/*
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 */