// ** file automatically generated by glgen -- do not edit manually ** #ifndef __cplusplus #include #include typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef void GLvoid; typedef char GLchar; typedef signed char GLbyte; /* 1-byte signed */ typedef short GLshort; /* 2-byte signed */ typedef int GLint; /* 4-byte signed */ typedef unsigned char GLubyte; /* 1-byte unsigned */ typedef unsigned short GLushort; /* 2-byte unsigned */ typedef unsigned int GLuint; /* 4-byte unsigned */ typedef int GLsizei; /* 4-byte signed */ typedef float GLfloat; /* single precision float */ typedef float GLclampf; /* single precision float in [0,1] */ typedef double GLdouble; /* double precision float */ typedef double GLclampd; /* double precision float in [0,1] */ typedef int64_t GLint64; typedef uint64_t GLuint64; typedef ptrdiff_t GLintptr; typedef ptrdiff_t GLsizeiptr; typedef ptrdiff_t GLintptrARB; typedef ptrdiff_t GLsizeiptrARB; typedef struct __GLsync *GLsync; #endif #ifdef __cplusplus extern "C" { #endif void *gl2_0_funcs(); void gl2_0_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height); void gl2_0_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal); GLboolean gl2_0_glIsEnabled(void *_glfuncs, GLenum cap); void gl2_0_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params); void gl2_0_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params); void gl2_0_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl2_0_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl2_0_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels); void gl2_0_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params); void gl2_0_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params); GLenum gl2_0_glGetError(void *_glfuncs); void gl2_0_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params); void gl2_0_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params); void gl2_0_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels); void gl2_0_glReadBuffer(void *_glfuncs, GLenum mode); void gl2_0_glPixelStorei(void *_glfuncs, GLenum pname, GLint param); void gl2_0_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param); void gl2_0_glDepthFunc(void *_glfuncs, GLenum glfunc); void gl2_0_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass); void gl2_0_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask); void gl2_0_glLogicOp(void *_glfuncs, GLenum opcode); void gl2_0_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor); void gl2_0_glFlush(void *_glfuncs); void gl2_0_glFinish(void *_glfuncs); void gl2_0_glEnable(void *_glfuncs, GLenum cap); void gl2_0_glDisable(void *_glfuncs, GLenum cap); void gl2_0_glDepthMask(void *_glfuncs, GLboolean flag); void gl2_0_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void gl2_0_glStencilMask(void *_glfuncs, GLuint mask); void gl2_0_glClearDepth(void *_glfuncs, GLdouble depth); void gl2_0_glClearStencil(void *_glfuncs, GLint s); void gl2_0_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl2_0_glClear(void *_glfuncs, GLbitfield mask); void gl2_0_glDrawBuffer(void *_glfuncs, GLenum mode); void gl2_0_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); void gl2_0_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); void gl2_0_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl2_0_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param); void gl2_0_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl2_0_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param); void gl2_0_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height); void gl2_0_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode); void gl2_0_glPointSize(void *_glfuncs, GLfloat size); void gl2_0_glLineWidth(void *_glfuncs, GLfloat width); void gl2_0_glHint(void *_glfuncs, GLenum target, GLenum mode); void gl2_0_glFrontFace(void *_glfuncs, GLenum mode); void gl2_0_glCullFace(void *_glfuncs, GLenum mode); void gl2_0_glIndexubv(void *_glfuncs, const GLubyte* c); void gl2_0_glIndexub(void *_glfuncs, GLubyte c); GLboolean gl2_0_glIsTexture(void *_glfuncs, GLuint texture); void gl2_0_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures); void gl2_0_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures); void gl2_0_glBindTexture(void *_glfuncs, GLenum target, GLuint texture); void gl2_0_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels); void gl2_0_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels); void gl2_0_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void gl2_0_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void gl2_0_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void gl2_0_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); void gl2_0_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units); void gl2_0_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices); void gl2_0_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count); void gl2_0_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void gl2_0_glTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum gltype, const GLvoid* pixels); void gl2_0_glTexImage3D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); void gl2_0_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices); void gl2_0_glBlendEquation(void *_glfuncs, GLenum mode); void gl2_0_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl2_0_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img); void gl2_0_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data); void gl2_0_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); void gl2_0_glCompressedTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data); void gl2_0_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data); void gl2_0_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); void gl2_0_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data); void gl2_0_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert); void gl2_0_glActiveTexture(void *_glfuncs, GLenum texture); void gl2_0_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params); void gl2_0_glPointParameteri(void *_glfuncs, GLenum pname, GLint param); void gl2_0_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params); void gl2_0_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param); void gl2_0_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount); void gl2_0_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); void gl2_0_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); GLboolean gl2_0_glUnmapBuffer(void *_glfuncs, GLenum target); void gl2_0_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data); void gl2_0_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); void gl2_0_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); GLboolean gl2_0_glIsBuffer(void *_glfuncs, GLuint buffer); void gl2_0_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers); void gl2_0_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers); void gl2_0_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer); void gl2_0_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params); void gl2_0_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params); void gl2_0_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl2_0_glEndQuery(void *_glfuncs, GLenum target); void gl2_0_glBeginQuery(void *_glfuncs, GLenum target, GLuint id); GLboolean gl2_0_glIsQuery(void *_glfuncs, GLuint id); void gl2_0_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids); void gl2_0_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids); void gl2_0_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset); void gl2_0_glValidateProgram(void *_glfuncs, GLuint program); void gl2_0_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl2_0_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl2_0_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl2_0_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl2_0_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl2_0_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl2_0_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl2_0_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl2_0_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl2_0_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl2_0_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl2_0_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void gl2_0_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2); void gl2_0_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1); void gl2_0_glUniform1i(void *_glfuncs, GLint location, GLint v0); void gl2_0_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void gl2_0_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void gl2_0_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1); void gl2_0_glUniform1f(void *_glfuncs, GLint location, GLfloat v0); void gl2_0_glUseProgram(void *_glfuncs, GLuint program); void gl2_0_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length); void gl2_0_glLinkProgram(void *_glfuncs, GLuint program); GLboolean gl2_0_glIsShader(void *_glfuncs, GLuint shader); GLboolean gl2_0_glIsProgram(void *_glfuncs, GLuint program); void gl2_0_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params); void gl2_0_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params); void gl2_0_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params); void gl2_0_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params); void gl2_0_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params); GLint gl2_0_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name); void gl2_0_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source); void gl2_0_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); void gl2_0_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params); void gl2_0_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog); void gl2_0_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params); GLint gl2_0_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name); void gl2_0_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj); void gl2_0_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name); void gl2_0_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name); void gl2_0_glEnableVertexAttribArray(void *_glfuncs, GLuint index); void gl2_0_glDisableVertexAttribArray(void *_glfuncs, GLuint index); void gl2_0_glDetachShader(void *_glfuncs, GLuint program, GLuint shader); void gl2_0_glDeleteShader(void *_glfuncs, GLuint shader); void gl2_0_glDeleteProgram(void *_glfuncs, GLuint program); GLuint gl2_0_glCreateShader(void *_glfuncs, GLenum gltype); GLuint gl2_0_glCreateProgram(void *_glfuncs); void gl2_0_glCompileShader(void *_glfuncs, GLuint shader); void gl2_0_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name); void gl2_0_glAttachShader(void *_glfuncs, GLuint program, GLuint shader); void gl2_0_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask); void gl2_0_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask); void gl2_0_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); void gl2_0_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs); void gl2_0_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha); void gl2_0_glTranslatef(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl2_0_glTranslated(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl2_0_glScalef(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl2_0_glScaled(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl2_0_glRotatef(void *_glfuncs, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void gl2_0_glRotated(void *_glfuncs, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); void gl2_0_glPushMatrix(void *_glfuncs); void gl2_0_glPopMatrix(void *_glfuncs); void gl2_0_glOrtho(void *_glfuncs, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void gl2_0_glMultMatrixd(void *_glfuncs, const GLdouble* m); void gl2_0_glMultMatrixf(void *_glfuncs, const GLfloat* m); void gl2_0_glMatrixMode(void *_glfuncs, GLenum mode); void gl2_0_glLoadMatrixd(void *_glfuncs, const GLdouble* m); void gl2_0_glLoadMatrixf(void *_glfuncs, const GLfloat* m); void gl2_0_glLoadIdentity(void *_glfuncs); void gl2_0_glFrustum(void *_glfuncs, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GLboolean gl2_0_glIsList(void *_glfuncs, GLuint list); void gl2_0_glGetTexGeniv(void *_glfuncs, GLenum coord, GLenum pname, GLint* params); void gl2_0_glGetTexGenfv(void *_glfuncs, GLenum coord, GLenum pname, GLfloat* params); void gl2_0_glGetTexGendv(void *_glfuncs, GLenum coord, GLenum pname, GLdouble* params); void gl2_0_glGetTexEnviv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl2_0_glGetTexEnvfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl2_0_glGetPolygonStipple(void *_glfuncs, GLubyte* mask); void gl2_0_glGetPixelMapusv(void *_glfuncs, GLenum glmap, GLushort* values); void gl2_0_glGetPixelMapuiv(void *_glfuncs, GLenum glmap, GLuint* values); void gl2_0_glGetPixelMapfv(void *_glfuncs, GLenum glmap, GLfloat* values); void gl2_0_glGetMaterialiv(void *_glfuncs, GLenum face, GLenum pname, GLint* params); void gl2_0_glGetMaterialfv(void *_glfuncs, GLenum face, GLenum pname, GLfloat* params); void gl2_0_glGetMapiv(void *_glfuncs, GLenum target, GLenum query, GLint* v); void gl2_0_glGetMapfv(void *_glfuncs, GLenum target, GLenum query, GLfloat* v); void gl2_0_glGetMapdv(void *_glfuncs, GLenum target, GLenum query, GLdouble* v); void gl2_0_glGetLightiv(void *_glfuncs, GLenum light, GLenum pname, GLint* params); void gl2_0_glGetLightfv(void *_glfuncs, GLenum light, GLenum pname, GLfloat* params); void gl2_0_glGetClipPlane(void *_glfuncs, GLenum plane, GLdouble* equation); void gl2_0_glDrawPixels(void *_glfuncs, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels); void gl2_0_glCopyPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum gltype); void gl2_0_glPixelMapusv(void *_glfuncs, GLenum glmap, GLint mapsize, const GLushort* values); void gl2_0_glPixelMapuiv(void *_glfuncs, GLenum glmap, GLint mapsize, const GLuint* values); void gl2_0_glPixelMapfv(void *_glfuncs, GLenum glmap, GLint mapsize, const GLfloat* values); void gl2_0_glPixelTransferi(void *_glfuncs, GLenum pname, GLint param); void gl2_0_glPixelTransferf(void *_glfuncs, GLenum pname, GLfloat param); void gl2_0_glPixelZoom(void *_glfuncs, GLfloat xfactor, GLfloat yfactor); void gl2_0_glAlphaFunc(void *_glfuncs, GLenum glfunc, GLfloat ref); void gl2_0_glEvalPoint2(void *_glfuncs, GLint i, GLint j); void gl2_0_glEvalMesh2(void *_glfuncs, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); void gl2_0_glEvalPoint1(void *_glfuncs, GLint i); void gl2_0_glEvalMesh1(void *_glfuncs, GLenum mode, GLint i1, GLint i2); void gl2_0_glEvalCoord2fv(void *_glfuncs, const GLfloat* u); void gl2_0_glEvalCoord2f(void *_glfuncs, GLfloat u, GLfloat v); void gl2_0_glEvalCoord2dv(void *_glfuncs, const GLdouble* u); void gl2_0_glEvalCoord2d(void *_glfuncs, GLdouble u, GLdouble v); void gl2_0_glEvalCoord1fv(void *_glfuncs, const GLfloat* u); void gl2_0_glEvalCoord1f(void *_glfuncs, GLfloat u); void gl2_0_glEvalCoord1dv(void *_glfuncs, const GLdouble* u); void gl2_0_glEvalCoord1d(void *_glfuncs, GLdouble u); void gl2_0_glMapGrid2f(void *_glfuncs, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); void gl2_0_glMapGrid2d(void *_glfuncs, GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); void gl2_0_glMapGrid1f(void *_glfuncs, GLint un, GLfloat u1, GLfloat u2); void gl2_0_glMapGrid1d(void *_glfuncs, GLint un, GLdouble u1, GLdouble u2); void gl2_0_glMap2f(void *_glfuncs, GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points); void gl2_0_glMap2d(void *_glfuncs, GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points); void gl2_0_glMap1f(void *_glfuncs, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points); void gl2_0_glMap1d(void *_glfuncs, GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points); void gl2_0_glPushAttrib(void *_glfuncs, GLbitfield mask); void gl2_0_glPopAttrib(void *_glfuncs); void gl2_0_glAccum(void *_glfuncs, GLenum op, GLfloat value); void gl2_0_glIndexMask(void *_glfuncs, GLuint mask); void gl2_0_glClearIndex(void *_glfuncs, GLfloat c); void gl2_0_glClearAccum(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl2_0_glPushName(void *_glfuncs, GLuint name); void gl2_0_glPopName(void *_glfuncs); void gl2_0_glPassThrough(void *_glfuncs, GLfloat token); void gl2_0_glLoadName(void *_glfuncs, GLuint name); void gl2_0_glInitNames(void *_glfuncs); GLint gl2_0_glRenderMode(void *_glfuncs, GLenum mode); void gl2_0_glSelectBuffer(void *_glfuncs, GLsizei size, GLuint* buffer); void gl2_0_glFeedbackBuffer(void *_glfuncs, GLsizei size, GLenum gltype, GLfloat* buffer); void gl2_0_glTexGeniv(void *_glfuncs, GLenum coord, GLenum pname, const GLint* params); void gl2_0_glTexGeni(void *_glfuncs, GLenum coord, GLenum pname, GLint param); void gl2_0_glTexGenfv(void *_glfuncs, GLenum coord, GLenum pname, const GLfloat* params); void gl2_0_glTexGenf(void *_glfuncs, GLenum coord, GLenum pname, GLfloat param); void gl2_0_glTexGendv(void *_glfuncs, GLenum coord, GLenum pname, const GLdouble* params); void gl2_0_glTexGend(void *_glfuncs, GLenum coord, GLenum pname, GLdouble param); void gl2_0_glTexEnviv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl2_0_glTexEnvi(void *_glfuncs, GLenum target, GLenum pname, GLint param); void gl2_0_glTexEnvfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl2_0_glTexEnvf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param); void gl2_0_glShadeModel(void *_glfuncs, GLenum mode); void gl2_0_glPolygonStipple(void *_glfuncs, const GLubyte* mask); void gl2_0_glMaterialiv(void *_glfuncs, GLenum face, GLenum pname, const GLint* params); void gl2_0_glMateriali(void *_glfuncs, GLenum face, GLenum pname, GLint param); void gl2_0_glMaterialfv(void *_glfuncs, GLenum face, GLenum pname, const GLfloat* params); void gl2_0_glMaterialf(void *_glfuncs, GLenum face, GLenum pname, GLfloat param); void gl2_0_glLineStipple(void *_glfuncs, GLint factor, GLushort pattern); void gl2_0_glLightModeliv(void *_glfuncs, GLenum pname, const GLint* params); void gl2_0_glLightModeli(void *_glfuncs, GLenum pname, GLint param); void gl2_0_glLightModelfv(void *_glfuncs, GLenum pname, const GLfloat* params); void gl2_0_glLightModelf(void *_glfuncs, GLenum pname, GLfloat param); void gl2_0_glLightiv(void *_glfuncs, GLenum light, GLenum pname, const GLint* params); void gl2_0_glLighti(void *_glfuncs, GLenum light, GLenum pname, GLint param); void gl2_0_glLightfv(void *_glfuncs, GLenum light, GLenum pname, const GLfloat* params); void gl2_0_glLightf(void *_glfuncs, GLenum light, GLenum pname, GLfloat param); void gl2_0_glFogiv(void *_glfuncs, GLenum pname, const GLint* params); void gl2_0_glFogi(void *_glfuncs, GLenum pname, GLint param); void gl2_0_glFogfv(void *_glfuncs, GLenum pname, const GLfloat* params); void gl2_0_glFogf(void *_glfuncs, GLenum pname, GLfloat param); void gl2_0_glColorMaterial(void *_glfuncs, GLenum face, GLenum mode); void gl2_0_glClipPlane(void *_glfuncs, GLenum plane, const GLdouble* equation); void gl2_0_glVertex4sv(void *_glfuncs, const GLshort* v); void gl2_0_glVertex4s(void *_glfuncs, GLshort x, GLshort y, GLshort z, GLshort w); void gl2_0_glVertex4iv(void *_glfuncs, const GLint* v); void gl2_0_glVertex4i(void *_glfuncs, GLint x, GLint y, GLint z, GLint w); void gl2_0_glVertex4fv(void *_glfuncs, const GLfloat* v); void gl2_0_glVertex4f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void gl2_0_glVertex4dv(void *_glfuncs, const GLdouble* v); void gl2_0_glVertex4d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void gl2_0_glVertex3sv(void *_glfuncs, const GLshort* v); void gl2_0_glVertex3s(void *_glfuncs, GLshort x, GLshort y, GLshort z); void gl2_0_glVertex3iv(void *_glfuncs, const GLint* v); void gl2_0_glVertex3i(void *_glfuncs, GLint x, GLint y, GLint z); void gl2_0_glVertex3fv(void *_glfuncs, const GLfloat* v); void gl2_0_glVertex3f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl2_0_glVertex3dv(void *_glfuncs, const GLdouble* v); void gl2_0_glVertex3d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl2_0_glVertex2sv(void *_glfuncs, const GLshort* v); void gl2_0_glVertex2s(void *_glfuncs, GLshort x, GLshort y); void gl2_0_glVertex2iv(void *_glfuncs, const GLint* v); void gl2_0_glVertex2i(void *_glfuncs, GLint x, GLint y); void gl2_0_glVertex2fv(void *_glfuncs, const GLfloat* v); void gl2_0_glVertex2f(void *_glfuncs, GLfloat x, GLfloat y); void gl2_0_glVertex2dv(void *_glfuncs, const GLdouble* v); void gl2_0_glVertex2d(void *_glfuncs, GLdouble x, GLdouble y); void gl2_0_glTexCoord4sv(void *_glfuncs, const GLshort* v); void gl2_0_glTexCoord4s(void *_glfuncs, GLshort s, GLshort t, GLshort r, GLshort q); void gl2_0_glTexCoord4iv(void *_glfuncs, const GLint* v); void gl2_0_glTexCoord4i(void *_glfuncs, GLint s, GLint t, GLint r, GLint q); void gl2_0_glTexCoord4fv(void *_glfuncs, const GLfloat* v); void gl2_0_glTexCoord4f(void *_glfuncs, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void gl2_0_glTexCoord4dv(void *_glfuncs, const GLdouble* v); void gl2_0_glTexCoord4d(void *_glfuncs, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void gl2_0_glTexCoord3sv(void *_glfuncs, const GLshort* v); void gl2_0_glTexCoord3s(void *_glfuncs, GLshort s, GLshort t, GLshort r); void gl2_0_glTexCoord3iv(void *_glfuncs, const GLint* v); void gl2_0_glTexCoord3i(void *_glfuncs, GLint s, GLint t, GLint r); void gl2_0_glTexCoord3fv(void *_glfuncs, const GLfloat* v); void gl2_0_glTexCoord3f(void *_glfuncs, GLfloat s, GLfloat t, GLfloat r); void gl2_0_glTexCoord3dv(void *_glfuncs, const GLdouble* v); void gl2_0_glTexCoord3d(void *_glfuncs, GLdouble s, GLdouble t, GLdouble r); void gl2_0_glTexCoord2sv(void *_glfuncs, const GLshort* v); void gl2_0_glTexCoord2s(void *_glfuncs, GLshort s, GLshort t); void gl2_0_glTexCoord2iv(void *_glfuncs, const GLint* v); void gl2_0_glTexCoord2i(void *_glfuncs, GLint s, GLint t); void gl2_0_glTexCoord2fv(void *_glfuncs, const GLfloat* v); void gl2_0_glTexCoord2f(void *_glfuncs, GLfloat s, GLfloat t); void gl2_0_glTexCoord2dv(void *_glfuncs, const GLdouble* v); void gl2_0_glTexCoord2d(void *_glfuncs, GLdouble s, GLdouble t); void gl2_0_glTexCoord1sv(void *_glfuncs, const GLshort* v); void gl2_0_glTexCoord1s(void *_glfuncs, GLshort s); void gl2_0_glTexCoord1iv(void *_glfuncs, const GLint* v); void gl2_0_glTexCoord1i(void *_glfuncs, GLint s); void gl2_0_glTexCoord1fv(void *_glfuncs, const GLfloat* v); void gl2_0_glTexCoord1f(void *_glfuncs, GLfloat s); void gl2_0_glTexCoord1dv(void *_glfuncs, const GLdouble* v); void gl2_0_glTexCoord1d(void *_glfuncs, GLdouble s); void gl2_0_glRectsv(void *_glfuncs, const GLshort* v1, const GLshort* v2); void gl2_0_glRects(void *_glfuncs, GLshort x1, GLshort y1, GLshort x2, GLshort y2); void gl2_0_glRectiv(void *_glfuncs, const GLint* v1, const GLint* v2); void gl2_0_glRecti(void *_glfuncs, GLint x1, GLint y1, GLint x2, GLint y2); void gl2_0_glRectfv(void *_glfuncs, const GLfloat* v1, const GLfloat* v2); void gl2_0_glRectf(void *_glfuncs, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); void gl2_0_glRectdv(void *_glfuncs, const GLdouble* v1, const GLdouble* v2); void gl2_0_glRectd(void *_glfuncs, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); void gl2_0_glRasterPos4sv(void *_glfuncs, const GLshort* v); void gl2_0_glRasterPos4s(void *_glfuncs, GLshort x, GLshort y, GLshort z, GLshort w); void gl2_0_glRasterPos4iv(void *_glfuncs, const GLint* v); void gl2_0_glRasterPos4i(void *_glfuncs, GLint x, GLint y, GLint z, GLint w); void gl2_0_glRasterPos4fv(void *_glfuncs, const GLfloat* v); void gl2_0_glRasterPos4f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void gl2_0_glRasterPos4dv(void *_glfuncs, const GLdouble* v); void gl2_0_glRasterPos4d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void gl2_0_glRasterPos3sv(void *_glfuncs, const GLshort* v); void gl2_0_glRasterPos3s(void *_glfuncs, GLshort x, GLshort y, GLshort z); void gl2_0_glRasterPos3iv(void *_glfuncs, const GLint* v); void gl2_0_glRasterPos3i(void *_glfuncs, GLint x, GLint y, GLint z); void gl2_0_glRasterPos3fv(void *_glfuncs, const GLfloat* v); void gl2_0_glRasterPos3f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl2_0_glRasterPos3dv(void *_glfuncs, const GLdouble* v); void gl2_0_glRasterPos3d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl2_0_glRasterPos2sv(void *_glfuncs, const GLshort* v); void gl2_0_glRasterPos2s(void *_glfuncs, GLshort x, GLshort y); void gl2_0_glRasterPos2iv(void *_glfuncs, const GLint* v); void gl2_0_glRasterPos2i(void *_glfuncs, GLint x, GLint y); void gl2_0_glRasterPos2fv(void *_glfuncs, const GLfloat* v); void gl2_0_glRasterPos2f(void *_glfuncs, GLfloat x, GLfloat y); void gl2_0_glRasterPos2dv(void *_glfuncs, const GLdouble* v); void gl2_0_glRasterPos2d(void *_glfuncs, GLdouble x, GLdouble y); void gl2_0_glNormal3sv(void *_glfuncs, const GLshort* v); void gl2_0_glNormal3s(void *_glfuncs, GLshort nx, GLshort ny, GLshort nz); void gl2_0_glNormal3iv(void *_glfuncs, const GLint* v); void gl2_0_glNormal3i(void *_glfuncs, GLint nx, GLint ny, GLint nz); void gl2_0_glNormal3fv(void *_glfuncs, const GLfloat* v); void gl2_0_glNormal3f(void *_glfuncs, GLfloat nx, GLfloat ny, GLfloat nz); void gl2_0_glNormal3dv(void *_glfuncs, const GLdouble* v); void gl2_0_glNormal3d(void *_glfuncs, GLdouble nx, GLdouble ny, GLdouble nz); void gl2_0_glNormal3bv(void *_glfuncs, const GLbyte* v); void gl2_0_glNormal3b(void *_glfuncs, GLbyte nx, GLbyte ny, GLbyte nz); void gl2_0_glIndexsv(void *_glfuncs, const GLshort* c); void gl2_0_glIndexs(void *_glfuncs, GLshort c); void gl2_0_glIndexiv(void *_glfuncs, const GLint* c); void gl2_0_glIndexi(void *_glfuncs, GLint c); void gl2_0_glIndexfv(void *_glfuncs, const GLfloat* c); void gl2_0_glIndexf(void *_glfuncs, GLfloat c); void gl2_0_glIndexdv(void *_glfuncs, const GLdouble* c); void gl2_0_glIndexd(void *_glfuncs, GLdouble c); void gl2_0_glEnd(void *_glfuncs); void gl2_0_glEdgeFlagv(void *_glfuncs, const GLboolean* flag); void gl2_0_glEdgeFlag(void *_glfuncs, GLboolean flag); void gl2_0_glColor4usv(void *_glfuncs, const GLushort* v); void gl2_0_glColor4us(void *_glfuncs, GLushort red, GLushort green, GLushort blue, GLushort alpha); void gl2_0_glColor4uiv(void *_glfuncs, const GLuint* v); void gl2_0_glColor4ui(void *_glfuncs, GLuint red, GLuint green, GLuint blue, GLuint alpha); void gl2_0_glColor4ubv(void *_glfuncs, const GLubyte* v); void gl2_0_glColor4ub(void *_glfuncs, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void gl2_0_glColor4sv(void *_glfuncs, const GLshort* v); void gl2_0_glColor4s(void *_glfuncs, GLshort red, GLshort green, GLshort blue, GLshort alpha); void gl2_0_glColor4iv(void *_glfuncs, const GLint* v); void gl2_0_glColor4i(void *_glfuncs, GLint red, GLint green, GLint blue, GLint alpha); void gl2_0_glColor4fv(void *_glfuncs, const GLfloat* v); void gl2_0_glColor4f(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl2_0_glColor4dv(void *_glfuncs, const GLdouble* v); void gl2_0_glColor4d(void *_glfuncs, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); void gl2_0_glColor4bv(void *_glfuncs, const GLbyte* v); void gl2_0_glColor4b(void *_glfuncs, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); void gl2_0_glColor3usv(void *_glfuncs, const GLushort* v); void gl2_0_glColor3us(void *_glfuncs, GLushort red, GLushort green, GLushort blue); void gl2_0_glColor3uiv(void *_glfuncs, const GLuint* v); void gl2_0_glColor3ui(void *_glfuncs, GLuint red, GLuint green, GLuint blue); void gl2_0_glColor3ubv(void *_glfuncs, const GLubyte* v); void gl2_0_glColor3ub(void *_glfuncs, GLubyte red, GLubyte green, GLubyte blue); void gl2_0_glColor3sv(void *_glfuncs, const GLshort* v); void gl2_0_glColor3s(void *_glfuncs, GLshort red, GLshort green, GLshort blue); void gl2_0_glColor3iv(void *_glfuncs, const GLint* v); void gl2_0_glColor3i(void *_glfuncs, GLint red, GLint green, GLint blue); void gl2_0_glColor3fv(void *_glfuncs, const GLfloat* v); void gl2_0_glColor3f(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue); void gl2_0_glColor3dv(void *_glfuncs, const GLdouble* v); void gl2_0_glColor3d(void *_glfuncs, GLdouble red, GLdouble green, GLdouble blue); void gl2_0_glColor3bv(void *_glfuncs, const GLbyte* v); void gl2_0_glColor3b(void *_glfuncs, GLbyte red, GLbyte green, GLbyte blue); void gl2_0_glBitmap(void *_glfuncs, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte* bitmap); void gl2_0_glBegin(void *_glfuncs, GLenum mode); void gl2_0_glListBase(void *_glfuncs, GLuint base); GLuint gl2_0_glGenLists(void *_glfuncs, GLsizei range_); void gl2_0_glDeleteLists(void *_glfuncs, GLuint list, GLsizei range_); void gl2_0_glCallLists(void *_glfuncs, GLsizei n, GLenum gltype, const GLvoid* lists); void gl2_0_glCallList(void *_glfuncs, GLuint list); void gl2_0_glEndList(void *_glfuncs); void gl2_0_glNewList(void *_glfuncs, GLuint list, GLenum mode); void gl2_0_glPushClientAttrib(void *_glfuncs, GLbitfield mask); void gl2_0_glPopClientAttrib(void *_glfuncs); void gl2_0_glPrioritizeTextures(void *_glfuncs, GLsizei n, const GLuint* textures, const GLfloat* priorities); GLboolean gl2_0_glAreTexturesResident(void *_glfuncs, GLsizei n, const GLuint* textures, GLboolean* residences); void gl2_0_glVertexPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl2_0_glTexCoordPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl2_0_glNormalPointer(void *_glfuncs, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl2_0_glInterleavedArrays(void *_glfuncs, GLenum format, GLsizei stride, const GLvoid* pointer); void gl2_0_glIndexPointer(void *_glfuncs, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl2_0_glEnableClientState(void *_glfuncs, GLenum array); void gl2_0_glEdgeFlagPointer(void *_glfuncs, GLsizei stride, const GLvoid* pointer); void gl2_0_glDisableClientState(void *_glfuncs, GLenum array); void gl2_0_glColorPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl2_0_glArrayElement(void *_glfuncs, GLint i); void gl2_0_glResetMinmax(void *_glfuncs, GLenum target); void gl2_0_glResetHistogram(void *_glfuncs, GLenum target); void gl2_0_glMinmax(void *_glfuncs, GLenum target, GLenum internalFormat, GLboolean sink); void gl2_0_glHistogram(void *_glfuncs, GLenum target, GLsizei width, GLenum internalFormat, GLboolean sink); void gl2_0_glGetMinmaxParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl2_0_glGetMinmaxParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl2_0_glGetMinmax(void *_glfuncs, GLenum target, GLboolean reset, GLenum format, GLenum gltype, GLvoid* values); void gl2_0_glGetHistogramParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl2_0_glGetHistogramParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl2_0_glGetHistogram(void *_glfuncs, GLenum target, GLboolean reset, GLenum format, GLenum gltype, GLvoid* values); void gl2_0_glSeparableFilter2D(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* row, const GLvoid* column); void gl2_0_glGetSeparableFilter(void *_glfuncs, GLenum target, GLenum format, GLenum gltype, GLvoid* row, GLvoid* column, GLvoid* span); void gl2_0_glGetConvolutionParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl2_0_glGetConvolutionParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl2_0_glGetConvolutionFilter(void *_glfuncs, GLenum target, GLenum format, GLenum gltype, GLvoid* image); void gl2_0_glCopyConvolutionFilter2D(void *_glfuncs, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height); void gl2_0_glCopyConvolutionFilter1D(void *_glfuncs, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width); void gl2_0_glConvolutionParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl2_0_glConvolutionParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint params); void gl2_0_glConvolutionParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl2_0_glConvolutionParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat params); void gl2_0_glConvolutionFilter2D(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* image); void gl2_0_glConvolutionFilter1D(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum gltype, const GLvoid* image); void gl2_0_glCopyColorSubTable(void *_glfuncs, GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); void gl2_0_glColorSubTable(void *_glfuncs, GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum gltype, const GLvoid* data); void gl2_0_glGetColorTableParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl2_0_glGetColorTableParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl2_0_glGetColorTable(void *_glfuncs, GLenum target, GLenum format, GLenum gltype, GLvoid* table); void gl2_0_glCopyColorTable(void *_glfuncs, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width); void gl2_0_glColorTableParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl2_0_glColorTableParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl2_0_glColorTable(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum gltype, const GLvoid* table); void gl2_0_glMultTransposeMatrixd(void *_glfuncs, const GLdouble* m); void gl2_0_glMultTransposeMatrixf(void *_glfuncs, const GLfloat* m); void gl2_0_glLoadTransposeMatrixd(void *_glfuncs, const GLdouble* m); void gl2_0_glLoadTransposeMatrixf(void *_glfuncs, const GLfloat* m); void gl2_0_glMultiTexCoord4sv(void *_glfuncs, GLenum target, const GLshort* v); void gl2_0_glMultiTexCoord4s(void *_glfuncs, GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); void gl2_0_glMultiTexCoord4iv(void *_glfuncs, GLenum target, const GLint* v); void gl2_0_glMultiTexCoord4i(void *_glfuncs, GLenum target, GLint s, GLint t, GLint r, GLint q); void gl2_0_glMultiTexCoord4fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl2_0_glMultiTexCoord4f(void *_glfuncs, GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void gl2_0_glMultiTexCoord4dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl2_0_glMultiTexCoord4d(void *_glfuncs, GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void gl2_0_glMultiTexCoord3sv(void *_glfuncs, GLenum target, const GLshort* v); void gl2_0_glMultiTexCoord3s(void *_glfuncs, GLenum target, GLshort s, GLshort t, GLshort r); void gl2_0_glMultiTexCoord3iv(void *_glfuncs, GLenum target, const GLint* v); void gl2_0_glMultiTexCoord3i(void *_glfuncs, GLenum target, GLint s, GLint t, GLint r); void gl2_0_glMultiTexCoord3fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl2_0_glMultiTexCoord3f(void *_glfuncs, GLenum target, GLfloat s, GLfloat t, GLfloat r); void gl2_0_glMultiTexCoord3dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl2_0_glMultiTexCoord3d(void *_glfuncs, GLenum target, GLdouble s, GLdouble t, GLdouble r); void gl2_0_glMultiTexCoord2sv(void *_glfuncs, GLenum target, const GLshort* v); void gl2_0_glMultiTexCoord2s(void *_glfuncs, GLenum target, GLshort s, GLshort t); void gl2_0_glMultiTexCoord2iv(void *_glfuncs, GLenum target, const GLint* v); void gl2_0_glMultiTexCoord2i(void *_glfuncs, GLenum target, GLint s, GLint t); void gl2_0_glMultiTexCoord2fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl2_0_glMultiTexCoord2f(void *_glfuncs, GLenum target, GLfloat s, GLfloat t); void gl2_0_glMultiTexCoord2dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl2_0_glMultiTexCoord2d(void *_glfuncs, GLenum target, GLdouble s, GLdouble t); void gl2_0_glMultiTexCoord1sv(void *_glfuncs, GLenum target, const GLshort* v); void gl2_0_glMultiTexCoord1s(void *_glfuncs, GLenum target, GLshort s); void gl2_0_glMultiTexCoord1iv(void *_glfuncs, GLenum target, const GLint* v); void gl2_0_glMultiTexCoord1i(void *_glfuncs, GLenum target, GLint s); void gl2_0_glMultiTexCoord1fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl2_0_glMultiTexCoord1f(void *_glfuncs, GLenum target, GLfloat s); void gl2_0_glMultiTexCoord1dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl2_0_glMultiTexCoord1d(void *_glfuncs, GLenum target, GLdouble s); void gl2_0_glClientActiveTexture(void *_glfuncs, GLenum texture); void gl2_0_glWindowPos3sv(void *_glfuncs, const GLshort* v); void gl2_0_glWindowPos3s(void *_glfuncs, GLshort x, GLshort y, GLshort z); void gl2_0_glWindowPos3iv(void *_glfuncs, const GLint* v); void gl2_0_glWindowPos3i(void *_glfuncs, GLint x, GLint y, GLint z); void gl2_0_glWindowPos3fv(void *_glfuncs, const GLfloat* v); void gl2_0_glWindowPos3f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl2_0_glWindowPos3dv(void *_glfuncs, const GLdouble* v); void gl2_0_glWindowPos3d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl2_0_glWindowPos2sv(void *_glfuncs, const GLshort* v); void gl2_0_glWindowPos2s(void *_glfuncs, GLshort x, GLshort y); void gl2_0_glWindowPos2iv(void *_glfuncs, const GLint* v); void gl2_0_glWindowPos2i(void *_glfuncs, GLint x, GLint y); void gl2_0_glWindowPos2fv(void *_glfuncs, const GLfloat* v); void gl2_0_glWindowPos2f(void *_glfuncs, GLfloat x, GLfloat y); void gl2_0_glWindowPos2dv(void *_glfuncs, const GLdouble* v); void gl2_0_glWindowPos2d(void *_glfuncs, GLdouble x, GLdouble y); void gl2_0_glSecondaryColorPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl2_0_glSecondaryColor3usv(void *_glfuncs, const GLushort* v); void gl2_0_glSecondaryColor3us(void *_glfuncs, GLushort red, GLushort green, GLushort blue); void gl2_0_glSecondaryColor3uiv(void *_glfuncs, const GLuint* v); void gl2_0_glSecondaryColor3ui(void *_glfuncs, GLuint red, GLuint green, GLuint blue); void gl2_0_glSecondaryColor3ubv(void *_glfuncs, const GLubyte* v); void gl2_0_glSecondaryColor3ub(void *_glfuncs, GLubyte red, GLubyte green, GLubyte blue); void gl2_0_glSecondaryColor3sv(void *_glfuncs, const GLshort* v); void gl2_0_glSecondaryColor3s(void *_glfuncs, GLshort red, GLshort green, GLshort blue); void gl2_0_glSecondaryColor3iv(void *_glfuncs, const GLint* v); void gl2_0_glSecondaryColor3i(void *_glfuncs, GLint red, GLint green, GLint blue); void gl2_0_glSecondaryColor3fv(void *_glfuncs, const GLfloat* v); void gl2_0_glSecondaryColor3f(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue); void gl2_0_glSecondaryColor3dv(void *_glfuncs, const GLdouble* v); void gl2_0_glSecondaryColor3d(void *_glfuncs, GLdouble red, GLdouble green, GLdouble blue); void gl2_0_glSecondaryColor3bv(void *_glfuncs, const GLbyte* v); void gl2_0_glSecondaryColor3b(void *_glfuncs, GLbyte red, GLbyte green, GLbyte blue); void gl2_0_glFogCoordPointer(void *_glfuncs, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl2_0_glFogCoorddv(void *_glfuncs, const GLdouble* coord); void gl2_0_glFogCoordd(void *_glfuncs, GLdouble coord); void gl2_0_glFogCoordfv(void *_glfuncs, const GLfloat* coord); void gl2_0_glFogCoordf(void *_glfuncs, GLfloat coord); void gl2_0_glVertexAttrib4usv(void *_glfuncs, GLuint index, const GLushort* v); void gl2_0_glVertexAttrib4uiv(void *_glfuncs, GLuint index, const GLuint* v); void gl2_0_glVertexAttrib4ubv(void *_glfuncs, GLuint index, const GLubyte* v); void gl2_0_glVertexAttrib4sv(void *_glfuncs, GLuint index, const GLshort* v); void gl2_0_glVertexAttrib4s(void *_glfuncs, GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); void gl2_0_glVertexAttrib4iv(void *_glfuncs, GLuint index, const GLint* v); void gl2_0_glVertexAttrib4fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl2_0_glVertexAttrib4f(void *_glfuncs, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void gl2_0_glVertexAttrib4dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl2_0_glVertexAttrib4d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void gl2_0_glVertexAttrib4bv(void *_glfuncs, GLuint index, const GLbyte* v); void gl2_0_glVertexAttrib4Nusv(void *_glfuncs, GLuint index, const GLushort* v); void gl2_0_glVertexAttrib4Nuiv(void *_glfuncs, GLuint index, const GLuint* v); void gl2_0_glVertexAttrib4Nubv(void *_glfuncs, GLuint index, const GLubyte* v); void gl2_0_glVertexAttrib4Nub(void *_glfuncs, GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); void gl2_0_glVertexAttrib4Nsv(void *_glfuncs, GLuint index, const GLshort* v); void gl2_0_glVertexAttrib4Niv(void *_glfuncs, GLuint index, const GLint* v); void gl2_0_glVertexAttrib4Nbv(void *_glfuncs, GLuint index, const GLbyte* v); void gl2_0_glVertexAttrib3sv(void *_glfuncs, GLuint index, const GLshort* v); void gl2_0_glVertexAttrib3s(void *_glfuncs, GLuint index, GLshort x, GLshort y, GLshort z); void gl2_0_glVertexAttrib3fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl2_0_glVertexAttrib3f(void *_glfuncs, GLuint index, GLfloat x, GLfloat y, GLfloat z); void gl2_0_glVertexAttrib3dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl2_0_glVertexAttrib3d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z); void gl2_0_glVertexAttrib2sv(void *_glfuncs, GLuint index, const GLshort* v); void gl2_0_glVertexAttrib2s(void *_glfuncs, GLuint index, GLshort x, GLshort y); void gl2_0_glVertexAttrib2fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl2_0_glVertexAttrib2f(void *_glfuncs, GLuint index, GLfloat x, GLfloat y); void gl2_0_glVertexAttrib2dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl2_0_glVertexAttrib2d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y); void gl2_0_glVertexAttrib1sv(void *_glfuncs, GLuint index, const GLshort* v); void gl2_0_glVertexAttrib1s(void *_glfuncs, GLuint index, GLshort x); void gl2_0_glVertexAttrib1fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl2_0_glVertexAttrib1f(void *_glfuncs, GLuint index, GLfloat x); void gl2_0_glVertexAttrib1dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl2_0_glVertexAttrib1d(void *_glfuncs, GLuint index, GLdouble x); #ifdef __cplusplus } // extern "C" #endif