2s(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2s)(v0,v1,v2) #define glMultiTexCoord2sv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2sv)(v0,v1) #define glMultiTexCoord3d(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3d)(v0,v1,v2,v3) #define glMultiTexCoord3dv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3dv)(v0,v1) #define glMultiTexCoord3f(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3f)(v0,v1,v2,v3) #define glMultiTexCoord3fv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3fv)(v0,v1) #define glMultiTexCoord3i(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3i)(v0,v1,v2,v3) #define glMultiTexCoord3iv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3iv)(v0,v1) #define glMultiTexCoord3s(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3s)(v0,v1,v2,v3) #define glMultiTexCoord3sv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3sv)(v0,v1) #define glMultiTexCoord4d(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4d)(v0,v1,v2,v3,v4) #define glMultiTexCoord4dv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4dv)(v0,v1) #define glMultiTexCoord4f(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4f)(v0,v1,v2,v3,v4) #define glMultiTexCoord4fv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4fv)(v0,v1) #define glMultiTexCoord4i(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4i)(v0,v1,v2,v3,v4) #define glMultiTexCoord4iv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4iv)(v0,v1) #define glMultiTexCoord4s(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4s)(v0,v1,v2,v3,v4) #define glMultiTexCoord4sv(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4sv)(v0,v1) #define glLoadTransposeMatrixd(v0) (DLIB_GL.GetSymbols()->glLoadTransposeMatrixd)(v0) #define glLoadTransposeMatrixf(v0) (DLIB_GL.GetSymbols()->glLoadTransposeMatrixf)(v0) #define glMultTransposeMatrixd(v0) (DLIB_GL.GetSymbols()->glMultTransposeMatrixd)(v0) #define glMultTransposeMatrixf(v0) (DLIB_GL.GetSymbols()->glMultTransposeMatrixf)(v0) #define glSampleCoverage(v0,v1) (DLIB_GL.GetSymbols()->glSampleCoverage)(v0,v1) #define glActiveTextureARB(v0) (DLIB_GL.GetSymbols()->glActiveTextureARB)(v0) #define glClientActiveTextureARB(v0) (DLIB_GL.GetSymbols()->glClientActiveTextureARB)(v0) #define glMultiTexCoord1dARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1dARB)(v0,v1) #define glMultiTexCoord1dvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1dvARB)(v0,v1) #define glMultiTexCoord1fARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1fARB)(v0,v1) #define glMultiTexCoord1fvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1fvARB)(v0,v1) #define glMultiTexCoord1iARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1iARB)(v0,v1) #define glMultiTexCoord1ivARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1ivARB)(v0,v1) #define glMultiTexCoord1sARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1sARB)(v0,v1) #define glMultiTexCoord1svARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord1svARB)(v0,v1) #define glMultiTexCoord2dARB(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2dARB)(v0,v1,v2) #define glMultiTexCoord2dvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2dvARB)(v0,v1) #define glMultiTexCoord2fARB(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2fARB)(v0,v1,v2) #define glMultiTexCoord2fvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2fvARB)(v0,v1) #define glMultiTexCoord2iARB(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2iARB)(v0,v1,v2) #define glMultiTexCoord2ivARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2ivARB)(v0,v1) #define glMultiTexCoord2sARB(v0,v1,v2) (DLIB_GL.GetSymbols()->glMultiTexCoord2sARB)(v0,v1,v2) #define glMultiTexCoord2svARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord2svARB)(v0,v1) #define glMultiTexCoord3dARB(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3dARB)(v0,v1,v2,v3) #define glMultiTexCoord3dvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3dvARB)(v0,v1) #define glMultiTexCoord3fARB(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3fARB)(v0,v1,v2,v3) #define glMultiTexCoord3fvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3fvARB)(v0,v1) #define glMultiTexCoord3iARB(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3iARB)(v0,v1,v2,v3) #define glMultiTexCoord3ivARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3ivARB)(v0,v1) #define glMultiTexCoord3sARB(v0,v1,v2,v3) (DLIB_GL.GetSymbols()->glMultiTexCoord3sARB)(v0,v1,v2,v3) #define glMultiTexCoord3svARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord3svARB)(v0,v1) #define glMultiTexCoord4dARB(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4dARB)(v0,v1,v2,v3,v4) #define glMultiTexCoord4dvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4dvARB)(v0,v1) #define glMultiTexCoord4fARB(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4fARB)(v0,v1,v2,v3,v4) #define glMultiTexCoord4fvARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4fvARB)(v0,v1) #define glMultiTexCoord4iARB(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4iARB)(v0,v1,v2,v3,v4) #define glMultiTexCoord4ivARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4ivARB)(v0,v1) #define glMultiTexCoord4sARB(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glMultiTexCoord4sARB)(v0,v1,v2,v3,v4) #define glMultiTexCoord4svARB(v0,v1) (DLIB_GL.GetSymbols()->glMultiTexCoord4svARB)(v0,v1) #define glFramebufferTextureLayerEXT(v0,v1,v2,v3,v4) (DLIB_GL.GetSymbols()->glFramebufferTextureLayerEXT)(v0,v1,v2,v3,v4) } // end namespace dlib } // end namespace grims #endif /* CLIBRARYLOADERGL_HPP */