/* 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->beginQuery = &glBeginQuery; gl->beginTransformFeedback = &glBeginTransformFeedback; gl->bindAttribLocation = &glBindAttribLocation; gl->bindBuffer = &glBindBuffer; gl->bindBufferBase = &glBindBufferBase; gl->bindBufferRange = &glBindBufferRange; gl->bindFramebuffer = &glBindFramebuffer; gl->bindRenderbuffer = &glBindRenderbuffer; gl->bindSampler = &glBindSampler; gl->bindTexture = &glBindTexture; gl->bindTransformFeedback = &glBindTransformFeedback; gl->bindVertexArray = &glBindVertexArray; gl->blendColor = &glBlendColor; gl->blendEquation = &glBlendEquation; gl->blendEquationSeparate = &glBlendEquationSeparate; gl->blendFunc = &glBlendFunc; gl->blendFuncSeparate = &glBlendFuncSeparate; gl->blitFramebuffer = &glBlitFramebuffer; gl->bufferData = &glBufferData; gl->bufferSubData = &glBufferSubData; gl->checkFramebufferStatus = &glCheckFramebufferStatus; gl->clear = &glClear; gl->clearBufferfi = &glClearBufferfi; gl->clearBufferfv = &glClearBufferfv; gl->clearBufferiv = &glClearBufferiv; gl->clearBufferuiv = &glClearBufferuiv; gl->clearColor = &glClearColor; gl->clearDepthf = &glClearDepthf; gl->clearStencil = &glClearStencil; gl->clientWaitSync = &glClientWaitSync; gl->colorMask = &glColorMask; gl->compileShader = &glCompileShader; gl->compressedTexImage2D = &glCompressedTexImage2D; gl->compressedTexImage3D = &glCompressedTexImage3D; gl->compressedTexSubImage2D = &glCompressedTexSubImage2D; gl->compressedTexSubImage3D = &glCompressedTexSubImage3D; gl->copyBufferSubData = &glCopyBufferSubData; gl->copyTexImage2D = &glCopyTexImage2D; gl->copyTexSubImage2D = &glCopyTexSubImage2D; gl->copyTexSubImage3D = &glCopyTexSubImage3D; gl->createProgram = &glCreateProgram; gl->createShader = &glCreateShader; gl->cullFace = &glCullFace; gl->deleteBuffers = &glDeleteBuffers; gl->deleteFramebuffers = &glDeleteFramebuffers; gl->deleteProgram = &glDeleteProgram; gl->deleteQueries = &glDeleteQueries; gl->deleteRenderbuffers = &glDeleteRenderbuffers; gl->deleteSamplers = &glDeleteSamplers; gl->deleteShader = &glDeleteShader; gl->deleteSync = &glDeleteSync; gl->deleteTextures = &glDeleteTextures; gl->deleteTransformFeedbacks = &glDeleteTransformFeedbacks; gl->deleteVertexArrays = &glDeleteVertexArrays; gl->depthFunc = &glDepthFunc; gl->depthMask = &glDepthMask; gl->depthRangef = &glDepthRangef; gl->detachShader = &glDetachShader; gl->disable = &glDisable; gl->disableVertexAttribArray = &glDisableVertexAttribArray; gl->drawArrays = &glDrawArrays; gl->drawArraysInstanced = &glDrawArraysInstanced; gl->drawBuffers = &glDrawBuffers; gl->drawElements = &glDrawElements; gl->drawElementsInstanced = &glDrawElementsInstanced; gl->drawRangeElements = &glDrawRangeElements; gl->enable = &glEnable; gl->enableVertexAttribArray = &glEnableVertexAttribArray; gl->endQuery = &glEndQuery; gl->endTransformFeedback = &glEndTransformFeedback; gl->fenceSync = &glFenceSync; gl->finish = &glFinish; gl->flush = &glFlush; gl->flushMappedBufferRange = &glFlushMappedBufferRange; gl->framebufferRenderbuffer = &glFramebufferRenderbuffer; gl->framebufferTexture2D = &glFramebufferTexture2D; gl->framebufferTextureLayer = &glFramebufferTextureLayer; gl->frontFace = &glFrontFace; gl->genBuffers = &glGenBuffers; gl->genFramebuffers = &glGenFramebuffers; gl->genQueries = &glGenQueries; gl->genRenderbuffers = &glGenRenderbuffers; gl->genSamplers = &glGenSamplers; gl->genTextures = &glGenTextures; gl->genTransformFeedbacks = &glGenTransformFeedbacks; gl->genVertexArrays = &glGenVertexArrays; gl->generateMipmap = &glGenerateMipmap; gl->getActiveAttrib = &glGetActiveAttrib; gl->getActiveUniform = &glGetActiveUniform; gl->getActiveUniformBlockName = &glGetActiveUniformBlockName; gl->getActiveUniformBlockiv = &glGetActiveUniformBlockiv; gl->getActiveUniformsiv = &glGetActiveUniformsiv; gl->getAttachedShaders = &glGetAttachedShaders; gl->getAttribLocation = &glGetAttribLocation; gl->getBooleanv = &glGetBooleanv; gl->getBufferParameteri64v = &glGetBufferParameteri64v; gl->getBufferParameteriv = &glGetBufferParameteriv; gl->getBufferPointerv = &glGetBufferPointerv; gl->getError = &glGetError; gl->getFloatv = &glGetFloatv; gl->getFragDataLocation = &glGetFragDataLocation; gl->getFramebufferAttachmentParameteriv = &glGetFramebufferAttachmentParameteriv; gl->getInteger64i_v = &glGetInteger64i_v; gl->getInteger64v = &glGetInteger64v; gl->getIntegeri_v = &glGetIntegeri_v; gl->getIntegerv = &glGetIntegerv; gl->getInternalformativ = &glGetInternalformativ; gl->getProgramBinary = &glGetProgramBinary; gl->getProgramInfoLog = &glGetProgramInfoLog; gl->getProgramiv = &glGetProgramiv; gl->getQueryObjectuiv = &glGetQueryObjectuiv; gl->getQueryiv = &glGetQueryiv; gl->getRenderbufferParameteriv = &glGetRenderbufferParameteriv; gl->getSamplerParameterfv = &glGetSamplerParameterfv; gl->getSamplerParameteriv = &glGetSamplerParameteriv; gl->getShaderInfoLog = &glGetShaderInfoLog; gl->getShaderPrecisionFormat = &glGetShaderPrecisionFormat; gl->getShaderSource = &glGetShaderSource; gl->getShaderiv = &glGetShaderiv; gl->getString = &glGetString; gl->getStringi = &glGetStringi; gl->getSynciv = &glGetSynciv; gl->getTexParameterfv = &glGetTexParameterfv; gl->getTexParameteriv = &glGetTexParameteriv; gl->getTransformFeedbackVarying = &glGetTransformFeedbackVarying; gl->getUniformBlockIndex = &glGetUniformBlockIndex; gl->getUniformIndices = &glGetUniformIndices; gl->getUniformLocation = &glGetUniformLocation; gl->getUniformfv = &glGetUniformfv; gl->getUniformiv = &glGetUniformiv; gl->getUniformuiv = &glGetUniformuiv; gl->getVertexAttribIiv = &glGetVertexAttribIiv; gl->getVertexAttribIuiv = &glGetVertexAttribIuiv; gl->getVertexAttribPointerv = &glGetVertexAttribPointerv; gl->getVertexAttribfv = &glGetVertexAttribfv; gl->getVertexAttribiv = &glGetVertexAttribiv; gl->hint = &glHint; gl->invalidateFramebuffer = &glInvalidateFramebuffer; gl->invalidateSubFramebuffer = &glInvalidateSubFramebuffer; gl->isBuffer = &glIsBuffer; gl->isEnabled = &glIsEnabled; gl->isFramebuffer = &glIsFramebuffer; gl->isProgram = &glIsProgram; gl->isQuery = &glIsQuery; gl->isRenderbuffer = &glIsRenderbuffer; gl->isSampler = &glIsSampler; gl->isShader = &glIsShader; gl->isSync = &glIsSync; gl->isTexture = &glIsTexture; gl->isTransformFeedback = &glIsTransformFeedback; gl->isVertexArray = &glIsVertexArray; gl->lineWidth = &glLineWidth; gl->linkProgram = &glLinkProgram; gl->mapBufferRange = &glMapBufferRange; gl->pauseTransformFeedback = &glPauseTransformFeedback; gl->pixelStorei = &glPixelStorei; gl->polygonOffset = &glPolygonOffset; gl->programBinary = &glProgramBinary; gl->programParameteri = &glProgramParameteri; gl->readBuffer = &glReadBuffer; gl->readPixels = &glReadPixels; gl->releaseShaderCompiler = &glReleaseShaderCompiler; gl->renderbufferStorage = &glRenderbufferStorage; gl->renderbufferStorageMultisample = &glRenderbufferStorageMultisample; gl->resumeTransformFeedback = &glResumeTransformFeedback; gl->sampleCoverage = &glSampleCoverage; gl->samplerParameterf = &glSamplerParameterf; gl->samplerParameterfv = &glSamplerParameterfv; gl->samplerParameteri = &glSamplerParameteri; gl->samplerParameteriv = &glSamplerParameteriv; 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->texImage3D = &glTexImage3D; gl->texParameterf = &glTexParameterf; gl->texParameterfv = &glTexParameterfv; gl->texParameteri = &glTexParameteri; gl->texParameteriv = &glTexParameteriv; gl->texStorage2D = &glTexStorage2D; gl->texStorage3D = &glTexStorage3D; gl->texSubImage2D = &glTexSubImage2D; gl->texSubImage3D = &glTexSubImage3D; gl->transformFeedbackVaryings = &glTransformFeedbackVaryings; gl->uniform1f = &glUniform1f; gl->uniform1fv = &glUniform1fv; gl->uniform1i = &glUniform1i; gl->uniform1iv = &glUniform1iv; gl->uniform1ui = &glUniform1ui; gl->uniform1uiv = &glUniform1uiv; gl->uniform2f = &glUniform2f; gl->uniform2fv = &glUniform2fv; gl->uniform2i = &glUniform2i; gl->uniform2iv = &glUniform2iv; gl->uniform2ui = &glUniform2ui; gl->uniform2uiv = &glUniform2uiv; gl->uniform3f = &glUniform3f; gl->uniform3fv = &glUniform3fv; gl->uniform3i = &glUniform3i; gl->uniform3iv = &glUniform3iv; gl->uniform3ui = &glUniform3ui; gl->uniform3uiv = &glUniform3uiv; gl->uniform4f = &glUniform4f; gl->uniform4fv = &glUniform4fv; gl->uniform4i = &glUniform4i; gl->uniform4iv = &glUniform4iv; gl->uniform4ui = &glUniform4ui; gl->uniform4uiv = &glUniform4uiv; gl->uniformBlockBinding = &glUniformBlockBinding; gl->uniformMatrix2fv = &glUniformMatrix2fv; gl->uniformMatrix2x3fv = &glUniformMatrix2x3fv; gl->uniformMatrix2x4fv = &glUniformMatrix2x4fv; gl->uniformMatrix3fv = &glUniformMatrix3fv; gl->uniformMatrix3x2fv = &glUniformMatrix3x2fv; gl->uniformMatrix3x4fv = &glUniformMatrix3x4fv; gl->uniformMatrix4fv = &glUniformMatrix4fv; gl->uniformMatrix4x2fv = &glUniformMatrix4x2fv; gl->uniformMatrix4x3fv = &glUniformMatrix4x3fv; gl->unmapBuffer = &glUnmapBuffer; 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->vertexAttribDivisor = &glVertexAttribDivisor; gl->vertexAttribI4i = &glVertexAttribI4i; gl->vertexAttribI4iv = &glVertexAttribI4iv; gl->vertexAttribI4ui = &glVertexAttribI4ui; gl->vertexAttribI4uiv = &glVertexAttribI4uiv; gl->vertexAttribIPointer = &glVertexAttribIPointer; gl->vertexAttribPointer = &glVertexAttribPointer; gl->viewport = &glViewport; gl->waitSync = &glWaitSync;