/* WARNING: This is auto-generated file. Do not modify, since changes will * be lost! Modify the generating script instead. * * Generated from Khronos GL API description (gl.xml) revision 30159. */ gl->activeTexture = &glActiveTexture; gl->attachShader = &glAttachShader; gl->bindAttribLocation = &glBindAttribLocation; gl->bindBuffer = &glBindBuffer; gl->bindFramebuffer = &glBindFramebuffer; gl->bindRenderbuffer = &glBindRenderbuffer; gl->bindTexture = &glBindTexture; gl->blendColor = &glBlendColor; gl->blendEquation = &glBlendEquation; gl->blendEquationSeparate = &glBlendEquationSeparate; gl->blendFunc = &glBlendFunc; gl->blendFuncSeparate = &glBlendFuncSeparate; gl->bufferData = &glBufferData; gl->bufferSubData = &glBufferSubData; gl->checkFramebufferStatus = &glCheckFramebufferStatus; gl->clear = &glClear; gl->clearColor = &glClearColor; gl->clearDepthf = &glClearDepthf; gl->clearStencil = &glClearStencil; gl->colorMask = &glColorMask; gl->compileShader = &glCompileShader; gl->compressedTexImage2D = &glCompressedTexImage2D; gl->compressedTexSubImage2D = &glCompressedTexSubImage2D; gl->copyTexImage2D = &glCopyTexImage2D; gl->copyTexSubImage2D = &glCopyTexSubImage2D; gl->createProgram = &glCreateProgram; gl->createShader = &glCreateShader; gl->cullFace = &glCullFace; gl->deleteBuffers = &glDeleteBuffers; gl->deleteFramebuffers = &glDeleteFramebuffers; gl->deleteProgram = &glDeleteProgram; gl->deleteRenderbuffers = &glDeleteRenderbuffers; gl->deleteShader = &glDeleteShader; gl->deleteTextures = &glDeleteTextures; gl->depthFunc = &glDepthFunc; gl->depthMask = &glDepthMask; gl->depthRangef = &glDepthRangef; gl->detachShader = &glDetachShader; gl->disable = &glDisable; gl->disableVertexAttribArray = &glDisableVertexAttribArray; gl->drawArrays = &glDrawArrays; gl->drawElements = &glDrawElements; gl->enable = &glEnable; gl->enableVertexAttribArray = &glEnableVertexAttribArray; gl->finish = &glFinish; gl->flush = &glFlush; gl->framebufferRenderbuffer = &glFramebufferRenderbuffer; gl->framebufferTexture2D = &glFramebufferTexture2D; gl->frontFace = &glFrontFace; gl->genBuffers = &glGenBuffers; gl->genFramebuffers = &glGenFramebuffers; gl->genRenderbuffers = &glGenRenderbuffers; gl->genTextures = &glGenTextures; gl->generateMipmap = &glGenerateMipmap; gl->getActiveAttrib = &glGetActiveAttrib; gl->getActiveUniform = &glGetActiveUniform; gl->getAttachedShaders = &glGetAttachedShaders; gl->getAttribLocation = &glGetAttribLocation; gl->getBooleanv = &glGetBooleanv; gl->getBufferParameteriv = &glGetBufferParameteriv; gl->getError = &glGetError; gl->getFloatv = &glGetFloatv; gl->getFramebufferAttachmentParameteriv = &glGetFramebufferAttachmentParameteriv; gl->getIntegerv = &glGetIntegerv; gl->getProgramInfoLog = &glGetProgramInfoLog; gl->getProgramiv = &glGetProgramiv; gl->getRenderbufferParameteriv = &glGetRenderbufferParameteriv; gl->getShaderInfoLog = &glGetShaderInfoLog; gl->getShaderPrecisionFormat = &glGetShaderPrecisionFormat; gl->getShaderSource = &glGetShaderSource; gl->getShaderiv = &glGetShaderiv; gl->getString = &glGetString; gl->getTexParameterfv = &glGetTexParameterfv; gl->getTexParameteriv = &glGetTexParameteriv; gl->getUniformLocation = &glGetUniformLocation; gl->getUniformfv = &glGetUniformfv; gl->getUniformiv = &glGetUniformiv; gl->getVertexAttribPointerv = &glGetVertexAttribPointerv; gl->getVertexAttribfv = &glGetVertexAttribfv; gl->getVertexAttribiv = &glGetVertexAttribiv; gl->hint = &glHint; gl->isBuffer = &glIsBuffer; gl->isEnabled = &glIsEnabled; gl->isFramebuffer = &glIsFramebuffer; gl->isProgram = &glIsProgram; gl->isRenderbuffer = &glIsRenderbuffer; gl->isShader = &glIsShader; gl->isTexture = &glIsTexture; gl->lineWidth = &glLineWidth; gl->linkProgram = &glLinkProgram; gl->pixelStorei = &glPixelStorei; gl->polygonOffset = &glPolygonOffset; gl->readPixels = &glReadPixels; gl->releaseShaderCompiler = &glReleaseShaderCompiler; gl->renderbufferStorage = &glRenderbufferStorage; gl->sampleCoverage = &glSampleCoverage; gl->scissor = &glScissor; gl->shaderBinary = &glShaderBinary; gl->shaderSource = (glShaderSourceFunc)&glShaderSource; gl->stencilFunc = &glStencilFunc; gl->stencilFuncSeparate = &glStencilFuncSeparate; gl->stencilMask = &glStencilMask; gl->stencilMaskSeparate = &glStencilMaskSeparate; gl->stencilOp = &glStencilOp; gl->stencilOpSeparate = &glStencilOpSeparate; gl->texImage2D = &glTexImage2D; gl->texParameterf = &glTexParameterf; gl->texParameterfv = &glTexParameterfv; gl->texParameteri = &glTexParameteri; gl->texParameteriv = &glTexParameteriv; gl->texSubImage2D = &glTexSubImage2D; gl->uniform1f = &glUniform1f; gl->uniform1fv = &glUniform1fv; gl->uniform1i = &glUniform1i; gl->uniform1iv = &glUniform1iv; gl->uniform2f = &glUniform2f; gl->uniform2fv = &glUniform2fv; gl->uniform2i = &glUniform2i; gl->uniform2iv = &glUniform2iv; gl->uniform3f = &glUniform3f; gl->uniform3fv = &glUniform3fv; gl->uniform3i = &glUniform3i; gl->uniform3iv = &glUniform3iv; gl->uniform4f = &glUniform4f; gl->uniform4fv = &glUniform4fv; gl->uniform4i = &glUniform4i; gl->uniform4iv = &glUniform4iv; gl->uniformMatrix2fv = &glUniformMatrix2fv; gl->uniformMatrix3fv = &glUniformMatrix3fv; gl->uniformMatrix4fv = &glUniformMatrix4fv; gl->useProgram = &glUseProgram; gl->validateProgram = &glValidateProgram; gl->vertexAttrib1f = &glVertexAttrib1f; gl->vertexAttrib1fv = &glVertexAttrib1fv; gl->vertexAttrib2f = &glVertexAttrib2f; gl->vertexAttrib2fv = &glVertexAttrib2fv; gl->vertexAttrib3f = &glVertexAttrib3f; gl->vertexAttrib3fv = &glVertexAttrib3fv; gl->vertexAttrib4f = &glVertexAttrib4f; gl->vertexAttrib4fv = &glVertexAttrib4fv; gl->vertexAttribPointer = &glVertexAttribPointer; gl->viewport = &glViewport;