// ** 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 *gl4_1compat_funcs(); void gl4_1compat_glViewport(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height); void gl4_1compat_glDepthRange(void *_glfuncs, GLdouble nearVal, GLdouble farVal); GLboolean gl4_1compat_glIsEnabled(void *_glfuncs, GLenum cap); void gl4_1compat_glGetTexLevelParameteriv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLint* params); void gl4_1compat_glGetTexLevelParameterfv(void *_glfuncs, GLenum target, GLint level, GLenum pname, GLfloat* params); void gl4_1compat_glGetTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glGetTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl4_1compat_glGetTexImage(void *_glfuncs, GLenum target, GLint level, GLenum format, GLenum gltype, GLvoid* pixels); void gl4_1compat_glGetIntegerv(void *_glfuncs, GLenum pname, GLint* params); void gl4_1compat_glGetFloatv(void *_glfuncs, GLenum pname, GLfloat* params); GLenum gl4_1compat_glGetError(void *_glfuncs); void gl4_1compat_glGetDoublev(void *_glfuncs, GLenum pname, GLdouble* params); void gl4_1compat_glGetBooleanv(void *_glfuncs, GLenum pname, GLboolean* params); void gl4_1compat_glReadPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum gltype, GLvoid* pixels); void gl4_1compat_glReadBuffer(void *_glfuncs, GLenum mode); void gl4_1compat_glPixelStorei(void *_glfuncs, GLenum pname, GLint param); void gl4_1compat_glPixelStoref(void *_glfuncs, GLenum pname, GLfloat param); void gl4_1compat_glDepthFunc(void *_glfuncs, GLenum glfunc); void gl4_1compat_glStencilOp(void *_glfuncs, GLenum fail, GLenum zfail, GLenum zpass); void gl4_1compat_glStencilFunc(void *_glfuncs, GLenum glfunc, GLint ref, GLuint mask); void gl4_1compat_glLogicOp(void *_glfuncs, GLenum opcode); void gl4_1compat_glBlendFunc(void *_glfuncs, GLenum sfactor, GLenum dfactor); void gl4_1compat_glFlush(void *_glfuncs); void gl4_1compat_glFinish(void *_glfuncs); void gl4_1compat_glEnable(void *_glfuncs, GLenum cap); void gl4_1compat_glDisable(void *_glfuncs, GLenum cap); void gl4_1compat_glDepthMask(void *_glfuncs, GLboolean flag); void gl4_1compat_glColorMask(void *_glfuncs, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void gl4_1compat_glStencilMask(void *_glfuncs, GLuint mask); void gl4_1compat_glClearDepth(void *_glfuncs, GLdouble depth); void gl4_1compat_glClearStencil(void *_glfuncs, GLint s); void gl4_1compat_glClearColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl4_1compat_glClear(void *_glfuncs, GLbitfield mask); void gl4_1compat_glDrawBuffer(void *_glfuncs, GLenum mode); void gl4_1compat_glTexImage2D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); void gl4_1compat_glTexImage1D(void *_glfuncs, GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum gltype, const GLvoid* pixels); void gl4_1compat_glTexParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl4_1compat_glTexParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint param); void gl4_1compat_glTexParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl4_1compat_glTexParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param); void gl4_1compat_glScissor(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height); void gl4_1compat_glPolygonMode(void *_glfuncs, GLenum face, GLenum mode); void gl4_1compat_glPointSize(void *_glfuncs, GLfloat size); void gl4_1compat_glLineWidth(void *_glfuncs, GLfloat width); void gl4_1compat_glHint(void *_glfuncs, GLenum target, GLenum mode); void gl4_1compat_glFrontFace(void *_glfuncs, GLenum mode); void gl4_1compat_glCullFace(void *_glfuncs, GLenum mode); void gl4_1compat_glIndexubv(void *_glfuncs, const GLubyte* c); void gl4_1compat_glIndexub(void *_glfuncs, GLubyte c); GLboolean gl4_1compat_glIsTexture(void *_glfuncs, GLuint texture); void gl4_1compat_glGenTextures(void *_glfuncs, GLsizei n, GLuint* textures); void gl4_1compat_glDeleteTextures(void *_glfuncs, GLsizei n, const GLuint* textures); void gl4_1compat_glBindTexture(void *_glfuncs, GLenum target, GLuint texture); void gl4_1compat_glTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels); void gl4_1compat_glTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum gltype, const GLvoid* pixels); void gl4_1compat_glCopyTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void gl4_1compat_glCopyTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void gl4_1compat_glCopyTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void gl4_1compat_glCopyTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border); void gl4_1compat_glPolygonOffset(void *_glfuncs, GLfloat factor, GLfloat units); void gl4_1compat_glDrawElements(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices); void gl4_1compat_glDrawArrays(void *_glfuncs, GLenum mode, GLint first, GLsizei count); void gl4_1compat_glCopyTexSubImage3D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void gl4_1compat_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 gl4_1compat_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 gl4_1compat_glDrawRangeElements(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices); void gl4_1compat_glBlendEquation(void *_glfuncs, GLenum mode); void gl4_1compat_glBlendColor(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl4_1compat_glGetCompressedTexImage(void *_glfuncs, GLenum target, GLint level, GLvoid* img); void gl4_1compat_glCompressedTexSubImage1D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid* data); void gl4_1compat_glCompressedTexSubImage2D(void *_glfuncs, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); void gl4_1compat_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 gl4_1compat_glCompressedTexImage1D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid* data); void gl4_1compat_glCompressedTexImage2D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); void gl4_1compat_glCompressedTexImage3D(void *_glfuncs, GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data); void gl4_1compat_glSampleCoverage(void *_glfuncs, GLfloat value, GLboolean invert); void gl4_1compat_glActiveTexture(void *_glfuncs, GLenum texture); void gl4_1compat_glPointParameteriv(void *_glfuncs, GLenum pname, const GLint* params); void gl4_1compat_glPointParameteri(void *_glfuncs, GLenum pname, GLint param); void gl4_1compat_glPointParameterfv(void *_glfuncs, GLenum pname, const GLfloat* params); void gl4_1compat_glPointParameterf(void *_glfuncs, GLenum pname, GLfloat param); void gl4_1compat_glMultiDrawArrays(void *_glfuncs, GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount); void gl4_1compat_glBlendFuncSeparate(void *_glfuncs, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); void gl4_1compat_glGetBufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); GLboolean gl4_1compat_glUnmapBuffer(void *_glfuncs, GLenum target); void gl4_1compat_glGetBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, GLvoid* data); void gl4_1compat_glBufferSubData(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); void gl4_1compat_glBufferData(void *_glfuncs, GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); GLboolean gl4_1compat_glIsBuffer(void *_glfuncs, GLuint buffer); void gl4_1compat_glGenBuffers(void *_glfuncs, GLsizei n, GLuint* buffers); void gl4_1compat_glDeleteBuffers(void *_glfuncs, GLsizei n, const GLuint* buffers); void gl4_1compat_glBindBuffer(void *_glfuncs, GLenum target, GLuint buffer); void gl4_1compat_glGetQueryObjectuiv(void *_glfuncs, GLuint id, GLenum pname, GLuint* params); void gl4_1compat_glGetQueryObjectiv(void *_glfuncs, GLuint id, GLenum pname, GLint* params); void gl4_1compat_glGetQueryiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glEndQuery(void *_glfuncs, GLenum target); void gl4_1compat_glBeginQuery(void *_glfuncs, GLenum target, GLuint id); GLboolean gl4_1compat_glIsQuery(void *_glfuncs, GLuint id); void gl4_1compat_glDeleteQueries(void *_glfuncs, GLsizei n, const GLuint* ids); void gl4_1compat_glGenQueries(void *_glfuncs, GLsizei n, GLuint* ids); void gl4_1compat_glVertexAttribPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLboolean normalized, GLsizei stride, const GLvoid* offset); void gl4_1compat_glValidateProgram(void *_glfuncs, GLuint program); void gl4_1compat_glUniformMatrix4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniformMatrix3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniformMatrix2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniform4iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glUniform3iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glUniform2iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glUniform1iv(void *_glfuncs, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glUniform4fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glUniform3fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glUniform2fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glUniform1fv(void *_glfuncs, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glUniform4i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void gl4_1compat_glUniform3i(void *_glfuncs, GLint location, GLint v0, GLint v1, GLint v2); void gl4_1compat_glUniform2i(void *_glfuncs, GLint location, GLint v0, GLint v1); void gl4_1compat_glUniform1i(void *_glfuncs, GLint location, GLint v0); void gl4_1compat_glUniform4f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void gl4_1compat_glUniform3f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void gl4_1compat_glUniform2f(void *_glfuncs, GLint location, GLfloat v0, GLfloat v1); void gl4_1compat_glUniform1f(void *_glfuncs, GLint location, GLfloat v0); void gl4_1compat_glUseProgram(void *_glfuncs, GLuint program); void gl4_1compat_glShaderSource(void *_glfuncs, GLuint shader, GLsizei count, const GLchar** source, const GLint* length); void gl4_1compat_glLinkProgram(void *_glfuncs, GLuint program); GLboolean gl4_1compat_glIsShader(void *_glfuncs, GLuint shader); GLboolean gl4_1compat_glIsProgram(void *_glfuncs, GLuint program); void gl4_1compat_glGetVertexAttribiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params); void gl4_1compat_glGetVertexAttribfv(void *_glfuncs, GLuint index, GLenum pname, GLfloat* params); void gl4_1compat_glGetVertexAttribdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params); void gl4_1compat_glGetUniformiv(void *_glfuncs, GLuint program, GLint location, GLint* params); void gl4_1compat_glGetUniformfv(void *_glfuncs, GLuint program, GLint location, GLfloat* params); GLint gl4_1compat_glGetUniformLocation(void *_glfuncs, GLuint program, const GLchar* name); void gl4_1compat_glGetShaderSource(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source); void gl4_1compat_glGetShaderInfoLog(void *_glfuncs, GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog); void gl4_1compat_glGetShaderiv(void *_glfuncs, GLuint shader, GLenum pname, GLint* params); void gl4_1compat_glGetProgramInfoLog(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog); void gl4_1compat_glGetProgramiv(void *_glfuncs, GLuint program, GLenum pname, GLint* params); GLint gl4_1compat_glGetAttribLocation(void *_glfuncs, GLuint program, const GLchar* name); void gl4_1compat_glGetAttachedShaders(void *_glfuncs, GLuint program, GLsizei maxCount, GLsizei* count, GLuint* obj); void gl4_1compat_glGetActiveUniform(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name); void gl4_1compat_glGetActiveAttrib(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* gltype, GLchar* name); void gl4_1compat_glEnableVertexAttribArray(void *_glfuncs, GLuint index); void gl4_1compat_glDisableVertexAttribArray(void *_glfuncs, GLuint index); void gl4_1compat_glDetachShader(void *_glfuncs, GLuint program, GLuint shader); void gl4_1compat_glDeleteShader(void *_glfuncs, GLuint shader); void gl4_1compat_glDeleteProgram(void *_glfuncs, GLuint program); GLuint gl4_1compat_glCreateShader(void *_glfuncs, GLenum gltype); GLuint gl4_1compat_glCreateProgram(void *_glfuncs); void gl4_1compat_glCompileShader(void *_glfuncs, GLuint shader); void gl4_1compat_glBindAttribLocation(void *_glfuncs, GLuint program, GLuint index, const GLchar* name); void gl4_1compat_glAttachShader(void *_glfuncs, GLuint program, GLuint shader); void gl4_1compat_glStencilMaskSeparate(void *_glfuncs, GLenum face, GLuint mask); void gl4_1compat_glStencilFuncSeparate(void *_glfuncs, GLenum face, GLenum glfunc, GLint ref, GLuint mask); void gl4_1compat_glStencilOpSeparate(void *_glfuncs, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); void gl4_1compat_glDrawBuffers(void *_glfuncs, GLsizei n, const GLenum* bufs); void gl4_1compat_glBlendEquationSeparate(void *_glfuncs, GLenum modeRGB, GLenum modeAlpha); void gl4_1compat_glUniformMatrix4x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniformMatrix3x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniformMatrix4x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniformMatrix2x4fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniformMatrix3x2fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glUniformMatrix2x3fv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); GLboolean gl4_1compat_glIsVertexArray(void *_glfuncs, GLuint array); void gl4_1compat_glGenVertexArrays(void *_glfuncs, GLsizei n, GLuint* arrays); void gl4_1compat_glDeleteVertexArrays(void *_glfuncs, GLsizei n, const GLuint* arrays); void gl4_1compat_glBindVertexArray(void *_glfuncs, GLuint array); void gl4_1compat_glFlushMappedBufferRange(void *_glfuncs, GLenum target, GLintptr offset, GLsizeiptr length); void gl4_1compat_glFramebufferTextureLayer(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); void gl4_1compat_glRenderbufferStorageMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height); void gl4_1compat_glBlitFramebuffer(void *_glfuncs, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void gl4_1compat_glGenerateMipmap(void *_glfuncs, GLenum target); void gl4_1compat_glGetFramebufferAttachmentParameteriv(void *_glfuncs, GLenum target, GLenum attachment, GLenum pname, GLint* params); void gl4_1compat_glFramebufferRenderbuffer(void *_glfuncs, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void gl4_1compat_glFramebufferTexture3D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); void gl4_1compat_glFramebufferTexture2D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void gl4_1compat_glFramebufferTexture1D(void *_glfuncs, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLenum gl4_1compat_glCheckFramebufferStatus(void *_glfuncs, GLenum target); void gl4_1compat_glGenFramebuffers(void *_glfuncs, GLsizei n, GLuint* framebuffers); void gl4_1compat_glDeleteFramebuffers(void *_glfuncs, GLsizei n, const GLuint* framebuffers); void gl4_1compat_glBindFramebuffer(void *_glfuncs, GLenum target, GLuint framebuffer); GLboolean gl4_1compat_glIsFramebuffer(void *_glfuncs, GLuint framebuffer); void gl4_1compat_glGetRenderbufferParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glRenderbufferStorage(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height); void gl4_1compat_glGenRenderbuffers(void *_glfuncs, GLsizei n, GLuint* renderbuffers); void gl4_1compat_glDeleteRenderbuffers(void *_glfuncs, GLsizei n, const GLuint* renderbuffers); void gl4_1compat_glBindRenderbuffer(void *_glfuncs, GLenum target, GLuint renderbuffer); GLboolean gl4_1compat_glIsRenderbuffer(void *_glfuncs, GLuint renderbuffer); void gl4_1compat_glClearBufferfi(void *_glfuncs, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void gl4_1compat_glClearBufferfv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLfloat* value); void gl4_1compat_glClearBufferuiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLuint* value); void gl4_1compat_glClearBufferiv(void *_glfuncs, GLenum buffer, GLint drawbuffer, const GLint* value); void gl4_1compat_glGetTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, GLuint* params); void gl4_1compat_glGetTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glTexParameterIuiv(void *_glfuncs, GLenum target, GLenum pname, const GLuint* params); void gl4_1compat_glTexParameterIiv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl4_1compat_glUniform4uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glUniform3uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glUniform2uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glUniform1uiv(void *_glfuncs, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glUniform4ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void gl4_1compat_glUniform3ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1, GLuint v2); void gl4_1compat_glUniform2ui(void *_glfuncs, GLint location, GLuint v0, GLuint v1); void gl4_1compat_glUniform1ui(void *_glfuncs, GLint location, GLuint v0); GLint gl4_1compat_glGetFragDataLocation(void *_glfuncs, GLuint program, const GLchar* name); void gl4_1compat_glBindFragDataLocation(void *_glfuncs, GLuint program, GLuint color, const GLchar* name); void gl4_1compat_glGetUniformuiv(void *_glfuncs, GLuint program, GLint location, GLuint* params); void gl4_1compat_glGetVertexAttribIuiv(void *_glfuncs, GLuint index, GLenum pname, GLuint* params); void gl4_1compat_glGetVertexAttribIiv(void *_glfuncs, GLuint index, GLenum pname, GLint* params); void gl4_1compat_glVertexAttribIPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glEndConditionalRender(void *_glfuncs); void gl4_1compat_glBeginConditionalRender(void *_glfuncs, GLuint id, GLenum mode); void gl4_1compat_glClampColor(void *_glfuncs, GLenum target, GLenum clamp); void gl4_1compat_glGetTransformFeedbackVarying(void *_glfuncs, GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* gltype, GLchar* name); void gl4_1compat_glBindBufferBase(void *_glfuncs, GLenum target, GLuint index, GLuint buffer); void gl4_1compat_glBindBufferRange(void *_glfuncs, GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); void gl4_1compat_glEndTransformFeedback(void *_glfuncs); void gl4_1compat_glBeginTransformFeedback(void *_glfuncs, GLenum primitiveMode); GLboolean gl4_1compat_glIsEnabledi(void *_glfuncs, GLenum target, GLuint index); void gl4_1compat_glDisablei(void *_glfuncs, GLenum target, GLuint index); void gl4_1compat_glEnablei(void *_glfuncs, GLenum target, GLuint index); void gl4_1compat_glGetIntegeri_v(void *_glfuncs, GLenum target, GLuint index, GLint* data); void gl4_1compat_glGetBooleani_v(void *_glfuncs, GLenum target, GLuint index, GLboolean* data); void gl4_1compat_glColorMaski(void *_glfuncs, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); void gl4_1compat_glCopyBufferSubData(void *_glfuncs, GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); void gl4_1compat_glUniformBlockBinding(void *_glfuncs, GLuint program, GLuint v0, GLuint v1); void gl4_1compat_glGetActiveUniformBlockName(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName); void gl4_1compat_glGetActiveUniformBlockiv(void *_glfuncs, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params); GLuint gl4_1compat_glGetUniformBlockIndex(void *_glfuncs, GLuint program, const GLchar* uniformBlockName); void gl4_1compat_glGetActiveUniformName(void *_glfuncs, GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformName); void gl4_1compat_glGetActiveUniformsiv(void *_glfuncs, GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params); void gl4_1compat_glPrimitiveRestartIndex(void *_glfuncs, GLuint index); void gl4_1compat_glTexBuffer(void *_glfuncs, GLenum target, GLenum internalFormat, GLuint buffer); void gl4_1compat_glDrawElementsInstanced(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount); void gl4_1compat_glDrawArraysInstanced(void *_glfuncs, GLenum mode, GLint first, GLsizei count, GLsizei instancecount); void gl4_1compat_glSampleMaski(void *_glfuncs, GLuint index, GLbitfield mask); void gl4_1compat_glGetMultisamplefv(void *_glfuncs, GLenum pname, GLuint index, GLfloat* val); void gl4_1compat_glTexImage3DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); void gl4_1compat_glTexImage2DMultisample(void *_glfuncs, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); void gl4_1compat_glGetSynciv(void *_glfuncs, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values); void gl4_1compat_glGetInteger64v(void *_glfuncs, GLenum pname, GLint64* params); void gl4_1compat_glWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout); GLenum gl4_1compat_glClientWaitSync(void *_glfuncs, GLsync sync, GLbitfield flags, GLuint64 timeout); void gl4_1compat_glDeleteSync(void *_glfuncs, GLsync sync); GLboolean gl4_1compat_glIsSync(void *_glfuncs, GLsync sync); GLsync gl4_1compat_glFenceSync(void *_glfuncs, GLenum condition, GLbitfield flags); void gl4_1compat_glProvokingVertex(void *_glfuncs, GLenum mode); void gl4_1compat_glDrawElementsInstancedBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLsizei instancecount, GLint basevertex); void gl4_1compat_glDrawRangeElementsBaseVertex(void *_glfuncs, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex); void gl4_1compat_glDrawElementsBaseVertex(void *_glfuncs, GLenum mode, GLsizei count, GLenum gltype, const GLvoid* indices, GLint basevertex); void gl4_1compat_glFramebufferTexture(void *_glfuncs, GLenum target, GLenum attachment, GLuint texture, GLint level); void gl4_1compat_glGetBufferParameteri64v(void *_glfuncs, GLenum target, GLenum pname, GLint64* params); void gl4_1compat_glGetInteger64i_v(void *_glfuncs, GLenum target, GLuint index, GLint64* data); void gl4_1compat_glVertexAttribP4uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value); void gl4_1compat_glVertexAttribP4ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value); void gl4_1compat_glVertexAttribP3uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value); void gl4_1compat_glVertexAttribP3ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value); void gl4_1compat_glVertexAttribP2uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value); void gl4_1compat_glVertexAttribP2ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value); void gl4_1compat_glVertexAttribP1uiv(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, const GLuint* value); void gl4_1compat_glVertexAttribP1ui(void *_glfuncs, GLuint index, GLenum gltype, GLboolean normalized, GLuint value); void gl4_1compat_glSecondaryColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color); void gl4_1compat_glSecondaryColorP3ui(void *_glfuncs, GLenum gltype, GLuint color); void gl4_1compat_glColorP4uiv(void *_glfuncs, GLenum gltype, const GLuint* color); void gl4_1compat_glColorP4ui(void *_glfuncs, GLenum gltype, GLuint color); void gl4_1compat_glColorP3uiv(void *_glfuncs, GLenum gltype, const GLuint* color); void gl4_1compat_glColorP3ui(void *_glfuncs, GLenum gltype, GLuint color); void gl4_1compat_glNormalP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords); void gl4_1compat_glNormalP3ui(void *_glfuncs, GLenum gltype, GLuint coords); void gl4_1compat_glMultiTexCoordP4uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords); void gl4_1compat_glMultiTexCoordP4ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords); void gl4_1compat_glMultiTexCoordP3uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords); void gl4_1compat_glMultiTexCoordP3ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords); void gl4_1compat_glMultiTexCoordP2uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords); void gl4_1compat_glMultiTexCoordP2ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords); void gl4_1compat_glMultiTexCoordP1uiv(void *_glfuncs, GLenum texture, GLenum gltype, const GLuint* coords); void gl4_1compat_glMultiTexCoordP1ui(void *_glfuncs, GLenum texture, GLenum gltype, GLuint coords); void gl4_1compat_glTexCoordP4uiv(void *_glfuncs, GLenum gltype, const GLuint* coords); void gl4_1compat_glTexCoordP4ui(void *_glfuncs, GLenum gltype, GLuint coords); void gl4_1compat_glTexCoordP3uiv(void *_glfuncs, GLenum gltype, const GLuint* coords); void gl4_1compat_glTexCoordP3ui(void *_glfuncs, GLenum gltype, GLuint coords); void gl4_1compat_glTexCoordP2uiv(void *_glfuncs, GLenum gltype, const GLuint* coords); void gl4_1compat_glTexCoordP2ui(void *_glfuncs, GLenum gltype, GLuint coords); void gl4_1compat_glTexCoordP1uiv(void *_glfuncs, GLenum gltype, const GLuint* coords); void gl4_1compat_glTexCoordP1ui(void *_glfuncs, GLenum gltype, GLuint coords); void gl4_1compat_glVertexP4uiv(void *_glfuncs, GLenum gltype, const GLuint* value); void gl4_1compat_glVertexP4ui(void *_glfuncs, GLenum gltype, GLuint value); void gl4_1compat_glVertexP3uiv(void *_glfuncs, GLenum gltype, const GLuint* value); void gl4_1compat_glVertexP3ui(void *_glfuncs, GLenum gltype, GLuint value); void gl4_1compat_glVertexP2uiv(void *_glfuncs, GLenum gltype, const GLuint* value); void gl4_1compat_glVertexP2ui(void *_glfuncs, GLenum gltype, GLuint value); void gl4_1compat_glGetQueryObjectui64v(void *_glfuncs, GLuint id, GLenum pname, GLuint64* params); void gl4_1compat_glGetQueryObjecti64v(void *_glfuncs, GLuint id, GLenum pname, GLint64* params); void gl4_1compat_glQueryCounter(void *_glfuncs, GLuint id, GLenum target); void gl4_1compat_glGetSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, GLuint* params); void gl4_1compat_glGetSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat* params); void gl4_1compat_glGetSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params); void gl4_1compat_glGetSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, GLint* params); void gl4_1compat_glSamplerParameterIuiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLuint* param); void gl4_1compat_glSamplerParameterIiv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param); void gl4_1compat_glSamplerParameterfv(void *_glfuncs, GLuint sampler, GLenum pname, const GLfloat* param); void gl4_1compat_glSamplerParameterf(void *_glfuncs, GLuint sampler, GLenum pname, GLfloat param); void gl4_1compat_glSamplerParameteriv(void *_glfuncs, GLuint sampler, GLenum pname, const GLint* param); void gl4_1compat_glSamplerParameteri(void *_glfuncs, GLuint sampler, GLenum pname, GLint param); void gl4_1compat_glBindSampler(void *_glfuncs, GLuint unit, GLuint sampler); GLboolean gl4_1compat_glIsSampler(void *_glfuncs, GLuint sampler); void gl4_1compat_glDeleteSamplers(void *_glfuncs, GLsizei count, const GLuint* samplers); void gl4_1compat_glGenSamplers(void *_glfuncs, GLsizei count, GLuint* samplers); GLint gl4_1compat_glGetFragDataIndex(void *_glfuncs, GLuint program, const GLchar* name); void gl4_1compat_glBindFragDataLocationIndexed(void *_glfuncs, GLuint program, GLuint colorNumber, GLuint index, const GLchar* name); void gl4_1compat_glVertexAttribDivisor(void *_glfuncs, GLuint index, GLuint divisor); void gl4_1compat_glGetQueryIndexediv(void *_glfuncs, GLenum target, GLuint index, GLenum pname, GLint* params); void gl4_1compat_glEndQueryIndexed(void *_glfuncs, GLenum target, GLuint index); void gl4_1compat_glBeginQueryIndexed(void *_glfuncs, GLenum target, GLuint index, GLuint id); void gl4_1compat_glDrawTransformFeedbackStream(void *_glfuncs, GLenum mode, GLuint id, GLuint stream); void gl4_1compat_glDrawTransformFeedback(void *_glfuncs, GLenum mode, GLuint id); void gl4_1compat_glResumeTransformFeedback(void *_glfuncs); void gl4_1compat_glPauseTransformFeedback(void *_glfuncs); GLboolean gl4_1compat_glIsTransformFeedback(void *_glfuncs, GLuint id); void gl4_1compat_glGenTransformFeedbacks(void *_glfuncs, GLsizei n, GLuint* ids); void gl4_1compat_glDeleteTransformFeedbacks(void *_glfuncs, GLsizei n, const GLuint* ids); void gl4_1compat_glBindTransformFeedback(void *_glfuncs, GLenum target, GLuint id); void gl4_1compat_glPatchParameterfv(void *_glfuncs, GLenum pname, const GLfloat* values); void gl4_1compat_glPatchParameteri(void *_glfuncs, GLenum pname, GLint value); void gl4_1compat_glGetProgramStageiv(void *_glfuncs, GLuint program, GLenum shadertype, GLenum pname, GLint* values); void gl4_1compat_glGetUniformSubroutineuiv(void *_glfuncs, GLenum shadertype, GLint location, GLuint* params); void gl4_1compat_glUniformSubroutinesuiv(void *_glfuncs, GLenum shadertype, GLsizei count, const GLuint* value); void gl4_1compat_glGetActiveSubroutineName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name); void gl4_1compat_glGetActiveSubroutineUniformName(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name); void gl4_1compat_glGetActiveSubroutineUniformiv(void *_glfuncs, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint* values); GLuint gl4_1compat_glGetSubroutineIndex(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name); GLint gl4_1compat_glGetSubroutineUniformLocation(void *_glfuncs, GLuint program, GLenum shadertype, const GLchar* name); void gl4_1compat_glGetUniformdv(void *_glfuncs, GLuint program, GLint location, GLdouble* params); void gl4_1compat_glUniformMatrix4x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix4x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix3x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix3x2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix2x4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix2x3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix4dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix3dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniformMatrix2dv(void *_glfuncs, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glUniform4dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glUniform3dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glUniform2dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glUniform1dv(void *_glfuncs, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glUniform4d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); void gl4_1compat_glUniform3d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); void gl4_1compat_glUniform2d(void *_glfuncs, GLint location, GLdouble v0, GLdouble v1); void gl4_1compat_glUniform1d(void *_glfuncs, GLint location, GLdouble v0); void gl4_1compat_glDrawElementsIndirect(void *_glfuncs, GLenum mode, GLenum gltype, const GLvoid* indirect); void gl4_1compat_glDrawArraysIndirect(void *_glfuncs, GLenum mode, const GLvoid* indirect); void gl4_1compat_glBlendFuncSeparatei(void *_glfuncs, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void gl4_1compat_glBlendFunci(void *_glfuncs, GLuint buf, GLenum src, GLenum dst); void gl4_1compat_glBlendEquationSeparatei(void *_glfuncs, GLuint buf, GLenum modeRGB, GLenum modeAlpha); void gl4_1compat_glBlendEquationi(void *_glfuncs, GLuint buf, GLenum mode); void gl4_1compat_glMinSampleShading(void *_glfuncs, GLfloat value); void gl4_1compat_glGetDoublei_v(void *_glfuncs, GLenum target, GLuint index, GLdouble* data); void gl4_1compat_glGetFloati_v(void *_glfuncs, GLenum target, GLuint index, GLfloat* data); void gl4_1compat_glDepthRangeIndexed(void *_glfuncs, GLuint index, GLdouble n, GLdouble f); void gl4_1compat_glDepthRangeArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLdouble* v); void gl4_1compat_glScissorIndexedv(void *_glfuncs, GLuint index, const GLint* v); void gl4_1compat_glScissorIndexed(void *_glfuncs, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); void gl4_1compat_glScissorArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLint* v); void gl4_1compat_glViewportIndexedfv(void *_glfuncs, GLuint index, const GLfloat* v); void gl4_1compat_glViewportIndexedf(void *_glfuncs, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); void gl4_1compat_glViewportArrayv(void *_glfuncs, GLuint first, GLsizei count, const GLfloat* v); void gl4_1compat_glGetVertexAttribLdv(void *_glfuncs, GLuint index, GLenum pname, GLdouble* params); void gl4_1compat_glVertexAttribLPointer(void *_glfuncs, GLuint index, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glVertexAttribL4dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttribL3dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttribL2dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttribL1dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttribL4d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void gl4_1compat_glVertexAttribL3d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glVertexAttribL2d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y); void gl4_1compat_glVertexAttribL1d(void *_glfuncs, GLuint index, GLdouble x); void gl4_1compat_glGetProgramPipelineInfoLog(void *_glfuncs, GLuint pipeline, GLsizei bufSize, GLsizei* length, GLchar* infoLog); void gl4_1compat_glValidateProgramPipeline(void *_glfuncs, GLuint pipeline); void gl4_1compat_glProgramUniformMatrix4x3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix3x4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix4x2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix2x4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix3x2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix2x3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix4x3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix3x4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix4x2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix2x4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix3x2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix2x3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble* value); void gl4_1compat_glProgramUniformMatrix4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniformMatrix2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void gl4_1compat_glProgramUniform4uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glProgramUniform4ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void gl4_1compat_glProgramUniform4dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glProgramUniform4d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); void gl4_1compat_glProgramUniform4fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glProgramUniform4f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void gl4_1compat_glProgramUniform4iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glProgramUniform4i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void gl4_1compat_glProgramUniform3uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glProgramUniform3ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); void gl4_1compat_glProgramUniform3dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glProgramUniform3d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); void gl4_1compat_glProgramUniform3fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glProgramUniform3f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void gl4_1compat_glProgramUniform3iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glProgramUniform3i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1, GLint v2); void gl4_1compat_glProgramUniform2uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glProgramUniform2ui(void *_glfuncs, GLuint program, GLint location, GLuint v0, GLuint v1); void gl4_1compat_glProgramUniform2dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glProgramUniform2d(void *_glfuncs, GLuint program, GLint location, GLdouble v0, GLdouble v1); void gl4_1compat_glProgramUniform2fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glProgramUniform2f(void *_glfuncs, GLuint program, GLint location, GLfloat v0, GLfloat v1); void gl4_1compat_glProgramUniform2iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glProgramUniform2i(void *_glfuncs, GLuint program, GLint location, GLint v0, GLint v1); void gl4_1compat_glProgramUniform1uiv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLuint* value); void gl4_1compat_glProgramUniform1ui(void *_glfuncs, GLuint program, GLint location, GLuint v0); void gl4_1compat_glProgramUniform1dv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLdouble* value); void gl4_1compat_glProgramUniform1d(void *_glfuncs, GLuint program, GLint location, GLdouble v0); void gl4_1compat_glProgramUniform1fv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLfloat* value); void gl4_1compat_glProgramUniform1f(void *_glfuncs, GLuint program, GLint location, GLfloat v0); void gl4_1compat_glProgramUniform1iv(void *_glfuncs, GLuint program, GLint location, GLsizei count, const GLint* value); void gl4_1compat_glProgramUniform1i(void *_glfuncs, GLuint program, GLint location, GLint v0); void gl4_1compat_glGetProgramPipelineiv(void *_glfuncs, GLuint pipeline, GLenum pname, GLint* params); GLboolean gl4_1compat_glIsProgramPipeline(void *_glfuncs, GLuint pipeline); void gl4_1compat_glGenProgramPipelines(void *_glfuncs, GLsizei n, GLuint* pipelines); void gl4_1compat_glDeleteProgramPipelines(void *_glfuncs, GLsizei n, const GLuint* pipelines); void gl4_1compat_glBindProgramPipeline(void *_glfuncs, GLuint pipeline); void gl4_1compat_glActiveShaderProgram(void *_glfuncs, GLuint pipeline, GLuint program); void gl4_1compat_glUseProgramStages(void *_glfuncs, GLuint pipeline, GLbitfield stages, GLuint program); void gl4_1compat_glProgramParameteri(void *_glfuncs, GLuint program, GLenum pname, GLint value); void gl4_1compat_glProgramBinary(void *_glfuncs, GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length); void gl4_1compat_glGetProgramBinary(void *_glfuncs, GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary); void gl4_1compat_glClearDepthf(void *_glfuncs, GLfloat dd); void gl4_1compat_glDepthRangef(void *_glfuncs, GLfloat n, GLfloat f); void gl4_1compat_glGetShaderPrecisionFormat(void *_glfuncs, GLenum shadertype, GLenum precisionType, GLint* range_, GLint* precision); void gl4_1compat_glShaderBinary(void *_glfuncs, GLsizei count, const GLuint* shaders, GLenum binaryFormat, const GLvoid* binary, GLsizei length); void gl4_1compat_glReleaseShaderCompiler(void *_glfuncs); void gl4_1compat_glTranslatef(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl4_1compat_glTranslated(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glScalef(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl4_1compat_glScaled(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glRotatef(void *_glfuncs, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void gl4_1compat_glRotated(void *_glfuncs, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glPushMatrix(void *_glfuncs); void gl4_1compat_glPopMatrix(void *_glfuncs); void gl4_1compat_glOrtho(void *_glfuncs, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void gl4_1compat_glMultMatrixd(void *_glfuncs, const GLdouble* m); void gl4_1compat_glMultMatrixf(void *_glfuncs, const GLfloat* m); void gl4_1compat_glMatrixMode(void *_glfuncs, GLenum mode); void gl4_1compat_glLoadMatrixd(void *_glfuncs, const GLdouble* m); void gl4_1compat_glLoadMatrixf(void *_glfuncs, const GLfloat* m); void gl4_1compat_glLoadIdentity(void *_glfuncs); void gl4_1compat_glFrustum(void *_glfuncs, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GLboolean gl4_1compat_glIsList(void *_glfuncs, GLuint list); void gl4_1compat_glGetTexGeniv(void *_glfuncs, GLenum coord, GLenum pname, GLint* params); void gl4_1compat_glGetTexGenfv(void *_glfuncs, GLenum coord, GLenum pname, GLfloat* params); void gl4_1compat_glGetTexGendv(void *_glfuncs, GLenum coord, GLenum pname, GLdouble* params); void gl4_1compat_glGetTexEnviv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glGetTexEnvfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl4_1compat_glGetPolygonStipple(void *_glfuncs, GLubyte* mask); void gl4_1compat_glGetPixelMapusv(void *_glfuncs, GLenum glmap, GLushort* values); void gl4_1compat_glGetPixelMapuiv(void *_glfuncs, GLenum glmap, GLuint* values); void gl4_1compat_glGetPixelMapfv(void *_glfuncs, GLenum glmap, GLfloat* values); void gl4_1compat_glGetMaterialiv(void *_glfuncs, GLenum face, GLenum pname, GLint* params); void gl4_1compat_glGetMaterialfv(void *_glfuncs, GLenum face, GLenum pname, GLfloat* params); void gl4_1compat_glGetMapiv(void *_glfuncs, GLenum target, GLenum query, GLint* v); void gl4_1compat_glGetMapfv(void *_glfuncs, GLenum target, GLenum query, GLfloat* v); void gl4_1compat_glGetMapdv(void *_glfuncs, GLenum target, GLenum query, GLdouble* v); void gl4_1compat_glGetLightiv(void *_glfuncs, GLenum light, GLenum pname, GLint* params); void gl4_1compat_glGetLightfv(void *_glfuncs, GLenum light, GLenum pname, GLfloat* params); void gl4_1compat_glGetClipPlane(void *_glfuncs, GLenum plane, GLdouble* equation); void gl4_1compat_glDrawPixels(void *_glfuncs, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* pixels); void gl4_1compat_glCopyPixels(void *_glfuncs, GLint x, GLint y, GLsizei width, GLsizei height, GLenum gltype); void gl4_1compat_glPixelMapusv(void *_glfuncs, GLenum glmap, GLint mapsize, const GLushort* values); void gl4_1compat_glPixelMapuiv(void *_glfuncs, GLenum glmap, GLint mapsize, const GLuint* values); void gl4_1compat_glPixelMapfv(void *_glfuncs, GLenum glmap, GLint mapsize, const GLfloat* values); void gl4_1compat_glPixelTransferi(void *_glfuncs, GLenum pname, GLint param); void gl4_1compat_glPixelTransferf(void *_glfuncs, GLenum pname, GLfloat param); void gl4_1compat_glPixelZoom(void *_glfuncs, GLfloat xfactor, GLfloat yfactor); void gl4_1compat_glAlphaFunc(void *_glfuncs, GLenum glfunc, GLfloat ref); void gl4_1compat_glEvalPoint2(void *_glfuncs, GLint i, GLint j); void gl4_1compat_glEvalMesh2(void *_glfuncs, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); void gl4_1compat_glEvalPoint1(void *_glfuncs, GLint i); void gl4_1compat_glEvalMesh1(void *_glfuncs, GLenum mode, GLint i1, GLint i2); void gl4_1compat_glEvalCoord2fv(void *_glfuncs, const GLfloat* u); void gl4_1compat_glEvalCoord2f(void *_glfuncs, GLfloat u, GLfloat v); void gl4_1compat_glEvalCoord2dv(void *_glfuncs, const GLdouble* u); void gl4_1compat_glEvalCoord2d(void *_glfuncs, GLdouble u, GLdouble v); void gl4_1compat_glEvalCoord1fv(void *_glfuncs, const GLfloat* u); void gl4_1compat_glEvalCoord1f(void *_glfuncs, GLfloat u); void gl4_1compat_glEvalCoord1dv(void *_glfuncs, const GLdouble* u); void gl4_1compat_glEvalCoord1d(void *_glfuncs, GLdouble u); void gl4_1compat_glMapGrid2f(void *_glfuncs, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); void gl4_1compat_glMapGrid2d(void *_glfuncs, GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); void gl4_1compat_glMapGrid1f(void *_glfuncs, GLint un, GLfloat u1, GLfloat u2); void gl4_1compat_glMapGrid1d(void *_glfuncs, GLint un, GLdouble u1, GLdouble u2); void gl4_1compat_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 gl4_1compat_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 gl4_1compat_glMap1f(void *_glfuncs, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points); void gl4_1compat_glMap1d(void *_glfuncs, GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points); void gl4_1compat_glPushAttrib(void *_glfuncs, GLbitfield mask); void gl4_1compat_glPopAttrib(void *_glfuncs); void gl4_1compat_glAccum(void *_glfuncs, GLenum op, GLfloat value); void gl4_1compat_glIndexMask(void *_glfuncs, GLuint mask); void gl4_1compat_glClearIndex(void *_glfuncs, GLfloat c); void gl4_1compat_glClearAccum(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl4_1compat_glPushName(void *_glfuncs, GLuint name); void gl4_1compat_glPopName(void *_glfuncs); void gl4_1compat_glPassThrough(void *_glfuncs, GLfloat token); void gl4_1compat_glLoadName(void *_glfuncs, GLuint name); void gl4_1compat_glInitNames(void *_glfuncs); GLint gl4_1compat_glRenderMode(void *_glfuncs, GLenum mode); void gl4_1compat_glSelectBuffer(void *_glfuncs, GLsizei size, GLuint* buffer); void gl4_1compat_glFeedbackBuffer(void *_glfuncs, GLsizei size, GLenum gltype, GLfloat* buffer); void gl4_1compat_glTexGeniv(void *_glfuncs, GLenum coord, GLenum pname, const GLint* params); void gl4_1compat_glTexGeni(void *_glfuncs, GLenum coord, GLenum pname, GLint param); void gl4_1compat_glTexGenfv(void *_glfuncs, GLenum coord, GLenum pname, const GLfloat* params); void gl4_1compat_glTexGenf(void *_glfuncs, GLenum coord, GLenum pname, GLfloat param); void gl4_1compat_glTexGendv(void *_glfuncs, GLenum coord, GLenum pname, const GLdouble* params); void gl4_1compat_glTexGend(void *_glfuncs, GLenum coord, GLenum pname, GLdouble param); void gl4_1compat_glTexEnviv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl4_1compat_glTexEnvi(void *_glfuncs, GLenum target, GLenum pname, GLint param); void gl4_1compat_glTexEnvfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl4_1compat_glTexEnvf(void *_glfuncs, GLenum target, GLenum pname, GLfloat param); void gl4_1compat_glShadeModel(void *_glfuncs, GLenum mode); void gl4_1compat_glPolygonStipple(void *_glfuncs, const GLubyte* mask); void gl4_1compat_glMaterialiv(void *_glfuncs, GLenum face, GLenum pname, const GLint* params); void gl4_1compat_glMateriali(void *_glfuncs, GLenum face, GLenum pname, GLint param); void gl4_1compat_glMaterialfv(void *_glfuncs, GLenum face, GLenum pname, const GLfloat* params); void gl4_1compat_glMaterialf(void *_glfuncs, GLenum face, GLenum pname, GLfloat param); void gl4_1compat_glLineStipple(void *_glfuncs, GLint factor, GLushort pattern); void gl4_1compat_glLightModeliv(void *_glfuncs, GLenum pname, const GLint* params); void gl4_1compat_glLightModeli(void *_glfuncs, GLenum pname, GLint param); void gl4_1compat_glLightModelfv(void *_glfuncs, GLenum pname, const GLfloat* params); void gl4_1compat_glLightModelf(void *_glfuncs, GLenum pname, GLfloat param); void gl4_1compat_glLightiv(void *_glfuncs, GLenum light, GLenum pname, const GLint* params); void gl4_1compat_glLighti(void *_glfuncs, GLenum light, GLenum pname, GLint param); void gl4_1compat_glLightfv(void *_glfuncs, GLenum light, GLenum pname, const GLfloat* params); void gl4_1compat_glLightf(void *_glfuncs, GLenum light, GLenum pname, GLfloat param); void gl4_1compat_glFogiv(void *_glfuncs, GLenum pname, const GLint* params); void gl4_1compat_glFogi(void *_glfuncs, GLenum pname, GLint param); void gl4_1compat_glFogfv(void *_glfuncs, GLenum pname, const GLfloat* params); void gl4_1compat_glFogf(void *_glfuncs, GLenum pname, GLfloat param); void gl4_1compat_glColorMaterial(void *_glfuncs, GLenum face, GLenum mode); void gl4_1compat_glClipPlane(void *_glfuncs, GLenum plane, const GLdouble* equation); void gl4_1compat_glVertex4sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glVertex4s(void *_glfuncs, GLshort x, GLshort y, GLshort z, GLshort w); void gl4_1compat_glVertex4iv(void *_glfuncs, const GLint* v); void gl4_1compat_glVertex4i(void *_glfuncs, GLint x, GLint y, GLint z, GLint w); void gl4_1compat_glVertex4fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glVertex4f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void gl4_1compat_glVertex4dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glVertex4d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void gl4_1compat_glVertex3sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glVertex3s(void *_glfuncs, GLshort x, GLshort y, GLshort z); void gl4_1compat_glVertex3iv(void *_glfuncs, const GLint* v); void gl4_1compat_glVertex3i(void *_glfuncs, GLint x, GLint y, GLint z); void gl4_1compat_glVertex3fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glVertex3f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl4_1compat_glVertex3dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glVertex3d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glVertex2sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glVertex2s(void *_glfuncs, GLshort x, GLshort y); void gl4_1compat_glVertex2iv(void *_glfuncs, const GLint* v); void gl4_1compat_glVertex2i(void *_glfuncs, GLint x, GLint y); void gl4_1compat_glVertex2fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glVertex2f(void *_glfuncs, GLfloat x, GLfloat y); void gl4_1compat_glVertex2dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glVertex2d(void *_glfuncs, GLdouble x, GLdouble y); void gl4_1compat_glTexCoord4sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glTexCoord4s(void *_glfuncs, GLshort s, GLshort t, GLshort r, GLshort q); void gl4_1compat_glTexCoord4iv(void *_glfuncs, const GLint* v); void gl4_1compat_glTexCoord4i(void *_glfuncs, GLint s, GLint t, GLint r, GLint q); void gl4_1compat_glTexCoord4fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glTexCoord4f(void *_glfuncs, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void gl4_1compat_glTexCoord4dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glTexCoord4d(void *_glfuncs, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void gl4_1compat_glTexCoord3sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glTexCoord3s(void *_glfuncs, GLshort s, GLshort t, GLshort r); void gl4_1compat_glTexCoord3iv(void *_glfuncs, const GLint* v); void gl4_1compat_glTexCoord3i(void *_glfuncs, GLint s, GLint t, GLint r); void gl4_1compat_glTexCoord3fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glTexCoord3f(void *_glfuncs, GLfloat s, GLfloat t, GLfloat r); void gl4_1compat_glTexCoord3dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glTexCoord3d(void *_glfuncs, GLdouble s, GLdouble t, GLdouble r); void gl4_1compat_glTexCoord2sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glTexCoord2s(void *_glfuncs, GLshort s, GLshort t); void gl4_1compat_glTexCoord2iv(void *_glfuncs, const GLint* v); void gl4_1compat_glTexCoord2i(void *_glfuncs, GLint s, GLint t); void gl4_1compat_glTexCoord2fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glTexCoord2f(void *_glfuncs, GLfloat s, GLfloat t); void gl4_1compat_glTexCoord2dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glTexCoord2d(void *_glfuncs, GLdouble s, GLdouble t); void gl4_1compat_glTexCoord1sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glTexCoord1s(void *_glfuncs, GLshort s); void gl4_1compat_glTexCoord1iv(void *_glfuncs, const GLint* v); void gl4_1compat_glTexCoord1i(void *_glfuncs, GLint s); void gl4_1compat_glTexCoord1fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glTexCoord1f(void *_glfuncs, GLfloat s); void gl4_1compat_glTexCoord1dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glTexCoord1d(void *_glfuncs, GLdouble s); void gl4_1compat_glRectsv(void *_glfuncs, const GLshort* v1, const GLshort* v2); void gl4_1compat_glRects(void *_glfuncs, GLshort x1, GLshort y1, GLshort x2, GLshort y2); void gl4_1compat_glRectiv(void *_glfuncs, const GLint* v1, const GLint* v2); void gl4_1compat_glRecti(void *_glfuncs, GLint x1, GLint y1, GLint x2, GLint y2); void gl4_1compat_glRectfv(void *_glfuncs, const GLfloat* v1, const GLfloat* v2); void gl4_1compat_glRectf(void *_glfuncs, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); void gl4_1compat_glRectdv(void *_glfuncs, const GLdouble* v1, const GLdouble* v2); void gl4_1compat_glRectd(void *_glfuncs, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); void gl4_1compat_glRasterPos4sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glRasterPos4s(void *_glfuncs, GLshort x, GLshort y, GLshort z, GLshort w); void gl4_1compat_glRasterPos4iv(void *_glfuncs, const GLint* v); void gl4_1compat_glRasterPos4i(void *_glfuncs, GLint x, GLint y, GLint z, GLint w); void gl4_1compat_glRasterPos4fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glRasterPos4f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void gl4_1compat_glRasterPos4dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glRasterPos4d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void gl4_1compat_glRasterPos3sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glRasterPos3s(void *_glfuncs, GLshort x, GLshort y, GLshort z); void gl4_1compat_glRasterPos3iv(void *_glfuncs, const GLint* v); void gl4_1compat_glRasterPos3i(void *_glfuncs, GLint x, GLint y, GLint z); void gl4_1compat_glRasterPos3fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glRasterPos3f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl4_1compat_glRasterPos3dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glRasterPos3d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glRasterPos2sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glRasterPos2s(void *_glfuncs, GLshort x, GLshort y); void gl4_1compat_glRasterPos2iv(void *_glfuncs, const GLint* v); void gl4_1compat_glRasterPos2i(void *_glfuncs, GLint x, GLint y); void gl4_1compat_glRasterPos2fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glRasterPos2f(void *_glfuncs, GLfloat x, GLfloat y); void gl4_1compat_glRasterPos2dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glRasterPos2d(void *_glfuncs, GLdouble x, GLdouble y); void gl4_1compat_glNormal3sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glNormal3s(void *_glfuncs, GLshort nx, GLshort ny, GLshort nz); void gl4_1compat_glNormal3iv(void *_glfuncs, const GLint* v); void gl4_1compat_glNormal3i(void *_glfuncs, GLint nx, GLint ny, GLint nz); void gl4_1compat_glNormal3fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glNormal3f(void *_glfuncs, GLfloat nx, GLfloat ny, GLfloat nz); void gl4_1compat_glNormal3dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glNormal3d(void *_glfuncs, GLdouble nx, GLdouble ny, GLdouble nz); void gl4_1compat_glNormal3bv(void *_glfuncs, const GLbyte* v); void gl4_1compat_glNormal3b(void *_glfuncs, GLbyte nx, GLbyte ny, GLbyte nz); void gl4_1compat_glIndexsv(void *_glfuncs, const GLshort* c); void gl4_1compat_glIndexs(void *_glfuncs, GLshort c); void gl4_1compat_glIndexiv(void *_glfuncs, const GLint* c); void gl4_1compat_glIndexi(void *_glfuncs, GLint c); void gl4_1compat_glIndexfv(void *_glfuncs, const GLfloat* c); void gl4_1compat_glIndexf(void *_glfuncs, GLfloat c); void gl4_1compat_glIndexdv(void *_glfuncs, const GLdouble* c); void gl4_1compat_glIndexd(void *_glfuncs, GLdouble c); void gl4_1compat_glEnd(void *_glfuncs); void gl4_1compat_glEdgeFlagv(void *_glfuncs, const GLboolean* flag); void gl4_1compat_glEdgeFlag(void *_glfuncs, GLboolean flag); void gl4_1compat_glColor4usv(void *_glfuncs, const GLushort* v); void gl4_1compat_glColor4us(void *_glfuncs, GLushort red, GLushort green, GLushort blue, GLushort alpha); void gl4_1compat_glColor4uiv(void *_glfuncs, const GLuint* v); void gl4_1compat_glColor4ui(void *_glfuncs, GLuint red, GLuint green, GLuint blue, GLuint alpha); void gl4_1compat_glColor4ubv(void *_glfuncs, const GLubyte* v); void gl4_1compat_glColor4ub(void *_glfuncs, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void gl4_1compat_glColor4sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glColor4s(void *_glfuncs, GLshort red, GLshort green, GLshort blue, GLshort alpha); void gl4_1compat_glColor4iv(void *_glfuncs, const GLint* v); void gl4_1compat_glColor4i(void *_glfuncs, GLint red, GLint green, GLint blue, GLint alpha); void gl4_1compat_glColor4fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glColor4f(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void gl4_1compat_glColor4dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glColor4d(void *_glfuncs, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); void gl4_1compat_glColor4bv(void *_glfuncs, const GLbyte* v); void gl4_1compat_glColor4b(void *_glfuncs, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); void gl4_1compat_glColor3usv(void *_glfuncs, const GLushort* v); void gl4_1compat_glColor3us(void *_glfuncs, GLushort red, GLushort green, GLushort blue); void gl4_1compat_glColor3uiv(void *_glfuncs, const GLuint* v); void gl4_1compat_glColor3ui(void *_glfuncs, GLuint red, GLuint green, GLuint blue); void gl4_1compat_glColor3ubv(void *_glfuncs, const GLubyte* v); void gl4_1compat_glColor3ub(void *_glfuncs, GLubyte red, GLubyte green, GLubyte blue); void gl4_1compat_glColor3sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glColor3s(void *_glfuncs, GLshort red, GLshort green, GLshort blue); void gl4_1compat_glColor3iv(void *_glfuncs, const GLint* v); void gl4_1compat_glColor3i(void *_glfuncs, GLint red, GLint green, GLint blue); void gl4_1compat_glColor3fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glColor3f(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue); void gl4_1compat_glColor3dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glColor3d(void *_glfuncs, GLdouble red, GLdouble green, GLdouble blue); void gl4_1compat_glColor3bv(void *_glfuncs, const GLbyte* v); void gl4_1compat_glColor3b(void *_glfuncs, GLbyte red, GLbyte green, GLbyte blue); void gl4_1compat_glBitmap(void *_glfuncs, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte* bitmap); void gl4_1compat_glBegin(void *_glfuncs, GLenum mode); void gl4_1compat_glListBase(void *_glfuncs, GLuint base); GLuint gl4_1compat_glGenLists(void *_glfuncs, GLsizei range_); void gl4_1compat_glDeleteLists(void *_glfuncs, GLuint list, GLsizei range_); void gl4_1compat_glCallLists(void *_glfuncs, GLsizei n, GLenum gltype, const GLvoid* lists); void gl4_1compat_glCallList(void *_glfuncs, GLuint list); void gl4_1compat_glEndList(void *_glfuncs); void gl4_1compat_glNewList(void *_glfuncs, GLuint list, GLenum mode); void gl4_1compat_glPushClientAttrib(void *_glfuncs, GLbitfield mask); void gl4_1compat_glPopClientAttrib(void *_glfuncs); void gl4_1compat_glPrioritizeTextures(void *_glfuncs, GLsizei n, const GLuint* textures, const GLfloat* priorities); GLboolean gl4_1compat_glAreTexturesResident(void *_glfuncs, GLsizei n, const GLuint* textures, GLboolean* residences); void gl4_1compat_glVertexPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glTexCoordPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glNormalPointer(void *_glfuncs, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glInterleavedArrays(void *_glfuncs, GLenum format, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glIndexPointer(void *_glfuncs, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glEnableClientState(void *_glfuncs, GLenum array); void gl4_1compat_glEdgeFlagPointer(void *_glfuncs, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glDisableClientState(void *_glfuncs, GLenum array); void gl4_1compat_glColorPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glArrayElement(void *_glfuncs, GLint i); void gl4_1compat_glResetMinmax(void *_glfuncs, GLenum target); void gl4_1compat_glResetHistogram(void *_glfuncs, GLenum target); void gl4_1compat_glMinmax(void *_glfuncs, GLenum target, GLenum internalFormat, GLboolean sink); void gl4_1compat_glHistogram(void *_glfuncs, GLenum target, GLsizei width, GLenum internalFormat, GLboolean sink); void gl4_1compat_glGetMinmaxParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glGetMinmaxParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl4_1compat_glGetMinmax(void *_glfuncs, GLenum target, GLboolean reset, GLenum format, GLenum gltype, GLvoid* values); void gl4_1compat_glGetHistogramParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glGetHistogramParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl4_1compat_glGetHistogram(void *_glfuncs, GLenum target, GLboolean reset, GLenum format, GLenum gltype, GLvoid* values); void gl4_1compat_glSeparableFilter2D(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* row, const GLvoid* column); void gl4_1compat_glGetSeparableFilter(void *_glfuncs, GLenum target, GLenum format, GLenum gltype, GLvoid* row, GLvoid* column, GLvoid* span); void gl4_1compat_glGetConvolutionParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glGetConvolutionParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl4_1compat_glGetConvolutionFilter(void *_glfuncs, GLenum target, GLenum format, GLenum gltype, GLvoid* image); void gl4_1compat_glCopyConvolutionFilter2D(void *_glfuncs, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height); void gl4_1compat_glCopyConvolutionFilter1D(void *_glfuncs, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width); void gl4_1compat_glConvolutionParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl4_1compat_glConvolutionParameteri(void *_glfuncs, GLenum target, GLenum pname, GLint params); void gl4_1compat_glConvolutionParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl4_1compat_glConvolutionParameterf(void *_glfuncs, GLenum target, GLenum pname, GLfloat params); void gl4_1compat_glConvolutionFilter2D(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum gltype, const GLvoid* image); void gl4_1compat_glConvolutionFilter1D(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum gltype, const GLvoid* image); void gl4_1compat_glCopyColorSubTable(void *_glfuncs, GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); void gl4_1compat_glColorSubTable(void *_glfuncs, GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum gltype, const GLvoid* data); void gl4_1compat_glGetColorTableParameteriv(void *_glfuncs, GLenum target, GLenum pname, GLint* params); void gl4_1compat_glGetColorTableParameterfv(void *_glfuncs, GLenum target, GLenum pname, GLfloat* params); void gl4_1compat_glGetColorTable(void *_glfuncs, GLenum target, GLenum format, GLenum gltype, GLvoid* table); void gl4_1compat_glCopyColorTable(void *_glfuncs, GLenum target, GLenum internalFormat, GLint x, GLint y, GLsizei width); void gl4_1compat_glColorTableParameteriv(void *_glfuncs, GLenum target, GLenum pname, const GLint* params); void gl4_1compat_glColorTableParameterfv(void *_glfuncs, GLenum target, GLenum pname, const GLfloat* params); void gl4_1compat_glColorTable(void *_glfuncs, GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum gltype, const GLvoid* table); void gl4_1compat_glMultTransposeMatrixd(void *_glfuncs, const GLdouble* m); void gl4_1compat_glMultTransposeMatrixf(void *_glfuncs, const GLfloat* m); void gl4_1compat_glLoadTransposeMatrixd(void *_glfuncs, const GLdouble* m); void gl4_1compat_glLoadTransposeMatrixf(void *_glfuncs, const GLfloat* m); void gl4_1compat_glMultiTexCoord4sv(void *_glfuncs, GLenum target, const GLshort* v); void gl4_1compat_glMultiTexCoord4s(void *_glfuncs, GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); void gl4_1compat_glMultiTexCoord4iv(void *_glfuncs, GLenum target, const GLint* v); void gl4_1compat_glMultiTexCoord4i(void *_glfuncs, GLenum target, GLint s, GLint t, GLint r, GLint q); void gl4_1compat_glMultiTexCoord4fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl4_1compat_glMultiTexCoord4f(void *_glfuncs, GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void gl4_1compat_glMultiTexCoord4dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl4_1compat_glMultiTexCoord4d(void *_glfuncs, GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void gl4_1compat_glMultiTexCoord3sv(void *_glfuncs, GLenum target, const GLshort* v); void gl4_1compat_glMultiTexCoord3s(void *_glfuncs, GLenum target, GLshort s, GLshort t, GLshort r); void gl4_1compat_glMultiTexCoord3iv(void *_glfuncs, GLenum target, const GLint* v); void gl4_1compat_glMultiTexCoord3i(void *_glfuncs, GLenum target, GLint s, GLint t, GLint r); void gl4_1compat_glMultiTexCoord3fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl4_1compat_glMultiTexCoord3f(void *_glfuncs, GLenum target, GLfloat s, GLfloat t, GLfloat r); void gl4_1compat_glMultiTexCoord3dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl4_1compat_glMultiTexCoord3d(void *_glfuncs, GLenum target, GLdouble s, GLdouble t, GLdouble r); void gl4_1compat_glMultiTexCoord2sv(void *_glfuncs, GLenum target, const GLshort* v); void gl4_1compat_glMultiTexCoord2s(void *_glfuncs, GLenum target, GLshort s, GLshort t); void gl4_1compat_glMultiTexCoord2iv(void *_glfuncs, GLenum target, const GLint* v); void gl4_1compat_glMultiTexCoord2i(void *_glfuncs, GLenum target, GLint s, GLint t); void gl4_1compat_glMultiTexCoord2fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl4_1compat_glMultiTexCoord2f(void *_glfuncs, GLenum target, GLfloat s, GLfloat t); void gl4_1compat_glMultiTexCoord2dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl4_1compat_glMultiTexCoord2d(void *_glfuncs, GLenum target, GLdouble s, GLdouble t); void gl4_1compat_glMultiTexCoord1sv(void *_glfuncs, GLenum target, const GLshort* v); void gl4_1compat_glMultiTexCoord1s(void *_glfuncs, GLenum target, GLshort s); void gl4_1compat_glMultiTexCoord1iv(void *_glfuncs, GLenum target, const GLint* v); void gl4_1compat_glMultiTexCoord1i(void *_glfuncs, GLenum target, GLint s); void gl4_1compat_glMultiTexCoord1fv(void *_glfuncs, GLenum target, const GLfloat* v); void gl4_1compat_glMultiTexCoord1f(void *_glfuncs, GLenum target, GLfloat s); void gl4_1compat_glMultiTexCoord1dv(void *_glfuncs, GLenum target, const GLdouble* v); void gl4_1compat_glMultiTexCoord1d(void *_glfuncs, GLenum target, GLdouble s); void gl4_1compat_glClientActiveTexture(void *_glfuncs, GLenum texture); void gl4_1compat_glWindowPos3sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glWindowPos3s(void *_glfuncs, GLshort x, GLshort y, GLshort z); void gl4_1compat_glWindowPos3iv(void *_glfuncs, const GLint* v); void gl4_1compat_glWindowPos3i(void *_glfuncs, GLint x, GLint y, GLint z); void gl4_1compat_glWindowPos3fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glWindowPos3f(void *_glfuncs, GLfloat x, GLfloat y, GLfloat z); void gl4_1compat_glWindowPos3dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glWindowPos3d(void *_glfuncs, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glWindowPos2sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glWindowPos2s(void *_glfuncs, GLshort x, GLshort y); void gl4_1compat_glWindowPos2iv(void *_glfuncs, const GLint* v); void gl4_1compat_glWindowPos2i(void *_glfuncs, GLint x, GLint y); void gl4_1compat_glWindowPos2fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glWindowPos2f(void *_glfuncs, GLfloat x, GLfloat y); void gl4_1compat_glWindowPos2dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glWindowPos2d(void *_glfuncs, GLdouble x, GLdouble y); void gl4_1compat_glSecondaryColorPointer(void *_glfuncs, GLint size, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glSecondaryColor3usv(void *_glfuncs, const GLushort* v); void gl4_1compat_glSecondaryColor3us(void *_glfuncs, GLushort red, GLushort green, GLushort blue); void gl4_1compat_glSecondaryColor3uiv(void *_glfuncs, const GLuint* v); void gl4_1compat_glSecondaryColor3ui(void *_glfuncs, GLuint red, GLuint green, GLuint blue); void gl4_1compat_glSecondaryColor3ubv(void *_glfuncs, const GLubyte* v); void gl4_1compat_glSecondaryColor3ub(void *_glfuncs, GLubyte red, GLubyte green, GLubyte blue); void gl4_1compat_glSecondaryColor3sv(void *_glfuncs, const GLshort* v); void gl4_1compat_glSecondaryColor3s(void *_glfuncs, GLshort red, GLshort green, GLshort blue); void gl4_1compat_glSecondaryColor3iv(void *_glfuncs, const GLint* v); void gl4_1compat_glSecondaryColor3i(void *_glfuncs, GLint red, GLint green, GLint blue); void gl4_1compat_glSecondaryColor3fv(void *_glfuncs, const GLfloat* v); void gl4_1compat_glSecondaryColor3f(void *_glfuncs, GLfloat red, GLfloat green, GLfloat blue); void gl4_1compat_glSecondaryColor3dv(void *_glfuncs, const GLdouble* v); void gl4_1compat_glSecondaryColor3d(void *_glfuncs, GLdouble red, GLdouble green, GLdouble blue); void gl4_1compat_glSecondaryColor3bv(void *_glfuncs, const GLbyte* v); void gl4_1compat_glSecondaryColor3b(void *_glfuncs, GLbyte red, GLbyte green, GLbyte blue); void gl4_1compat_glFogCoordPointer(void *_glfuncs, GLenum gltype, GLsizei stride, const GLvoid* pointer); void gl4_1compat_glFogCoorddv(void *_glfuncs, const GLdouble* coord); void gl4_1compat_glFogCoordd(void *_glfuncs, GLdouble coord); void gl4_1compat_glFogCoordfv(void *_glfuncs, const GLfloat* coord); void gl4_1compat_glFogCoordf(void *_glfuncs, GLfloat coord); void gl4_1compat_glVertexAttrib4usv(void *_glfuncs, GLuint index, const GLushort* v); void gl4_1compat_glVertexAttrib4uiv(void *_glfuncs, GLuint index, const GLuint* v); void gl4_1compat_glVertexAttrib4ubv(void *_glfuncs, GLuint index, const GLubyte* v); void gl4_1compat_glVertexAttrib4sv(void *_glfuncs, GLuint index, const GLshort* v); void gl4_1compat_glVertexAttrib4s(void *_glfuncs, GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); void gl4_1compat_glVertexAttrib4iv(void *_glfuncs, GLuint index, const GLint* v); void gl4_1compat_glVertexAttrib4fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl4_1compat_glVertexAttrib4f(void *_glfuncs, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void gl4_1compat_glVertexAttrib4dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttrib4d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void gl4_1compat_glVertexAttrib4bv(void *_glfuncs, GLuint index, const GLbyte* v); void gl4_1compat_glVertexAttrib4Nusv(void *_glfuncs, GLuint index, const GLushort* v); void gl4_1compat_glVertexAttrib4Nuiv(void *_glfuncs, GLuint index, const GLuint* v); void gl4_1compat_glVertexAttrib4Nubv(void *_glfuncs, GLuint index, const GLubyte* v); void gl4_1compat_glVertexAttrib4Nub(void *_glfuncs, GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); void gl4_1compat_glVertexAttrib4Nsv(void *_glfuncs, GLuint index, const GLshort* v); void gl4_1compat_glVertexAttrib4Niv(void *_glfuncs, GLuint index, const GLint* v); void gl4_1compat_glVertexAttrib4Nbv(void *_glfuncs, GLuint index, const GLbyte* v); void gl4_1compat_glVertexAttrib3sv(void *_glfuncs, GLuint index, const GLshort* v); void gl4_1compat_glVertexAttrib3s(void *_glfuncs, GLuint index, GLshort x, GLshort y, GLshort z); void gl4_1compat_glVertexAttrib3fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl4_1compat_glVertexAttrib3f(void *_glfuncs, GLuint index, GLfloat x, GLfloat y, GLfloat z); void gl4_1compat_glVertexAttrib3dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttrib3d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y, GLdouble z); void gl4_1compat_glVertexAttrib2sv(void *_glfuncs, GLuint index, const GLshort* v); void gl4_1compat_glVertexAttrib2s(void *_glfuncs, GLuint index, GLshort x, GLshort y); void gl4_1compat_glVertexAttrib2fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl4_1compat_glVertexAttrib2f(void *_glfuncs, GLuint index, GLfloat x, GLfloat y); void gl4_1compat_glVertexAttrib2dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttrib2d(void *_glfuncs, GLuint index, GLdouble x, GLdouble y); void gl4_1compat_glVertexAttrib1sv(void *_glfuncs, GLuint index, const GLshort* v); void gl4_1compat_glVertexAttrib1s(void *_glfuncs, GLuint index, GLshort x); void gl4_1compat_glVertexAttrib1fv(void *_glfuncs, GLuint index, const GLfloat* v); void gl4_1compat_glVertexAttrib1f(void *_glfuncs, GLuint index, GLfloat x); void gl4_1compat_glVertexAttrib1dv(void *_glfuncs, GLuint index, const GLdouble* v); void gl4_1compat_glVertexAttrib1d(void *_glfuncs, GLuint index, GLdouble x); void gl4_1compat_glVertexAttribI4usv(void *_glfuncs, GLuint index, const GLushort* v); void gl4_1compat_glVertexAttribI4ubv(void *_glfuncs, GLuint index, const GLubyte* v); void gl4_1compat_glVertexAttribI4sv(void *_glfuncs, GLuint index, const GLshort* v); void gl4_1compat_glVertexAttribI4bv(void *_glfuncs, GLuint index, const GLbyte* v); void gl4_1compat_glVertexAttribI4uiv(void *_glfuncs, GLuint index, const GLuint* v); void gl4_1compat_glVertexAttribI3uiv(void *_glfuncs, GLuint index, const GLuint* v); void gl4_1compat_glVertexAttribI2uiv(void *_glfuncs, GLuint index, const GLuint* v); void gl4_1compat_glVertexAttribI1uiv(void *_glfuncs, GLuint index, const GLuint* v); void gl4_1compat_glVertexAttribI4iv(void *_glfuncs, GLuint index, const GLint* v); void gl4_1compat_glVertexAttribI3iv(void *_glfuncs, GLuint index, const GLint* v); void gl4_1compat_glVertexAttribI2iv(void *_glfuncs, GLuint index, const GLint* v); void gl4_1compat_glVertexAttribI1iv(void *_glfuncs, GLuint index, const GLint* v); void gl4_1compat_glVertexAttribI4ui(void *_glfuncs, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void gl4_1compat_glVertexAttribI3ui(void *_glfuncs, GLuint index, GLuint x, GLuint y, GLuint z); void gl4_1compat_glVertexAttribI2ui(void *_glfuncs, GLuint index, GLuint x, GLuint y); void gl4_1compat_glVertexAttribI1ui(void *_glfuncs, GLuint index, GLuint x); void gl4_1compat_glVertexAttribI4i(void *_glfuncs, GLuint index, GLint x, GLint y, GLint z, GLint w); void gl4_1compat_glVertexAttribI3i(void *_glfuncs, GLuint index, GLint x, GLint y, GLint z); void gl4_1compat_glVertexAttribI2i(void *_glfuncs, GLuint index, GLint x, GLint y); void gl4_1compat_glVertexAttribI1i(void *_glfuncs, GLuint index, GLint x); #ifdef __cplusplus } // extern "C" #endif