/* Last saved: Sun 06 Sep 2009 02:10:16 PM*/
/* Copyright (c) 1998 Kenneth Albanowski. All rights reserved.
* Copyright (c) 2007 Bob Free. All rights reserved.
* Copyright (c) 2009 Chris Marshall. All rights reserved.
* This program is free software; you can redistribute it and/or
* modify it under the same terms as Perl itself.
*/
/* OpenGL GLX bindings */
#define IN_POGL_GLX_XS
#include <stdio.h>
#include "pgopogl.h"
#ifdef HAVE_GL
#include "gl_util.h"
/* Note: this is caching procs once for all contexts */
/* !!! This should instead cache per context */
#if defined(_WIN32) || (defined(__CYGWIN__) && defined(HAVE_W32API))
#define loadProc(proc,name) \
{ \
if (!proc) \
{ \
proc = (void *)wglGetProcAddress(name); \
if (!proc) croak(name " is not supported by this renderer"); \
} \
}
#define testProc(proc,name) ((proc) ? 1 : !!(proc = (void *)wglGetProcAddress(name)))
#else /* not using WGL */
#define loadProc(proc,name)
#define testProc(proc,name) 1
#endif /* not defined _WIN32, __CYGWIN__, and HAVE_W32API */
#endif /* defined HAVE_GL */
#ifdef HAVE_GLX
#include "glx_util.h"
#endif /* defined HAVE_GLX */
#ifdef HAVE_GLU
#include "glu_util.h"
#endif /* defined HAVE_GLU */
MODULE = OpenGL::GL::VertMulti PACKAGE = OpenGL
#ifdef HAVE_GL
#if defined(GL_VERSION_1_1) || defined(GL_EXT_vertex_array)
#//# glVertexPointerEXT_c($size, $type, $stride, $count, (CPTR)pointer);
void
glVertexPointerEXT_c(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
void * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glVertexPointerEXT,"glVertexPointerEXT");
#endif
CODE:
#ifdef GL_VERSION_1_1
glVertexPointer(size, type, stride, pointer);
#else // GL_EXT_vertex_array
glVertexPointerEXT(size, type, stride, count, pointer);
#endif
#//# glVertexPointerEXT_s($size, $type, $stride, $count, (PACKED)pointer);
void
glVertexPointerEXT_s(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
SV * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glVertexPointerEXT,"glVertexPointerEXT");
#endif
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = EL(pointer, width*count);
#ifdef GL_VERSION_1_1
glVertexPointer(size, type, stride, pointer_s);
#else // GL_EXT_vertex_array
glVertexPointerEXT(size, type, stride, count, pointer_s);
#endif
}
#//# glVertexPointerEXT_p($size, (OGA)pointer);
void
glVertexPointerEXT_p(size, oga)
GLint size
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glVertexPointerEXT,"glVertexPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glVertexPointer(size, oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glVertexPointerEXT(size, oga->types[0], 0, oga->item_count/size, data);
#endif
}
#//# glVertexPointer_p($size, (OGA)pointer);
void
glVertexPointer_p(size, oga)
GLint size
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glVertexPointerEXT,"glVertexPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glVertexPointer(size, oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glVertexPointerEXT(size, oga->types[0], 0, oga->item_count/size, data);
#endif
}
#//# glNormalPointerEXT_c($size, $type, $stride, $count, (CPTR)pointer);
void
glNormalPointerEXT_c(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
void * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glNormalPointerEXT,"glNormalPointerEXT");
#endif
CODE:
#ifdef GL_VERSION_1_1
glNormalPointer(type, stride, pointer);
#else // GL_EXT_vertex_array
glNormalPointerEXT(type, stride, count, pointer);
#endif
#//# glNormalPointerEXT_s($size, $type, $stride, $count, (PACKED)pointer);
void
glNormalPointerEXT_s(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
SV * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glNormalPointerEXT,"glNormalPointerEXT");
#endif
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = EL(pointer, width*count);
#ifdef GL_VERSION_1_1
glNormalPointer(type, stride, pointer_s);
#else // GL_EXT_vertex_array
glNormalPointerEXT(type, stride, count, pointer_s);
#endif
}
#//# glNormalPointerEXT_p((OGA)pointer);
void
glNormalPointerEXT_p(oga)
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glNormalPointerEXT,"glNormalPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glNormalPointer(oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glNormalPointerEXT(oga->types[0], 0, oga->item_count/3, data);
#endif
}
#//# glNormalPointer_p((OGA)pointer);
void
glNormalPointer_p(oga)
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glNormalPointerEXT,"glNormalPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glNormalPointer(oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glNormalPointerEXT(oga->types[0], 0, oga->item_count/3, data);
#endif
}
#//# glColorPointerEXT_c($size, $type, $stride, $count, (CPTR)pointer);
void
glColorPointerEXT_c(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
void * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glColorPointerEXT,"glColorPointerEXT");
#endif
CODE:
#ifdef GL_VERSION_1_1
glColorPointer(size, type, stride, pointer);
#else // GL_EXT_vertex_array
glColorPointerEXT(size, type, stride, count, pointer);
#endif
#//# glColorPointerEXT_s($size, $type, $stride, $count, (PACKED)pointer);
void
glColorPointerEXT_s(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
SV * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glColorPointerEXT,"glColorPointerEXT");
#endif
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = EL(pointer, width*count);
#ifdef GL_VERSION_1_1
glColorPointer(size, type, stride, pointer_s);
#else // GL_EXT_vertex_array
glColorPointerEXT(size, type, stride, count, pointer_s);
#endif
}
#//# glColorPointerEXT_p($size, (OGA)pointer);
void
glColorPointerEXT_p(size, oga)
GLint size
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glColorPointerEXT,"glColorPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glColorPointer(size, oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glColorPointerEXT(size, oga->types[0], 0, oga->item_count/size, data);
#endif
}
#//# glColorPointer_p($size, (OGA)pointer);
void
glColorPointer_p(size, oga)
GLint size
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glColorPointerEXT,"glColorPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glColorPointer(size, oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glColorPointerEXT(size, oga->types[0], 0, oga->item_count/size, data);
#endif
}
#//# glIndexPointerEXT_c($size, $type, $stride, $count, (CPTR)pointer);
void
glIndexPointerEXT_c(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
void * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glIndexPointerEXT,"glIndexPointerEXT");
#endif
CODE:
#ifdef GL_VERSION_1_1
glIndexPointer(type, stride, pointer);
#else // GL_EXT_vertex_array
glIndexPointerEXT(type, stride, count, pointer);
#endif
#//# glIndexPointerEXT_s($size, $type, $stride, $count, (PACKED)pointer);
void
glIndexPointerEXT_s(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
SV * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glIndexPointerEXT,"glIndexPointerEXT");
#endif
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = EL(pointer, width*count);
#ifdef GL_VERSION_1_1
glIndexPointer(type, stride, pointer_s);
#else // GL_EXT_vertex_array
glIndexPointerEXT(type, stride, count, pointer_s);
#endif
}
#//# glIndexPointerEXT_p((OGA)pointer);
void
glIndexPointerEXT_p(oga)
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glIndexPointerEXT,"glIndexPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glIndexPointer(oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glIndexPointerEXT(oga->types[0], 0, oga->item_count, data);
#endif
}
#//# glIndexPointer_p((OGA)pointer);
void
glIndexPointer_p(oga)
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glIndexPointerEXT,"glIndexPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glIndexPointer(oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glIndexPointerEXT(oga->types[0], 0, oga->item_count, data);
#endif
}
#//# glTexCoordPointerEXT_c($size, $type, $stride, $count, (CPTR)pointer);
void
glTexCoordPointerEXT_c(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
void * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glTexCoordPointerEXT");
#endif
CODE:
#ifdef GL_VERSION_1_1
glTexCoordPointer(size, type, stride, pointer);
#else // GL_EXT_vertex_array
glTexCoordPointerEXT(size, type, stride, count, pointer);
#endif
#//# glTexCoordPointerEXT_s($size, $type, $stride, $count, (PACKED)pointer);
void
glTexCoordPointerEXT_s(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
SV * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glTexCoordPointerEXT");
#endif
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = EL(pointer, width*count);
#ifdef GL_VERSION_1_1
glTexCoordPointer(size, type, stride, pointer_s);
#else // GL_EXT_vertex_array
glTexCoordPointerEXT(size, type, stride, count, pointer_s);
#endif
}
#//# glTexCoordPointerEXT_p($size, (OGA)pointer);
void
glTexCoordPointerEXT_p(size, oga)
GLint size
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glTexCoordPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glTexCoordPointer(size, oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glTexCoordPointerEXT(size, oga->types[0], 0, oga->item_count/size, data);
#endif
}
#//# glTexCoordPointer_p($size, (OGA)pointer);
void
glTexCoordPointer_p(size, oga)
GLint size
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glTexCoordPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glTexCoordPointer(size, oga->types[0], 0, data);
#else // GL_EXT_vertex_array
glTexCoordPointerEXT(size, oga->types[0], 0, oga->item_count/size, data);
#endif
}
#//# glEdgeFlagPointerEXT_c($size, $type, $stride, $count, (CPTR)pointer);
void
glEdgeFlagPointerEXT_c(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
void * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glEdgeFlagPointerEXT");
#endif
CODE:
#ifdef GL_VERSION_1_1
glEdgeFlagPointer(stride, pointer);
#else // GL_EXT_vertex_array
glEdgeFlagPointerEXT(stride, count, pointer);
#endif
#//# glEdgeFlagPointerEXT_s($size, $type, $stride, $count, (PACKED)pointer);
void
glEdgeFlagPointerEXT_s(size, type, stride, count, pointer)
GLint size
GLenum type
GLsizei stride
GLsizei count
SV * pointer
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glEdgeFlagPointerEXT");
#endif
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = EL(pointer, width*count);
#ifdef GL_VERSION_1_1
glEdgeFlagPointer(stride, pointer_s);
#else // GL_EXT_vertex_array
glEdgeFlagPointerEXT(stride, count, pointer_s);
#endif
}
#//# glEdgeFlagPointerEXT_p((OGA)pointer);
void
glEdgeFlagPointerEXT_p(oga)
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glEdgeFlagPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glEdgeFlagPointer(0, data);
#else // GL_EXT_vertex_array
glEdgeFlagPointerEXT(0, oga->item_count, data);
#endif
}
#//# glEdgeFlagPointer_p((OGA)pointer);
void
glEdgeFlagPointer_p(oga)
OpenGL::Array oga
INIT:
#ifndef GL_VERSION_1_1 // GL_EXT_vertex_array
loadProc(glTexCoordPointerEXT,"glEdgeFlagPointerEXT");
#endif
CODE:
{
GLvoid * data = oga->data;
#ifdef GL_VERSION_2_0
glBindBuffer(GL_ARRAY_BUFFER, oga->bind);
data = NULL;
#elif defined(GL_ARB_vertex_buffer_object)
if (testProc(glBindBufferARB,"glBindBufferARB"))
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, oga->bind);
data = NULL;
}
#endif
#ifdef GL_VERSION_1_1
glEdgeFlagPointer(0, data);
#else // GL_EXT_vertex_array
glEdgeFlagPointerEXT(0, oga->item_count, data);
#endif
}
#endif // GL_EXT_vertex_array || GL_VERSION_1_1
#ifdef GL_VERSION_1_1
#// 1.1
#//# glVertexPointer_c($size, $type, $stride, (CPTR)pointer);
void
glVertexPointer_c(size, type, stride, pointer)
GLint size
GLenum type
GLsizei stride
void * pointer
CODE:
glVertexPointer(size, type, stride, pointer);
#//# glVertexPointer_s($size, $type, $stride, (PACKED)pointer);
void
glVertexPointer_s(size, type, stride, pointer)
GLint size
GLenum type
GLsizei stride
SV * pointer
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = NULL;
if ( pointer ) {
pointer_s = EL(pointer, width);
}
glVertexPointer(size, type, stride, pointer_s);
}
#//# glNormalPointer_c($type, $stride, (CPTR)pointer);
void
glNormalPointer_c(type, stride, pointer)
GLenum type
GLsizei stride
void * pointer
CODE:
glNormalPointer(type, stride, pointer);
#//# glNormalPointer_s($type, $stride, (PACKED)pointer);
void
glNormalPointer_s(type, stride, pointer)
GLenum type
GLsizei stride
SV * pointer
CODE:
{
int width = stride ? stride : (gl_type_size(type)*3);
void * pointer_s = NULL;
if ( pointer ) {
pointer_s = EL(pointer, width);
}
glNormalPointer(type, stride, pointer_s);
}
#//# glColorPointer_c($size, $type, $stride, (CPTR)pointer);
void
glColorPointer_c(size, type, stride, pointer)
GLint size
GLenum type
GLsizei stride
void * pointer
CODE:
glColorPointer(size, type, stride, pointer);
#//# glColorPointer_s($size, $type, $stride, (PACKED)pointer);
void
glColorPointer_s(size, type, stride, pointer)
GLint size
GLenum type
GLsizei stride
SV * pointer
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = NULL;
if ( pointer ) {
pointer_s = EL(pointer, width);
}
glColorPointer(size, type, stride, pointer_s);
}
#//# glIndexPointer_c($type, $stride, (CPTR)pointer);
void
glIndexPointer_c(type, stride, pointer)
GLenum type
GLsizei stride
void * pointer
CODE:
glIndexPointer(type, stride, pointer);
#//# glIndexPointer_s($type, $stride, (PACKED)pointer);
void
glIndexPointer_s(type, stride, pointer)
GLenum type
GLsizei stride
SV * pointer
CODE:
{
int width = stride ? stride : gl_type_size(type);
void * pointer_s = NULL;
if ( pointer ) {
pointer_s = EL(pointer, width);
}
glIndexPointer(type, stride, pointer_s);
}
#//# glTexCoordPointer_c($size, $type, $stride, (CPTR)pointer);
void
glTexCoordPointer_c(size, type, stride, pointer)
GLint size
GLenum type
GLsizei stride
void * pointer
CODE:
glTexCoordPointer(size, type, stride, pointer);
#//# glTexCoordPointer_s($size, $type, $stride, (PACKED)pointer);
void
glTexCoordPointer_s(size, type, stride, pointer)
GLint size
GLenum type
GLsizei stride
SV * pointer
CODE:
{
int width = stride ? stride : (sizeof(type)*size);
void * pointer_s = NULL;
if ( pointer ) {
pointer_s = EL(pointer, width);
}
glTexCoordPointer(size, type, stride, pointer_s);
}
#//# glEdgeFlagPointer_c($stride, (CPTR)pointer);
void
glEdgeFlagPointer_c(stride, pointer)
GLsizei stride
void * pointer
CODE:
glEdgeFlagPointer(stride, pointer);
#//# glEdgeFlagPointer_s($stride, (PACKED)pointer);
void
glEdgeFlagPointer_s(stride, pointer)
GLsizei stride
SV * pointer
CODE:
{
int width = stride ? stride : sizeof(GLboolean);
void * pointer_s = NULL;
if ( pointer ) {
pointer_s = EL(pointer, width);
}
glEdgeFlagPointer(stride, pointer_s);
}
#endif // GL_VERSION_1_1
#ifndef NO_GL_EXT_vertex_array
#ifdef GL_EXT_vertex_array
#//# glArrayElementEXT($i);
void
glArrayElementEXT(i)
GLint i
INIT:
loadProc(glArrayElementEXT,"glArrayElementEXT");
#//# glDrawArraysEXT($mode, $first, $count);
void
glDrawArraysEXT(mode, first, count)
GLenum mode
GLint first
GLsizei count
INIT:
loadProc(glDrawArraysEXT,"glDrawArraysEXT");
#endif // GL_EXT_vertex_array
#endif // !NO_GL_EXT_vertex_array
#ifdef GL_MESA_resize_buffers
#// glResizeBuffersMESA();
void
glResizeBuffersMESA()
#endif // GL_MESA_resize_buffers
#ifdef GL_VERSION_2_0
#//# glDrawBuffers_c($n,(CPTR)buffers);
void
glDrawBuffers_c(n,buffers)
GLsizei n
void * buffers
CODE:
{
glDrawBuffers(n,buffers);
}
#//# glDrawBuffers_s($n,(PACKED)buffers);
void
glDrawBuffers_s(n,buffers)
GLsizei n
SV * buffers
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glDrawBuffers(n,buffers_s);
}
#//# glDrawBuffers_p(@buffers);
void
glDrawBuffers_p(...)
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDrawBuffers(items, list);
free(list);
}
}
#endif // GL_VERSION_2_0
#ifdef GL_ARB_draw_buffers
#//# glDrawBuffersARB_c($n,(CPTR)buffers);
void
glDrawBuffersARB_c(n,buffers)
GLsizei n
void * buffers
INIT:
loadProc(glDrawBuffersARB,"glDrawBuffersARB");
CODE:
{
glDrawBuffersARB(n,buffers);
}
#//# glDrawBuffersARB_s($n,(PACKED)buffers);
void
glDrawBuffersARB_s(n,buffers)
GLsizei n
SV * buffers
INIT:
loadProc(glDrawBuffersARB,"glDrawBuffersARB");
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glDrawBuffersARB(n,buffers_s);
}
#//# glDrawBuffersARB_p(@buffers);
void
glDrawBuffersARB_p(...)
INIT:
loadProc(glDrawBuffersARB,"glDrawBuffersARB");
CODE:
{
if (items)
{
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDrawBuffersARB(items, list);
free(list);
}
}
#endif // GL_ARB_draw_buffers
#ifdef GL_VERSION_3_0
#//# glIsRenderbuffer(renderbuffer);
GLboolean
glIsRenderbuffer(renderbuffer)
GLuint renderbuffer
CODE:
{
RETVAL = glIsRenderbuffer(renderbuffer);
}
OUTPUT:
RETVAL
#//# glBindRenderbuffer(target,renderbuffer);
void
glBindRenderbuffer(target,renderbuffer)
GLenum target
GLuint renderbuffer
CODE:
{
glBindRenderbuffer(target,renderbuffer);
}
#//# glDeleteRenderbuffers_c($n,(CPTR)renderbuffers);
void
glDeleteRenderbuffers_c(n,renderbuffers)
GLsizei n
void * renderbuffers
CODE:
{
glDeleteRenderbuffers(n,renderbuffers);
}
#//# glDeleteRenderbuffers_s($n,(PACKED)renderbuffers);
void
glDeleteRenderbuffers_s(n,renderbuffers)
GLsizei n
SV * renderbuffers
CODE:
{
void * renderbuffers_s = EL(renderbuffers, sizeof(GLuint)*n);
glDeleteRenderbuffers(n,renderbuffers_s);
}
#//# glDeleteRenderbuffers_p(@renderbuffers);
void
glDeleteRenderbuffers_p(...)
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteRenderbuffers(items, list);
free(list);
}
}
#//# glGenRenderbuffers_c($n,(CPTR)renderbuffers);
void
glGenRenderbuffers_c(n,renderbuffers)
GLsizei n
void * renderbuffers
CODE:
{
glGenRenderbuffers(n, renderbuffers);
}
#//# glGenRenderbuffers_s($n,(PACKED)renderbuffers);
void
glGenRenderbuffers_s(n,renderbuffers)
GLsizei n
SV * renderbuffers
CODE:
{
void * renderbuffers_s = EL(renderbuffers, sizeof(GLuint)*n);
glGenRenderbuffers(n, renderbuffers_s);
}
#//# @renderbuffers = glGenRenderbuffers_c($n);
void
glGenRenderbuffers_p(n)
GLsizei n
PPCODE:
if (n)
{
GLuint * renderbuffers = malloc(sizeof(GLuint) * n);
int i;
glGenRenderbuffers(n, renderbuffers);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(renderbuffers[i])));
free(renderbuffers);
}
#//# glRenderbufferStorage($target,$internalformat,$width,$height);
void
glRenderbufferStorage(target,internalformat,width,height)
GLenum target
GLenum internalformat
GLsizei width
GLsizei height
CODE:
{
glRenderbufferStorage(target,internalformat,width,height);
}
#//# glGetRenderbufferParameteriv_s($target,$pname,(PACKED)params);
void
glGetRenderbufferParameteriv_s(target,pname,params)
GLenum target
GLenum pname
SV * params
CODE:
{
GLint * params_s = EL(params, sizeof(GLint));
glGetRenderbufferParameteriv(target,pname,params_s);
}
#//# glGetRenderbufferParameteriv_c($target,$pname,(CPTR)params);
void
glGetRenderbufferParameteriv_c(target,pname,params)
GLenum target
GLenum pname
void * params
CODE:
{
glGetRenderbufferParameteriv(target,pname,params);
}
#//# glIsFramebuffer($framebuffer);
GLboolean
glIsFramebuffer(framebuffer)
GLuint framebuffer
CODE:
{
RETVAL = glIsFramebuffer(framebuffer);
}
OUTPUT:
RETVAL
#//# glBindFramebuffer($target,$framebuffer);
void
glBindFramebuffer(target,framebuffer)
GLenum target
GLuint framebuffer
CODE:
{
glBindFramebuffer(target,framebuffer);
}
#//# glDeleteFramebuffers_c($n,(CPTR)framebuffers);
void
glDeleteFramebuffers_c(n,framebuffers)
GLsizei n
void * framebuffers
CODE:
{
glDeleteFramebuffers(n,framebuffers);
}
#//# glDeleteFramebuffers_s($n,(PACKED)framebuffers);
void
glDeleteFramebuffers_s(n,framebuffers)
GLsizei n
SV * framebuffers
CODE:
{
void * framebuffers_s = EL(framebuffers, sizeof(GLuint)*n);
glDeleteFramebuffers(n,framebuffers_s);
}
#//# glDeleteFramebuffers_p(@framebuffers);
void
glDeleteFramebuffers_p(...)
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for(i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteFramebuffers(items, list);
free(list);
}
}
#//# glGenFramebuffers_c($n,(CPTR)framebuffers);
void
glGenFramebuffers_c(n,framebuffers)
GLsizei n
void * framebuffers
CODE:
{
glGenFramebuffers(n,framebuffers);
}
#//# glGenFramebuffers_s($n,(PACKED)framebuffers);
void
glGenFramebuffers_s(n,framebuffers)
GLsizei n
SV * framebuffers
CODE:
{
void * framebuffers_s = EL(framebuffers, sizeof(GLuint)*n);
glGenFramebuffers(n,framebuffers_s);
}
#//# @framebuffers = glGenFramebuffers_c($n);
void
glGenFramebuffers_p(n)
GLsizei n
PPCODE:
if (n)
{
GLuint * framebuffers = malloc(sizeof(GLuint) * n);
int i;
glGenFramebuffers(n, framebuffers);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(framebuffers[i])));
free(framebuffers);
}
#//# glCheckFramebufferStatus($target);
GLenum
glCheckFramebufferStatus(target)
GLenum target
CODE:
{
RETVAL = glCheckFramebufferStatus(target);
}
OUTPUT:
RETVAL
#//# glFramebufferTexture1D($target,$attachment,$textarget,$texture,$level);
void
glFramebufferTexture1D(target,attachment,textarget,texture,level)
GLenum target
GLenum attachment
GLenum textarget
GLuint texture
GLint level
CODE:
{
glFramebufferTexture1D(target,attachment,textarget,texture,level);
}
#//# glFramebufferTexture2D($target,$attachment,$textarget,$texture,$level);
void
glFramebufferTexture2D(target,attachment,textarget,texture,level)
GLenum target
GLenum attachment
GLenum textarget
GLuint texture
GLint level
CODE:
{
glFramebufferTexture2D(target,attachment,textarget,texture,level);
}
#//# glFramebufferTexture3D($target,$attachment,$textarget,$texture,$level,$zoffset)'
void
glFramebufferTexture3D(target,attachment,textarget,texture,level,zoffset)
GLenum target
GLenum attachment
GLenum textarget
GLuint texture
GLint level
GLint zoffset
CODE:
{
glFramebufferTexture3D(target,attachment,textarget,texture,level,zoffset);
}
#//# glFramebufferRenderbuffer($target,$attachment,$renderbuffertarget,$renderbuffer);
void
glFramebufferRenderbuffer(target,attachment,renderbuffertarget,renderbuffer)
GLenum target
GLenum attachment
GLenum renderbuffertarget
GLuint renderbuffer
CODE:
{
glFramebufferRenderbuffer(target,attachment,renderbuffertarget,renderbuffer);
}
#//# glGetFramebufferAttachmentParameteriv_s($target,$attachment,$pname,(PACKED)params);
void
glGetFramebufferAttachmentParameteriv_s(target,attachment,pname,params)
GLenum target
GLenum attachment
GLenum pname
SV * params
CODE:
{
GLint * params_s = EL(params, sizeof(GLint));
glGetFramebufferAttachmentParameteriv(target,attachment,pname,params_s);
}
#//# glGetFramebufferAttachmentParameteriv_c($target,$attachment,$pname,(CPTR)params);
void
glGetFramebufferAttachmentParameteriv_c(target,attachment,pname,params)
GLenum target
GLenum attachment
GLenum pname
void * params
CODE:
{
glGetFramebufferAttachmentParameteriv(target,attachment,pname,params);
}
#//# glGenerateMipmap($target);
void
glGenerateMipmap(target)
GLenum target
CODE:
{
glGenerateMipmap(target);
}
#endif // GL_VERSION_3_0
#ifdef GL_EXT_framebuffer_object
#//# glIsRenderbufferEXT(renderbuffer);
GLboolean
glIsRenderbufferEXT(renderbuffer)
GLuint renderbuffer
INIT:
loadProc(glIsRenderbufferEXT,"glIsRenderbufferEXT");
CODE:
{
RETVAL = glIsRenderbufferEXT(renderbuffer);
}
OUTPUT:
RETVAL
#//# glBindRenderbufferEXT(target,renderbuffer);
void
glBindRenderbufferEXT(target,renderbuffer)
GLenum target
GLuint renderbuffer
INIT:
loadProc(glBindRenderbufferEXT,"glBindRenderbufferEXT");
CODE:
{
glBindRenderbufferEXT(target,renderbuffer);
}
#//# glDeleteRenderbuffersEXT_c($n,(CPTR)renderbuffers);
void
glDeleteRenderbuffersEXT_c(n,renderbuffers)
GLsizei n
void * renderbuffers
INIT:
loadProc(glDeleteRenderbuffersEXT,"glDeleteRenderbuffersEXT");
CODE:
{
glDeleteRenderbuffersEXT(n,renderbuffers);
}
#//# glDeleteRenderbuffersEXT_s($n,(PACKED)renderbuffers);
void
glDeleteRenderbuffersEXT_s(n,renderbuffers)
GLsizei n
SV * renderbuffers
INIT:
loadProc(glDeleteRenderbuffersEXT,"glDeleteRenderbuffersEXT");
CODE:
{
void * renderbuffers_s = EL(renderbuffers, sizeof(GLuint)*n);
glDeleteRenderbuffersEXT(n,renderbuffers_s);
}
#//# glDeleteRenderbuffersEXT_p(@renderbuffers);
void
glDeleteRenderbuffersEXT_p(...)
INIT:
loadProc(glDeleteRenderbuffersEXT,"glDeleteRenderbuffersEXT");
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteRenderbuffersEXT(items, list);
free(list);
}
}
#//# glGenRenderbuffersEXT_c($n,(CPTR)renderbuffers);
void
glGenRenderbuffersEXT_c(n,renderbuffers)
GLsizei n
void * renderbuffers
INIT:
loadProc(glGenRenderbuffersEXT,"glGenRenderbuffersEXT");
CODE:
{
glGenRenderbuffersEXT(n, renderbuffers);
}
#//# glGenRenderbuffersEXT_s($n,(PACKED)renderbuffers);
void
glGenRenderbuffersEXT_s(n,renderbuffers)
GLsizei n
SV * renderbuffers
INIT:
loadProc(glGenRenderbuffersEXT,"glGenRenderbuffersEXT");
CODE:
{
void * renderbuffers_s = EL(renderbuffers, sizeof(GLuint)*n);
glGenRenderbuffersEXT(n, renderbuffers_s);
}
#//# @renderbuffers = glGenRenderbuffersEXT_c($n);
void
glGenRenderbuffersEXT_p(n)
GLsizei n
INIT:
loadProc(glGenRenderbuffersEXT,"glGenRenderbuffersEXT");
PPCODE:
if (n)
{
GLuint * renderbuffers = malloc(sizeof(GLuint) * n);
int i;
glGenRenderbuffersEXT(n, renderbuffers);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(renderbuffers[i])));
free(renderbuffers);
}
#//# glRenderbufferStorageEXT($target,$internalformat,$width,$height);
void
glRenderbufferStorageEXT(target,internalformat,width,height)
GLenum target
GLenum internalformat
GLsizei width
GLsizei height
INIT:
loadProc(glRenderbufferStorageEXT,"glRenderbufferStorageEXT");
CODE:
{
glRenderbufferStorageEXT(target,internalformat,width,height);
}
#//# glGetRenderbufferParameterivEXT_s($target,$pname,(PACKED)params);
void
glGetRenderbufferParameterivEXT_s(target,pname,params)
GLenum target
GLenum pname
SV * params
INIT:
loadProc(glGetRenderbufferParameterivEXT,"glGetRenderbufferParameterivEXT");
CODE:
{
GLint * params_s = EL(params, sizeof(GLint));
glGetRenderbufferParameterivEXT(target,pname,params_s);
}
#//# glGetRenderbufferParameterivEXT_c($target,$pname,(CPTR)params);
void
glGetRenderbufferParameterivEXT_c(target,pname,params)
GLenum target
GLenum pname
void * params
INIT:
loadProc(glGetRenderbufferParameterivEXT,"glGetRenderbufferParameterivEXT");
CODE:
{
glGetRenderbufferParameterivEXT(target,pname,params);
}
#//# glIsFramebufferEXT($framebuffer);
GLboolean
glIsFramebufferEXT(framebuffer)
GLuint framebuffer
INIT:
loadProc(glIsFramebufferEXT,"glIsFramebufferEXT");
CODE:
{
RETVAL = glIsFramebufferEXT(framebuffer);
}
OUTPUT:
RETVAL
#//# glBindFramebufferEXT($target,$framebuffer);
void
glBindFramebufferEXT(target,framebuffer)
GLenum target
GLuint framebuffer
INIT:
loadProc(glBindFramebufferEXT,"glBindFramebufferEXT");
CODE:
{
glBindFramebufferEXT(target,framebuffer);
}
#//# glDeleteFramebuffersEXT_c($n,(CPTR)framebuffers);
void
glDeleteFramebuffersEXT_c(n,framebuffers)
GLsizei n
void * framebuffers
INIT:
loadProc(glDeleteFramebuffersEXT,"glDeleteFramebuffersEXT");
CODE:
{
glDeleteFramebuffersEXT(n,framebuffers);
}
#//# glDeleteFramebuffersEXT_s($n,(PACKED)framebuffers);
void
glDeleteFramebuffersEXT_s(n,framebuffers)
GLsizei n
SV * framebuffers
INIT:
loadProc(glDeleteFramebuffersEXT,"glDeleteFramebuffersEXT");
CODE:
{
void * framebuffers_s = EL(framebuffers, sizeof(GLuint)*n);
glDeleteFramebuffersEXT(n,framebuffers_s);
}
#//# glDeleteFramebuffersEXT_p(@framebuffers);
void
glDeleteFramebuffersEXT_p(...)
INIT:
loadProc(glDeleteFramebuffersEXT,"glDeleteFramebuffersEXT");
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for(i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteFramebuffersEXT(items, list);
free(list);
}
}
#//# glGenFramebuffersEXT_c($n,(CPTR)framebuffers);
void
glGenFramebuffersEXT_c(n,framebuffers)
GLsizei n
void * framebuffers
INIT:
loadProc(glGenFramebuffersEXT,"glGenFramebuffersEXT");
CODE:
{
glGenFramebuffersEXT(n,framebuffers);
}
#//# glGenFramebuffersEXT_s($n,(PACKED)framebuffers);
void
glGenFramebuffersEXT_s(n,framebuffers)
GLsizei n
SV * framebuffers
INIT:
loadProc(glGenFramebuffersEXT,"glGenFramebuffersEXT");
CODE:
{
void * framebuffers_s = EL(framebuffers, sizeof(GLuint)*n);
glGenFramebuffersEXT(n,framebuffers_s);
}
#//# @framebuffers = glGenFramebuffersEXT_c($n);
void
glGenFramebuffersEXT_p(n)
GLsizei n
INIT:
loadProc(glGenFramebuffersEXT,"glGenFramebuffersEXT");
PPCODE:
if (n)
{
GLuint * framebuffers = malloc(sizeof(GLuint) * n);
int i;
glGenFramebuffersEXT(n, framebuffers);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(framebuffers[i])));
free(framebuffers);
}
#//# glCheckFramebufferStatusEXT($target);
GLenum
glCheckFramebufferStatusEXT(target)
GLenum target
INIT:
loadProc(glCheckFramebufferStatusEXT,"glCheckFramebufferStatusEXT");
CODE:
{
RETVAL = glCheckFramebufferStatusEXT(target);
}
OUTPUT:
RETVAL
#//# glFramebufferTexture1DEXT($target,$attachment,$textarget,$texture,$level);
void
glFramebufferTexture1DEXT(target,attachment,textarget,texture,level)
GLenum target
GLenum attachment
GLenum textarget
GLuint texture
GLint level
INIT:
loadProc(glFramebufferTexture1DEXT,"glFramebufferTexture1DEXT");
CODE:
{
glFramebufferTexture1DEXT(target,attachment,textarget,texture,level);
}
#//# glFramebufferTexture2DEXT($target,$attachment,$textarget,$texture,$level);
void
glFramebufferTexture2DEXT(target,attachment,textarget,texture,level)
GLenum target
GLenum attachment
GLenum textarget
GLuint texture
GLint level
INIT:
loadProc(glFramebufferTexture2DEXT,"glFramebufferTexture2DEXT");
CODE:
{
glFramebufferTexture2DEXT(target,attachment,textarget,texture,level);
}
#//# glFramebufferTexture3DEXT($target,$attachment,$textarget,$texture,$level,$zoffset)'
void
glFramebufferTexture3DEXT(target,attachment,textarget,texture,level,zoffset)
GLenum target
GLenum attachment
GLenum textarget
GLuint texture
GLint level
GLint zoffset
INIT:
loadProc(glFramebufferTexture3DEXT,"glFramebufferTexture3DEXT");
CODE:
{
glFramebufferTexture3DEXT(target,attachment,textarget,texture,level,zoffset);
}
#//# glFramebufferRenderbufferEXT($target,$attachment,$renderbuffertarget,$renderbuffer);
void
glFramebufferRenderbufferEXT(target,attachment,renderbuffertarget,renderbuffer)
GLenum target
GLenum attachment
GLenum renderbuffertarget
GLuint renderbuffer
INIT:
loadProc(glFramebufferRenderbufferEXT,"glFramebufferRenderbufferEXT");
CODE:
{
glFramebufferRenderbufferEXT(target,attachment,renderbuffertarget,renderbuffer);
}
#//# glGetFramebufferAttachmentParameterivEXT_s($target,$attachment,$pname,(PACKED)params);
void
glGetFramebufferAttachmentParameterivEXT_s(target,attachment,pname,params)
GLenum target
GLenum attachment
GLenum pname
SV * params
INIT:
loadProc(glGetFramebufferAttachmentParameterivEXT,"glGetFramebufferAttachmentParameterivEXT");
CODE:
{
GLint * params_s = EL(params, sizeof(GLint));
glGetFramebufferAttachmentParameterivEXT(target,attachment,pname,params_s);
}
#//# glGetFramebufferAttachmentParameterivEXT_c($target,$attachment,$pname,(CPTR)params);
void
glGetFramebufferAttachmentParameterivEXT_c(target,attachment,pname,params)
GLenum target
GLenum attachment
GLenum pname
void * params
INIT:
loadProc(glGetFramebufferAttachmentParameterivEXT,"glGetFramebufferAttachmentParameterivEXT");
CODE:
{
glGetFramebufferAttachmentParameterivEXT(target,attachment,pname,params);
}
#//# glGenerateMipmapEXT($target);
void
glGenerateMipmapEXT(target)
GLenum target
INIT:
loadProc(glGenerateMipmapEXT,"glGenerateMipmapEXT");
CODE:
{
glGenerateMipmapEXT(target);
}
#endif // GL_EXT_framebuffer_object
#ifdef GL_VERSION_1_4
#//# glBindBuffer($target,$buffer);
void
glBindBuffer(target,buffer)
GLenum target
GLuint buffer
CODE:
{
glBindBuffer(target,buffer);
}
#//# glDeleteBuffers_c($n,(CPTR)buffers);
void
glDeleteBuffers_c(n,buffers)
GLsizei n
void * buffers
CODE:
{
glDeleteBuffers(n,buffers);
}
#//# glDeleteBuffers_s($n,(PACKED)buffers);
void
glDeleteBuffers_s(n,buffers)
GLsizei n
SV * buffers
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glDeleteBuffers(n,buffers_s);
}
#//# glDeleteBuffers_p(@buffers);
void
glDeleteBuffers_p(...)
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteBuffers(items, list);
free(list);
}
}
#//# glGenBuffers_c($n,(CPTR)buffers);
void
glGenBuffers_c(n,buffers)
GLsizei n
void * buffers
CODE:
{
glGenBuffers(n, buffers);
}
#//# glGenBuffers_s($n,(PACKED)buffers);
void
glGenBuffers_s(n,buffers)
GLsizei n
SV * buffers
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glGenBuffers(n, buffers_s);
}
#//# @buffers = glGenBuffers_p($n);
void
glGenBuffers_p(n)
GLsizei n
PPCODE:
if (n)
{
GLuint * buffers = malloc(sizeof(GLuint) * n);
int i;
glGenBuffers(n, buffers);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(buffers[i])));
free(buffers);
}
#//# glIsBuffer($buffer);
GLboolean
glIsBuffer(buffer)
GLuint buffer
CODE:
{
RETVAL = glIsBuffer(buffer);
}
OUTPUT:
RETVAL
#//# glBufferData_c($target,$size,(CPTR)data,$usage);
void
glBufferData_c(target,size,data,usage)
GLenum target
GLsizei size
void * data
GLenum usage
CODE:
{
glBufferData(target,size,data,usage);
}
#//# glBufferData_s($target,$size,(PACKED)data,$usage);
void
glBufferData_s(target,size,data,usage)
GLenum target
GLsizei size
SV * data
GLenum usage
CODE:
{
void * data_s = EL(data, size);
glBufferData(target,size,data_s,usage);
}
#//# glBufferData_p($target,(OGA)data,$usage);
void
glBufferData_p(target,oga,usage)
GLenum target
OpenGL::Array oga
GLenum usage
CODE:
{
glBufferData(target,oga->data_length,oga->data,usage);
}
#//# glBufferSubData_c($target,$offset,$size,(CPTR)data);
void
glBufferSubData_c(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
void * data
CODE:
{
glBufferSubData(target,offset,size,data);
}
#//# glBufferSubData_s($target,$offset,$size,(PACKED)data);
void
glBufferSubData_s(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
SV * data
CODE:
{
void * data_s = EL(data, size);
glBufferSubData(target,offset,size,data);
}
#//# glBufferSubData_p($target,$offset,(OGA)data);
void
glBufferSubData_p(target,offset,oga)
GLenum target
GLint offset
OpenGL::Array oga
CODE:
{
glBufferSubData(target,offset*oga->total_types_width,oga->data_length,oga->data);
}
#//# glGetBufferSubData_c($target,$offset,$size,(CPTR)data)
void
glGetBufferSubData_c(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
void * data
CODE:
glGetBufferSubData(target,offset,size,data);
#//# glGetBufferSubData_s($target,$offset,$size,(PACKED)data)
void
glGetBufferSubData_s(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
SV * data
CODE:
{
GLubyte * data_s = EL(data,size);
glGetBufferSubData(target,offset,size,data_s);
}
#//# $oga = glGetBufferSubData_p($target,$offset,$count,@types);
#//- If no types are provided, GLubyte is assumed
OpenGL::Array
glGetBufferSubData_p(target,offset,count,...)
GLenum target
GLint offset
GLsizei count
CODE:
{
oga_struct * oga = malloc(sizeof(oga_struct));
GLint size;
oga->item_count = count;
oga->type_count = (items - 3);
if (oga->type_count)
{
int i,j;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
for(i=0,j=0;i<oga->type_count;i++) {
oga->types[i] = SvIV(ST(i+3));
oga->type_offset[i] = j;
j += gl_type_size(oga->types[i]);
}
oga->total_types_width = j;
}
else
{
oga->type_count = 1;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
oga->types[0] = GL_UNSIGNED_BYTE;
oga->type_offset[0] = 0;
oga->total_types_width = gl_type_size(oga->types[0]);
}
if (!oga->total_types_width) croak("Unable to determine type sizes\n");
glGetBufferParameteriv(target,GL_BUFFER_SIZE,&size);
size /= oga->total_types_width;
if (offset > size) croak("Offset is greater than elements in buffer: %d\n",size);
if ((offset+count) > size) count = size - offset;
oga->data_length = oga->total_types_width * count;
oga->data = malloc(oga->data_length);
glGetBufferSubData(target,offset*oga->total_types_width,
oga->data_length,oga->data);
oga->free_data = 1;
RETVAL = oga;
}
OUTPUT:
RETVAL
#//# (CPTR)buffer = glMapBuffer_c($target,$access);
void *
glMapBuffer_c(target,access)
GLenum target
GLenum access
CODE:
RETVAL = glMapBuffer(target,access);
OUTPUT:
RETVAL
#define FIXME /* !!! Need to refactor with glGetBufferPointerv_p */
#//# $oga = glMapBuffer_p($target,$access,@types);
#//- If no types are provided, GLubyte is assumed
OpenGL::Array
glMapBuffer_p(target,access,...)
GLenum target
GLenum access
CODE:
{
GLsizeiptr size;
oga_struct * oga;
int i,j;
void * buffer = glMapBuffer(target,access);
if (!buffer) croak("Unable to map buffer\n");
glGetBufferParameteriv(target,GL_BUFFER_SIZE,(GLint*)&size);
if (!size) croak("Buffer has no size\n");
oga = malloc(sizeof(oga_struct));
oga->type_count = (items - 2);
if (oga->type_count)
{
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
for(i=0,j=0;i<oga->type_count;i++) {
oga->types[i] = SvIV(ST(i+2));
oga->type_offset[i] = j;
j += gl_type_size(oga->types[i]);
}
oga->total_types_width = j;
}
else
{
oga->type_count = 1;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
oga->types[0] = GL_UNSIGNED_BYTE;
oga->type_offset[0] = 0;
oga->total_types_width = gl_type_size(oga->types[0]);
}
if (!oga->total_types_width) croak("Unable to determine type sizes\n");
oga->item_count = size / oga->total_types_width;
oga->data_length = oga->total_types_width * oga->item_count;
oga->data = buffer;
oga->free_data = 0;
RETVAL = oga;
}
OUTPUT:
RETVAL
#//# glUnmapBuffer($target);
GLboolean
glUnmapBuffer(target)
GLenum target
CODE:
RETVAL = glUnmapBuffer(target);
OUTPUT:
RETVAL
#//# glGetBufferParameteriv_c($target,$pname,(CPTR)params);
void
glGetBufferParameteriv_c(target,pname,params)
GLenum target
GLenum pname
void * params
CODE:
glGetBufferParameteriv(target,pname,params);
#//# glGetBufferParameteriv_s($target,$pname,(PACKED)params);
void
glGetBufferParameteriv_s(target,pname,params)
GLenum target
GLenum pname
SV * params
CODE:
{
GLint * params_s = EL(params, sizeof(GLint)*1);
glGetBufferParameteriv(target,pname,params_s);
}
#//# @params = glGetBufferParameteriv_p($target,$pname);
void
glGetBufferParameteriv_p(target,pname)
GLenum target
GLenum pname
PPCODE:
{
GLint ret;
glGetBufferParameteriv(target,pname,&ret);
PUSHs(sv_2mortal(newSViv(ret)));
}
#//# glGetBufferPointerv_c($target,$pname,(CPTR)params);
void
glGetBufferPointerv_c(target,pname,params)
GLenum target
GLenum pname
void * params
CODE:
glGetBufferPointerv(target,pname,¶ms);
#//# glGetBufferPointerv_s($target,$pname,(PACKED)params);
void
glGetBufferPointerv_s(target,pname,params)
GLenum target
GLenum pname
SV * params
CODE:
{
void ** params_s = EL(params, sizeof(void*));
glGetBufferPointerv(target,pname,params_s);
}
#//# $oga = glGetBufferPointerv_p($target,$pname,@types);
#//- If no types are provided, GLubyte is assumed
OpenGL::Array
glGetBufferPointerv_p(target,pname,...)
GLenum target
GLenum pname
CODE:
{
GLsizeiptr size;
oga_struct * oga;
void * buffer;
int i,j;
glGetBufferPointerv(target,pname,&buffer);
if (!buffer) croak("Buffer is not mapped\n");
glGetBufferParameteriv(target,GL_BUFFER_SIZE,(GLint*)&size);
if (!size) croak("Buffer has no size\n");
oga = malloc(sizeof(oga_struct));
oga->type_count = (items - 2);
if (oga->type_count)
{
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
for(i=0,j=0;i<oga->type_count;i++) {
oga->types[i] = SvIV(ST(i+2));
oga->type_offset[i] = j;
j += gl_type_size(oga->types[i]);
}
oga->total_types_width = j;
}
else
{
oga->type_count = 1;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
oga->types[0] = GL_UNSIGNED_BYTE;
oga->type_offset[0] = 0;
oga->total_types_width = gl_type_size(oga->types[0]);
}
if (!oga->total_types_width) croak("Unable to determine type sizes\n");
oga->item_count = size / oga->total_types_width;
oga->data_length = oga->total_types_width * oga->item_count;
oga->data = buffer;
oga->free_data = 0;
RETVAL = oga;
}
OUTPUT:
RETVAL
#endif // GL_VERSION_1_4
#ifdef GL_ARB_vertex_buffer_object
#//# glBindBufferARB($target,$buffer);
void
glBindBufferARB(target,buffer)
GLenum target
GLuint buffer
INIT:
loadProc(glBindBufferARB,"glBindBufferARB");
CODE:
{
glBindBufferARB(target,buffer);
}
#//# glDeleteBuffersARB_c($n,(CPTR)buffers);
void
glDeleteBuffersARB_c(n,buffers)
GLsizei n
void * buffers
INIT:
loadProc(glDeleteBuffersARB,"glDeleteBuffersARB");
CODE:
{
glDeleteBuffersARB(n,buffers);
}
#//# glDeleteBuffersARB_s($n,(PACKED)buffers);
void
glDeleteBuffersARB_s(n,buffers)
GLsizei n
SV * buffers
INIT:
loadProc(glDeleteBuffersARB,"glDeleteBuffersARB");
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glDeleteBuffersARB(n,buffers_s);
}
#//# glDeleteBuffersARB_p(@buffers);
void
glDeleteBuffersARB_p(...)
INIT:
loadProc(glDeleteBuffersARB,"glDeleteBuffersARB");
CODE:
{
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for (i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteBuffersARB(items, list);
free(list);
}
}
#//# glGenBuffersARB_c($n,(CPTR)buffers);
void
glGenBuffersARB_c(n,buffers)
GLsizei n
void * buffers
INIT:
loadProc(glGenBuffersARB,"glGenBuffersARB");
CODE:
{
glGenBuffersARB(n, buffers);
}
#//# glGenBuffersARB_s($n,(PACKED)buffers);
void
glGenBuffersARB_s(n,buffers)
GLsizei n
SV * buffers
INIT:
loadProc(glGenBuffersARB,"glGenBuffersARB");
CODE:
{
void * buffers_s = EL(buffers, sizeof(GLuint)*n);
glGenBuffersARB(n, buffers_s);
}
#//# @buffers = glGenBuffersARB_p($n);
void
glGenBuffersARB_p(n)
GLsizei n
INIT:
loadProc(glGenBuffersARB,"glGenBuffersARB");
PPCODE:
if (n)
{
GLuint * buffers = malloc(sizeof(GLuint) * n);
int i;
glGenBuffersARB(n, buffers);
EXTEND(sp, n);
for(i=0;i<n;i++)
PUSHs(sv_2mortal(newSViv(buffers[i])));
free(buffers);
}
#//# glIsBufferARB($buffer);
GLboolean
glIsBufferARB(buffer)
GLuint buffer
INIT:
loadProc(glIsBufferARB,"glIsBufferARB");
CODE:
{
RETVAL = glIsBufferARB(buffer);
}
OUTPUT:
RETVAL
#//# glBufferDataARB_c($target,$size,(CPTR)data,$usage);
void
glBufferDataARB_c(target,size,data,usage)
GLenum target
GLsizei size
void * data
GLenum usage
INIT:
loadProc(glBufferDataARB,"glBufferDataARB");
CODE:
{
glBufferDataARB(target,size,data,usage);
}
#//# glBufferDataARB_s($target,$size,(PACKED)data,$usage);
void
glBufferDataARB_s(target,size,data,usage)
GLenum target
GLsizei size
SV * data
GLenum usage
INIT:
loadProc(glBufferDataARB,"glBufferDataARB");
CODE:
{
void * data_s = EL(data, size);
glBufferDataARB(target,size,data_s,usage);
}
#//# glBufferDataARB_p($target,(OGA)data,$usage);
void
glBufferDataARB_p(target,oga,usage)
GLenum target
OpenGL::Array oga
GLenum usage
INIT:
loadProc(glBufferDataARB,"glBufferDataARB");
CODE:
{
glBufferDataARB(target,oga->data_length,oga->data,usage);
}
#//# glBufferSubDataARB_c($target,$offset,$size,(CPTR)data);
void
glBufferSubDataARB_c(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
void * data
INIT:
loadProc(glBufferSubDataARB,"glBufferSubDataARB");
CODE:
{
glBufferSubDataARB(target,offset,size,data);
}
#//# glBufferSubDataARB_s($target,$offset,$size,(PACKED)data);
void
glBufferSubDataARB_s(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
SV * data
INIT:
loadProc(glBufferSubDataARB,"glBufferSubDataARB");
CODE:
{
void * data_s = EL(data, size);
glBufferSubDataARB(target,offset,size,data);
}
#//# glBufferSubDataARB_p($target,$offset,(OGA)data);
void
glBufferSubDataARB_p(target,offset,oga)
GLenum target
GLint offset
OpenGL::Array oga
INIT:
loadProc(glBufferSubDataARB,"glBufferSubDataARB");
CODE:
{
glBufferSubDataARB(target,offset*oga->total_types_width,oga->data_length,oga->data);
}
#//# glGetBufferSubDataARB_c($target,$offset,$size,(CPTR)data)
void
glGetBufferSubDataARB_c(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
void * data
INIT:
loadProc(glGetBufferSubDataARB,"glBufferSubDataARB");
CODE:
glGetBufferSubDataARB(target,offset,size,data);
#//# glGetBufferSubDataARB_s($target,$offset,$size,(PACKED)data)
void
glGetBufferSubDataARB_s(target,offset,size,data)
GLenum target
GLint offset
GLsizei size
SV * data
INIT:
loadProc(glGetBufferSubDataARB,"glBufferSubDataARB");
CODE:
{
GLubyte * data_s = EL(data,size);
glGetBufferSubDataARB(target,offset,size,data_s);
}
#//# $oga = glGetBufferSubDataARB_p($target,$offset,$count,@types);
#//- If no types are provided, GLubyte is assumed
OpenGL::Array
glGetBufferSubDataARB_p(target,offset,count,...)
GLenum target
GLint offset
GLsizei count
INIT:
loadProc(glGetBufferSubDataARB,"glGetBufferSubDataARB");
loadProc(glGetBufferParameterivARB,"glGetBufferParameterivARB");
CODE:
{
oga_struct * oga = malloc(sizeof(oga_struct));
GLint size;
oga->item_count = count;
oga->type_count = (items - 3);
if (oga->type_count)
{
int i,j;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
for(i=0,j=0;i<oga->type_count;i++) {
oga->types[i] = SvIV(ST(i+3));
oga->type_offset[i] = j;
j += gl_type_size(oga->types[i]);
}
oga->total_types_width = j;
}
else
{
oga->type_count = 1;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
oga->types[0] = GL_UNSIGNED_BYTE;
oga->type_offset[0] = 0;
oga->total_types_width = gl_type_size(oga->types[0]);
}
if (!oga->total_types_width) croak("Unable to determine type sizes\n");
glGetBufferParameterivARB(target,GL_BUFFER_SIZE_ARB,&size);
size /= oga->total_types_width;
if (offset > size) croak("Offset is greater than elements in buffer: %d\n",size);
if ((offset+count) > size) count = size - offset;
oga->data_length = oga->total_types_width * count;
oga->data = malloc(oga->data_length);
glGetBufferSubDataARB(target,offset*oga->total_types_width,
oga->data_length,oga->data);
oga->free_data = 1;
RETVAL = oga;
}
OUTPUT:
RETVAL
#//# (CPTR)buffer = glMapBufferARB_c($target,$access);
void *
glMapBufferARB_c(target,access)
GLenum target
GLenum access
INIT:
loadProc(glMapBufferARB,"glMapBufferARB");
CODE:
RETVAL = glMapBufferARB(target,access);
OUTPUT:
RETVAL
#define FIXME /* !!! Need to refactor with glGetBufferPointervARB_p */
#//# $oga = glMapBufferARB_p($target,$access,@types);
#//- If no types are provided, GLubyte is assumed
OpenGL::Array
glMapBufferARB_p(target,access,...)
GLenum target
GLenum access
INIT:
loadProc(glMapBufferARB,"glMapBufferARB");
loadProc(glGetBufferParameterivARB,"glGetBufferParameterivARB");
CODE:
{
GLsizeiptrARB size;
oga_struct * oga;
int i,j;
void * buffer = glMapBufferARB(target,access);
if (!buffer) croak("Unable to map buffer\n");
glGetBufferParameterivARB(target,GL_BUFFER_SIZE_ARB,(GLint*)&size);
if (!size) croak("Buffer has no size\n");
oga = malloc(sizeof(oga_struct));
oga->type_count = (items - 2);
if (oga->type_count)
{
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
for(i=0,j=0;i<oga->type_count;i++) {
oga->types[i] = SvIV(ST(i+2));
oga->type_offset[i] = j;
j += gl_type_size(oga->types[i]);
}
oga->total_types_width = j;
}
else
{
oga->type_count = 1;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
oga->types[0] = GL_UNSIGNED_BYTE;
oga->type_offset[0] = 0;
oga->total_types_width = gl_type_size(oga->types[0]);
}
if (!oga->total_types_width) croak("Unable to determine type sizes\n");
oga->item_count = size / oga->total_types_width;
oga->data_length = oga->total_types_width * oga->item_count;
oga->data = buffer;
oga->free_data = 0;
RETVAL = oga;
}
OUTPUT:
RETVAL
#//# glUnmapBufferARB($target);
GLboolean
glUnmapBufferARB(target)
GLenum target
INIT:
loadProc(glUnmapBufferARB,"glUnmapBufferARB");
CODE:
RETVAL = glUnmapBufferARB(target);
OUTPUT:
RETVAL
#//# glGetBufferParameterivARB_c($target,$pname,(CPTR)params);
void
glGetBufferParameterivARB_c(target,pname,params)
GLenum target
GLenum pname
void * params
INIT:
loadProc(glGetBufferParameterivARB,"glGetBufferParameterivARB");
CODE:
glGetBufferParameterivARB(target,pname,params);
#//# glGetBufferParameterivARB_s($target,$pname,(PACKED)params);
void
glGetBufferParameterivARB_s(target,pname,params)
GLenum target
GLenum pname
SV * params
INIT:
loadProc(glGetBufferParameterivARB,"glGetBufferParameterivARB");
CODE:
{
GLint * params_s = EL(params, sizeof(GLint)*1);
glGetBufferParameterivARB(target,pname,params_s);
}
#//# @params = glGetBufferParameterivARB_p($target,$pname);
void
glGetBufferParameterivARB_p(target,pname)
GLenum target
GLenum pname
INIT:
loadProc(glGetBufferParameterivARB,"glGetBufferParameterivARB");
PPCODE:
{
GLint ret;
glGetBufferParameterivARB(target,pname,&ret);
PUSHs(sv_2mortal(newSViv(ret)));
}
#//# glGetBufferPointervARB_c($target,$pname,(CPTR)params);
void
glGetBufferPointervARB_c(target,pname,params)
GLenum target
GLenum pname
void * params
INIT:
loadProc(glGetBufferPointervARB,"glGetBufferPointervARB");
CODE:
glGetBufferPointervARB(target,pname,¶ms);
#//# glGetBufferPointervARB_s($target,$pname,(PACKED)params);
void
glGetBufferPointervARB_s(target,pname,params)
GLenum target
GLenum pname
SV * params
INIT:
loadProc(glGetBufferPointervARB,"glGetBufferPointervARB");
CODE:
{
void ** params_s = EL(params, sizeof(void*));
glGetBufferPointervARB(target,pname,params_s);
}
#//# $oga = glGetBufferPointervARB_p($target,$pname,@types);
#//- If no types are provided, GLubyte is assumed
OpenGL::Array
glGetBufferPointervARB_p(target,pname,...)
GLenum target
GLenum pname
INIT:
loadProc(glGetBufferPointervARB,"glGetBufferPointervARB");
loadProc(glGetBufferParameterivARB,"glGetBufferParameterivARB");
CODE:
{
GLsizeiptrARB size;
oga_struct * oga;
void * buffer;
int i,j;
glGetBufferPointervARB(target,pname,&buffer);
if (!buffer) croak("Buffer is not mapped\n");
glGetBufferParameterivARB(target,GL_BUFFER_SIZE_ARB,(GLint*)&size);
if (!size) croak("Buffer has no size\n");
oga = malloc(sizeof(oga_struct));
oga->type_count = (items - 2);
if (oga->type_count)
{
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
for(i=0,j=0;i<oga->type_count;i++) {
oga->types[i] = SvIV(ST(i+2));
oga->type_offset[i] = j;
j += gl_type_size(oga->types[i]);
}
oga->total_types_width = j;
}
else
{
oga->type_count = 1;
oga->types = malloc(sizeof(GLenum) * oga->type_count);
oga->type_offset = malloc(sizeof(GLint) * oga->type_count);
oga->types[0] = GL_UNSIGNED_BYTE;
oga->type_offset[0] = 0;
oga->total_types_width = gl_type_size(oga->types[0]);
}
if (!oga->total_types_width) croak("Unable to determine type sizes\n");
oga->item_count = size / oga->total_types_width;
oga->data_length = oga->total_types_width * oga->item_count;
oga->data = buffer;
oga->free_data = 0;
RETVAL = oga;
}
OUTPUT:
RETVAL
#endif // GL_ARB_vertex_buffer_object
#if defined(GL_VERSION_1_2_1) || defined(GL_VERSION_1_3)
#//# glActiveTexture($texture);
void
glActiveTexture(texture)
GLenum texture
CODE:
glActiveTexture(texture);
#//# glClientActiveTexture($texture);
void
glClientActiveTexture(texture)
GLenum texture
CODE:
glClientActiveTexture(texture);
#//# glMultiTexCoord1d($target,$s)
void
glMultiTexCoord1d(target,s)
GLenum target
GLdouble s
CODE:
glMultiTexCoord1d(target,s);
#//# glMultiTexCoord1dv_c($target,(CPTR)v);
void
glMultiTexCoord1dv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord1dv(target,v);
#//# glMultiTexCoord1dv_s($target,(PACKED)v);
void
glMultiTexCoord1dv_s(target,v)
GLenum target
void *v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord1dv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1d
#//# glMultiTexCoord1dv_p($target,$s);
void
glMultiTexCoord1dv_p(target,s)
GLenum target
GLdouble s
CODE:
{
glMultiTexCoord1dv(target,&s);
}
#//# glMultiTexCoord1f($target,$s);
void
glMultiTexCoord1f(target,s)
GLenum target
GLfloat s
CODE:
glMultiTexCoord1f(target,s);
#//# glMultiTexCoord1fv_c($target,(CPTR)v);
void
glMultiTexCoord1fv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord1fv(target,v);
#//# glMultiTexCoord1fv_s($target,(PACKED)v);
void
glMultiTexCoord1fv_s(target,v)
GLenum target
void *v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord1fv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1f
#//# glMultiTexCoord1fv_p($target,$s);
void
glMultiTexCoord1fv_p(target,s)
GLenum target
GLfloat s
CODE:
{
glMultiTexCoord1fv(target,&s);
}
#//# glMultiTexCoord1i($target,$s);
void
glMultiTexCoord1i(target,s)
GLenum target
GLint s
CODE:
glMultiTexCoord1i(target,s);
#//# glMultiTexCoord1iv_c($target,(CPTR)v);
void
glMultiTexCoord1iv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord1iv(target,v);
#//# glMultiTexCoord1iv_s($target,(PACKED)v);
void
glMultiTexCoord1iv_s(target,v)
GLenum target
void *v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord1iv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1i
#//# glMultiTexCoord1iv_p($target,$s);
void
glMultiTexCoord1iv_p(target,s)
GLenum target
GLint s
CODE:
{
glMultiTexCoord1iv(target,&s);
}
#//# glMultiTexCoord1s($target,$s);
void
glMultiTexCoord1s(target,s)
GLenum target
GLshort s
CODE:
glMultiTexCoord1s(target,s);
#//# glMultiTexCoord1sv_c($target,(CPTR)v);
void
glMultiTexCoord1sv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord1sv(target,v);
#//# glMultiTexCoord1sv_s($target,(PACKED)v);
void
glMultiTexCoord1sv_s(target,v)
GLenum target
void *v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord1sv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1s
#//# glMultiTexCoord1sv_p($target,$s);
void
glMultiTexCoord1sv_p(target,s)
GLenum target
GLshort s
CODE:
{
glMultiTexCoord1sv(target,&s);
}
#//# glMultiTexCoord2d($target,$s,$t);
void
glMultiTexCoord2d(target,s,t)
GLenum target
GLdouble s
GLdouble t
CODE:
glMultiTexCoord2d(target,s,t);
#//# glMultiTexCoord2dv_c(target,(CPTR)v);
void
glMultiTexCoord2dv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord2dv(target,v);
#//# glMultiTexCoord2dv_s(target,(PACKED)v);
void
glMultiTexCoord2dv_s(target,v)
GLenum target
void *v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord2dv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2d
#//# glMultiTexCoord2dv_p($target,$s,$t);
void
glMultiTexCoord2dv_p(target,s,t)
GLenum target
GLdouble s
GLdouble t
CODE:
{
GLdouble param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2dv(target,param);
}
#//# glMultiTexCoord2f($target,$s,$t);
void
glMultiTexCoord2f(target,s,t)
GLenum target
GLfloat s
GLfloat t
CODE:
glMultiTexCoord2f(target,s,t);
#//# glMultiTexCoord2fv_c($target,(CPTR)v);
void
glMultiTexCoord2fv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord2fv(target,v);
#//# glMultiTexCoord2fv_s($target,(PACKED)v);
void
glMultiTexCoord2fv_s(target,v)
GLenum target
void *v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord2fv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2f
#//# glMultiTexCoord2fv_p($target,$s,$t);
void
glMultiTexCoord2fv_p(target,s,t)
GLenum target
GLfloat s
GLfloat t
CODE:
{
GLfloat param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2fv(target,param);
}
#//# glMultiTexCoord2i($target,$s,$t);
void
glMultiTexCoord2i(target,s,t)
GLenum target
GLint s
GLint t
CODE:
glMultiTexCoord2i(target,s,t);
#//# glMultiTexCoord2iv_c($target,(CPTR)v);
void
glMultiTexCoord2iv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord2iv(target,v);
#//# glMultiTexCoord2iv_s($target,(PACKED)v);
void
glMultiTexCoord2iv_s(target,v)
GLenum target
void *v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord2iv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2i
#//# glMultiTexCoord2iv_p($target,$s,$t);
void
glMultiTexCoord2iv_p(target,s,t)
GLenum target
GLint s
GLint t
CODE:
{
GLint param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2iv(target,param);
}
#//# glMultiTexCoord2s($target,$s,$t);
void
glMultiTexCoord2s(target,s,t)
GLenum target
GLshort s
GLshort t
CODE:
glMultiTexCoord2s(target,s,t);
#//# glMultiTexCoord2sv_c($target,(CPTR)v);
void
glMultiTexCoord2sv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord2sv(target,v);
#//# glMultiTexCoord2sv_s($target,(PACKED)v);
void
glMultiTexCoord2sv_s(target,v)
GLenum target
void *v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord2sv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2s
#//# glMultiTexCoord2sv_p($target,$s,$t);
void
glMultiTexCoord2sv_p(target,s,t)
GLenum target
GLshort s
GLshort t
CODE:
{
GLshort param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2sv(target,param);
}
#//# glMultiTexCoord3d($target,$s,$t,$r);
void
glMultiTexCoord3d(target,s,t,r)
GLenum target
GLdouble s
GLdouble t
GLdouble r
CODE:
glMultiTexCoord3d(target,s,t,r);
#//# glMultiTexCoord3dv_c(target,(CPTR)v);
void
glMultiTexCoord3dv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord3dv(target,v);
#//# glMultiTexCoord3dv_s(target,(PACKED)v);
void
glMultiTexCoord3dv_s(target,v)
GLenum target
void *v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord3dv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3d
#//# glMultiTexCoord3dv_p($target,$s,$t,$r);
void
glMultiTexCoord3dv_p(target,s,t,r)
GLenum target
GLdouble s
GLdouble t
GLdouble r
CODE:
{
GLdouble param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3dv(target,param);
}
#//# glMultiTexCoord3f($target,$s,$t,$r);
void
glMultiTexCoord3f(target,s,t,r)
GLenum target
GLfloat s
GLfloat t
GLfloat r
CODE:
glMultiTexCoord3f(target,s,t,r);
#//# glMultiTexCoord3fv_c($target,(CPTR)v);
void
glMultiTexCoord3fv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord3fv(target,v);
#//# glMultiTexCoord3fv_s($target,(PACKED)v);
void
glMultiTexCoord3fv_s(target,v)
GLenum target
void *v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord3fv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3f
#//# glMultiTexCoord3fv_p($target,$s,$t,$r);
void
glMultiTexCoord3fv_p(target,s,t,r)
GLenum target
GLfloat s
GLfloat t
GLfloat r
CODE:
{
GLfloat param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3fv(target,param);
}
#//# glMultiTexCoord3i($target,$s,$t,$r);
void
glMultiTexCoord3i(target,s,t,r)
GLenum target
GLint s
GLint t
GLint r
CODE:
glMultiTexCoord3i(target,s,t,r);
#//# glMultiTexCoord3iv_c($target,(CPTR)v);
void
glMultiTexCoord3iv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord3iv(target,v);
#//# glMultiTexCoord3iv_s($target,(PACKED)v);
void
glMultiTexCoord3iv_s(target,v)
GLenum target
void *v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord3iv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3i
#//# glMultiTexCoord3iv_p($target,$s,$t,$r);
void
glMultiTexCoord3iv_p(target,s,t,r)
GLenum target
GLint s
GLint t
GLint r
CODE:
{
GLint param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3iv(target,param);
}
#//# glMultiTexCoord3s($target,$s,$t,$r);
void
glMultiTexCoord3s(target,s,t,r)
GLenum target
GLshort s
GLshort t
GLshort r
CODE:
glMultiTexCoord3s(target,s,t,r);
#//# glMultiTexCoord3sv_c($target,(CPTR)v);
void
glMultiTexCoord3sv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord3sv(target,v);
#//# glMultiTexCoord3sv_s($target,(PACKED)v);
void
glMultiTexCoord3sv_s(target,v)
GLenum target
void *v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord3sv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3s
#//# glMultiTexCoord3sv_p($target,$s,$t,$r);
void
glMultiTexCoord3sv_p(target,s,t,r)
GLenum target
GLshort s
GLshort t
GLshort r
CODE:
{
GLshort param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3sv(target,param);
}
#//# glMultiTexCoord4d($target,$s,$t,$r,$q);
void
glMultiTexCoord4d(target,s,t,r,q)
GLenum target
GLdouble s
GLdouble t
GLdouble r
GLdouble q
CODE:
glMultiTexCoord4d(target,s,t,r,q);
#//# glMultiTexCoord4dv_c($target,(CPTR)v);
void
glMultiTexCoord4dv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord4dv(target,v);
#//# glMultiTexCoord4dv_s($target,(PACKED)v);
void
glMultiTexCoord4dv_s(target,v)
GLenum target
void *v
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord4dv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4d
#//# glMultiTexCoord4dv_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4dv_p(target,s,t,r,q)
GLenum target
GLdouble s
GLdouble t
GLdouble r
GLdouble q
CODE:
{
GLdouble param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4dv(target,param);
}
#//# glMultiTexCoord4f($target,$s,$t,$r,$q);
void
glMultiTexCoord4f(target,s,t,r,q)
GLenum target
GLfloat s
GLfloat t
GLfloat r
GLfloat q
CODE:
glMultiTexCoord4f(target,s,t,r,q);
#//# glMultiTexCoord4fv_c($target,(CPTR)v);
void
glMultiTexCoord4fv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord4fv(target,v);
#//# glMultiTexCoord4fv_s($target,(PACKED)v);
void
glMultiTexCoord4fv_s(target,v)
GLenum target
void *v
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord4fv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4f
#//# glMultiTexCoord4fv_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4fv_p(target,s,t,r,q)
GLenum target
GLfloat s
GLfloat t
GLfloat r
GLfloat q
CODE:
{
GLfloat param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4fv(target,param);
}
#//# glMultiTexCoord4i($target,$s,$t,$r,$q)
void
glMultiTexCoord4i(target,s,t,r,q)
GLenum target
GLint s
GLint t
GLint r
GLint q
CODE:
glMultiTexCoord4i(target,s,t,r,q);
#//# glMultiTexCoord4iv_c($target,(CPTR)v);
void
glMultiTexCoord4iv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord4iv(target,v);
#//# glMultiTexCoord4iv_s($target,(PACKED)v);
void
glMultiTexCoord4iv_s(target,v)
GLenum target
void *v
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord4iv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4i
#//# glMultiTexCoord4iv_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4iv_p(target,s,t,r,q)
GLenum target
GLint s
GLint t
GLint r
GLint q
CODE:
{
GLint param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4iv(target,param);
}
#//# glMultiTexCoord4s($target,$s,$t,$r,$q);
void
glMultiTexCoord4s(target,s,t,r,q)
GLenum target
GLshort s
GLshort t
GLshort r
GLshort q
CODE:
glMultiTexCoord4s(target,s,t,r,q);
#//# glMultiTexCoord4sv_c($target,(CPTR)v);
void
glMultiTexCoord4sv_c(target,v)
GLenum target
void *v
CODE:
glMultiTexCoord4sv(target,v);
#//# glMultiTexCoord4sv_s($target,(PACKED)v);
void
glMultiTexCoord4sv_s(target,v)
GLenum target
void *v
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord4sv(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4s
#//# glMultiTexCoord4sv_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4sv_p(target,s,t,r,q)
GLenum target
GLshort s
GLshort t
GLshort r
GLshort q
CODE:
{
GLshort param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4sv(target,param);
}
#endif // defined(GL_VERSION_1_2_1) || defined(GL_VERSION_1_3)
#ifdef GL_ARB_multitexture
#//# glActiveTextureARB($texture);
void
glActiveTextureARB(texture)
GLenum texture
INIT:
loadProc(glActiveTextureARB,"glActiveTextureARB");
CODE:
glActiveTextureARB(texture);
#//# glClientActiveTextureARB($texture);
void
glClientActiveTextureARB(texture)
GLenum texture
INIT:
loadProc(glClientActiveTextureARB,"glClientActiveTextureARB");
CODE:
glClientActiveTextureARB(texture);
#//# glMultiTexCoord1dARB($target,$s)
void
glMultiTexCoord1dARB(target,s)
GLenum target
GLdouble s
INIT:
loadProc(glMultiTexCoord1dARB,"glMultiTexCoord1dARB");
CODE:
glMultiTexCoord1dARB(target,s);
#//# glMultiTexCoord1dvARB_c($target,(CPTR)v);
void
glMultiTexCoord1dvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1dvARB,"glMultiTexCoord1dvARB");
CODE:
glMultiTexCoord1dvARB(target,v);
#//# glMultiTexCoord1dvARB_s($target,(PACKED)v);
void
glMultiTexCoord1dvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1dvARB,"glMultiTexCoord1dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord1dvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1dARB
#//# glMultiTexCoord1dvARB_p($target,$s);
void
glMultiTexCoord1dvARB_p(target,s)
GLenum target
GLdouble s
INIT:
loadProc(glMultiTexCoord1dvARB,"glMultiTexCoord1dvARB");
CODE:
{
glMultiTexCoord1dvARB(target,&s);
}
#//# glMultiTexCoord1fARB($target,$s);
void
glMultiTexCoord1fARB(target,s)
GLenum target
GLfloat s
INIT:
loadProc(glMultiTexCoord1fARB,"glMultiTexCoord1fARB");
CODE:
glMultiTexCoord1fARB(target,s);
#//# glMultiTexCoord1fvARB_c($target,(CPTR)v);
void
glMultiTexCoord1fvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1fvARB,"glMultiTexCoord1fvARB");
CODE:
glMultiTexCoord1fvARB(target,v);
#//# glMultiTexCoord1fvARB_s($target,(PACKED)v);
void
glMultiTexCoord1fvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1fvARB,"glMultiTexCoord1fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord1fvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1fARB
#//# glMultiTexCoord1fvARB_p($target,$s);
void
glMultiTexCoord1fvARB_p(target,s)
GLenum target
GLfloat s
INIT:
loadProc(glMultiTexCoord1fvARB,"glMultiTexCoord1fvARB");
CODE:
{
glMultiTexCoord1fvARB(target,&s);
}
#//# glMultiTexCoord1iARB($target,$s);
void
glMultiTexCoord1iARB(target,s)
GLenum target
GLint s
INIT:
loadProc(glMultiTexCoord1iARB,"glMultiTexCoord1iARB");
CODE:
glMultiTexCoord1iARB(target,s);
#//# glMultiTexCoord1ivARB_c($target,(CPTR)v);
void
glMultiTexCoord1ivARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1ivARB,"glMultiTexCoord1ivARB");
CODE:
glMultiTexCoord1ivARB(target,v);
#//# glMultiTexCoord1ivARB_s($target,(PACKED)v);
void
glMultiTexCoord1ivARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1ivARB,"glMultiTexCoord1ivARB");
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord1ivARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1iARB
#//# glMultiTexCoord1ivARB_p($target,$s);
void
glMultiTexCoord1ivARB_p(target,s)
GLenum target
GLint s
INIT:
loadProc(glMultiTexCoord1ivARB,"glMultiTexCoord1ivARB");
CODE:
{
glMultiTexCoord1ivARB(target,&s);
}
#//# glMultiTexCoord1sARB($target,$s);
void
glMultiTexCoord1sARB(target,s)
GLenum target
GLshort s
INIT:
loadProc(glMultiTexCoord1sARB,"glMultiTexCoord1sARB");
CODE:
glMultiTexCoord1sARB(target,s);
#//# glMultiTexCoord1svARB_c($target,(CPTR)v);
void
glMultiTexCoord1svARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1svARB,"glMultiTexCoord1svARB");
CODE:
glMultiTexCoord1svARB(target,v);
#//# glMultiTexCoord1svARB_s($target,(PACKED)v);
void
glMultiTexCoord1svARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord1svARB,"glMultiTexCoord1svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord1svARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord1sARB
#//# glMultiTexCoord1svARB_p($target,$s);
void
glMultiTexCoord1svARB_p(target,s)
GLenum target
GLshort s
INIT:
loadProc(glMultiTexCoord1svARB,"glMultiTexCoord1svARB");
CODE:
{
glMultiTexCoord1svARB(target,&s);
}
#//# glMultiTexCoord2dARB($target,$s,$t);
void
glMultiTexCoord2dARB(target,s,t)
GLenum target
GLdouble s
GLdouble t
INIT:
loadProc(glMultiTexCoord2dARB,"glMultiTexCoord2dARB");
CODE:
glMultiTexCoord2dARB(target,s,t);
#//# glMultiTexCoord2dvARB_c(target,(CPTR)v);
void
glMultiTexCoord2dvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2dvARB,"glMultiTexCoord2dvARB");
CODE:
glMultiTexCoord2dvARB(target,v);
#//# glMultiTexCoord2dvARB_s(target,(PACKED)v);
void
glMultiTexCoord2dvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2dvARB,"glMultiTexCoord2dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord2dvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2dARB
#//# glMultiTexCoord2dvARB_p($target,$s,$t);
void
glMultiTexCoord2dvARB_p(target,s,t)
GLenum target
GLdouble s
GLdouble t
INIT:
loadProc(glMultiTexCoord2dvARB,"glMultiTexCoord2dvARB");
CODE:
{
GLdouble param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2dvARB(target,param);
}
#//# glMultiTexCoord2fARB($target,$s,$t);
void
glMultiTexCoord2fARB(target,s,t)
GLenum target
GLfloat s
GLfloat t
INIT:
loadProc(glMultiTexCoord2fARB,"glMultiTexCoord2fARB");
CODE:
glMultiTexCoord2fARB(target,s,t);
#//# glMultiTexCoord2fvARB_c($target,(CPTR)v);
void
glMultiTexCoord2fvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2fvARB,"glMultiTexCoord2fvARB");
CODE:
glMultiTexCoord2fvARB(target,v);
#//# glMultiTexCoord2fvARB_s($target,(PACKED)v);
void
glMultiTexCoord2fvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2fvARB,"glMultiTexCoord2fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord2fvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2fARB
#//# glMultiTexCoord2fvARB_p($target,$s,$t);
void
glMultiTexCoord2fvARB_p(target,s,t)
GLenum target
GLfloat s
GLfloat t
INIT:
loadProc(glMultiTexCoord2fvARB,"glMultiTexCoord2fvARB");
CODE:
{
GLfloat param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2fvARB(target,param);
}
#//# glMultiTexCoord2iARB($target,$s,$t);
void
glMultiTexCoord2iARB(target,s,t)
GLenum target
GLint s
GLint t
INIT:
loadProc(glMultiTexCoord2iARB,"glMultiTexCoord2iARB");
CODE:
glMultiTexCoord2iARB(target,s,t);
#//# glMultiTexCoord2ivARB_c($target,(CPTR)v);
void
glMultiTexCoord2ivARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2ivARB,"glMultiTexCoord2ivARB");
CODE:
glMultiTexCoord2ivARB(target,v);
#//# glMultiTexCoord2ivARB_s($target,(PACKED)v);
void
glMultiTexCoord2ivARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2ivARB,"glMultiTexCoord2ivARB");
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord2ivARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2iARB
#//# glMultiTexCoord2ivARB_p($target,$s,$t);
void
glMultiTexCoord2ivARB_p(target,s,t)
GLenum target
GLint s
GLint t
INIT:
loadProc(glMultiTexCoord2ivARB,"glMultiTexCoord2ivARB");
CODE:
{
GLint param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2ivARB(target,param);
}
#//# glMultiTexCoord2sARB($target,$s,$t);
void
glMultiTexCoord2sARB(target,s,t)
GLenum target
GLshort s
GLshort t
INIT:
loadProc(glMultiTexCoord2sARB,"glMultiTexCoord2sARB");
CODE:
glMultiTexCoord2sARB(target,s,t);
#//# glMultiTexCoord2svARB_c($target,(CPTR)v);
void
glMultiTexCoord2svARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2svARB,"glMultiTexCoord2svARB");
CODE:
glMultiTexCoord2svARB(target,v);
#//# glMultiTexCoord2svARB_s($target,(PACKED)v);
void
glMultiTexCoord2svARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord2svARB,"glMultiTexCoord2svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord2svARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord2sARB
#//# glMultiTexCoord2svARB_p($target,$s,$t);
void
glMultiTexCoord2svARB_p(target,s,t)
GLenum target
GLshort s
GLshort t
INIT:
loadProc(glMultiTexCoord2svARB,"glMultiTexCoord2svARB");
CODE:
{
GLshort param[2];
param[0] = s;
param[1] = t;
glMultiTexCoord2svARB(target,param);
}
#//# glMultiTexCoord3dARB($target,$s,$t,$r);
void
glMultiTexCoord3dARB(target,s,t,r)
GLenum target
GLdouble s
GLdouble t
GLdouble r
INIT:
loadProc(glMultiTexCoord3dARB,"glMultiTexCoord3dARB");
CODE:
glMultiTexCoord3dARB(target,s,t,r);
#//# glMultiTexCoord3dvARB_c(target,(CPTR)v);
void
glMultiTexCoord3dvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3dvARB,"glMultiTexCoord3dvARB");
CODE:
glMultiTexCoord3dvARB(target,v);
#//# glMultiTexCoord3dvARB_s(target,(PACKED)v);
void
glMultiTexCoord3dvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3dvARB,"glMultiTexCoord3dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord3dvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3dARB
#//# glMultiTexCoord3dvARB_p($target,$s,$t,$r);
void
glMultiTexCoord3dvARB_p(target,s,t,r)
GLenum target
GLdouble s
GLdouble t
GLdouble r
INIT:
loadProc(glMultiTexCoord3dvARB,"glMultiTexCoord3dvARB");
CODE:
{
GLdouble param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3dvARB(target,param);
}
#//# glMultiTexCoord3fARB($target,$s,$t,$r);
void
glMultiTexCoord3fARB(target,s,t,r)
GLenum target
GLfloat s
GLfloat t
GLfloat r
INIT:
loadProc(glMultiTexCoord3fARB,"glMultiTexCoord3fARB");
CODE:
glMultiTexCoord3fARB(target,s,t,r);
#//# glMultiTexCoord3fvARB_c($target,(CPTR)v);
void
glMultiTexCoord3fvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3fvARB,"glMultiTexCoord3fvARB");
CODE:
glMultiTexCoord3fvARB(target,v);
#//# glMultiTexCoord3fvARB_s($target,(PACKED)v);
void
glMultiTexCoord3fvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3fvARB,"glMultiTexCoord3fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord3fvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3fARB
#//# glMultiTexCoord3fvARB_p($target,$s,$t,$r);
void
glMultiTexCoord3fvARB_p(target,s,t,r)
GLenum target
GLfloat s
GLfloat t
GLfloat r
INIT:
loadProc(glMultiTexCoord3fvARB,"glMultiTexCoord3fvARB");
CODE:
{
GLfloat param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3fvARB(target,param);
}
#//# glMultiTexCoord3iARB($target,$s,$t,$r);
void
glMultiTexCoord3iARB(target,s,t,r)
GLenum target
GLint s
GLint t
GLint r
INIT:
loadProc(glMultiTexCoord3iARB,"glMultiTexCoord3iARB");
CODE:
glMultiTexCoord3iARB(target,s,t,r);
#//# glMultiTexCoord3ivARB_c($target,(CPTR)v);
void
glMultiTexCoord3ivARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3ivARB,"glMultiTexCoord3ivARB");
CODE:
glMultiTexCoord3ivARB(target,v);
#//# glMultiTexCoord3ivARB_s($target,(PACKED)v);
void
glMultiTexCoord3ivARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3ivARB,"glMultiTexCoord3ivARB");
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord3ivARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3iARB
#//# glMultiTexCoord3ivARB_p($target,$s,$t,$r);
void
glMultiTexCoord3ivARB_p(target,s,t,r)
GLenum target
GLint s
GLint t
GLint r
INIT:
loadProc(glMultiTexCoord3ivARB,"glMultiTexCoord3ivARB");
CODE:
{
GLint param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3ivARB(target,param);
}
#//# glMultiTexCoord3sARB($target,$s,$t,$r);
void
glMultiTexCoord3sARB(target,s,t,r)
GLenum target
GLshort s
GLshort t
GLshort r
INIT:
loadProc(glMultiTexCoord3sARB,"glMultiTexCoord3sARB");
CODE:
glMultiTexCoord3sARB(target,s,t,r);
#//# glMultiTexCoord3svARB_c($target,(CPTR)v);
void
glMultiTexCoord3svARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3svARB,"glMultiTexCoord3svARB");
CODE:
glMultiTexCoord3svARB(target,v);
#//# glMultiTexCoord3svARB_s($target,(PACKED)v);
void
glMultiTexCoord3svARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord3svARB,"glMultiTexCoord3svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord3svARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord3sARB
#//# glMultiTexCoord3svARB_p($target,$s,$t,$r);
void
glMultiTexCoord3svARB_p(target,s,t,r)
GLenum target
GLshort s
GLshort t
GLshort r
INIT:
loadProc(glMultiTexCoord3svARB,"glMultiTexCoord3svARB");
CODE:
{
GLshort param[3];
param[0] = s;
param[1] = t;
param[2] = r;
glMultiTexCoord3svARB(target,param);
}
#//# glMultiTexCoord4dARB($target,$s,$t,$r,$q);
void
glMultiTexCoord4dARB(target,s,t,r,q)
GLenum target
GLdouble s
GLdouble t
GLdouble r
GLdouble q
INIT:
loadProc(glMultiTexCoord4dARB,"glMultiTexCoord4dARB");
CODE:
glMultiTexCoord4dARB(target,s,t,r,q);
#//# glMultiTexCoord4dvARB_c($target,(CPTR)v);
void
glMultiTexCoord4dvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4dvARB,"glMultiTexCoord4dvARB");
CODE:
glMultiTexCoord4dvARB(target,v);
#//# glMultiTexCoord4dvARB_s($target,(PACKED)v);
void
glMultiTexCoord4dvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4dvARB,"glMultiTexCoord4dvARB");
CODE:
{
GLdouble * v_s = EL(v, sizeof(GLdouble));
glMultiTexCoord4dvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4dARB
#//# glMultiTexCoord4dvARB_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4dvARB_p(target,s,t,r,q)
GLenum target
GLdouble s
GLdouble t
GLdouble r
GLdouble q
INIT:
loadProc(glMultiTexCoord4dvARB,"glMultiTexCoord4dvARB");
CODE:
{
GLdouble param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4dvARB(target,param);
}
#//# glMultiTexCoord4fARB($target,$s,$t,$r,$q);
void
glMultiTexCoord4fARB(target,s,t,r,q)
GLenum target
GLfloat s
GLfloat t
GLfloat r
GLfloat q
INIT:
loadProc(glMultiTexCoord4fARB,"glMultiTexCoord4fARB");
CODE:
glMultiTexCoord4fARB(target,s,t,r,q);
#//# glMultiTexCoord4fvARB_c($target,(CPTR)v);
void
glMultiTexCoord4fvARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4fvARB,"glMultiTexCoord4fvARB");
CODE:
glMultiTexCoord4fvARB(target,v);
#//# glMultiTexCoord4fvARB_s($target,(PACKED)v);
void
glMultiTexCoord4fvARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4fvARB,"glMultiTexCoord4fvARB");
CODE:
{
GLfloat * v_s = EL(v, sizeof(GLfloat));
glMultiTexCoord4fvARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4fARB
#//# glMultiTexCoord4fvARB_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4fvARB_p(target,s,t,r,q)
GLenum target
GLfloat s
GLfloat t
GLfloat r
GLfloat q
INIT:
loadProc(glMultiTexCoord4fvARB,"glMultiTexCoord4fvARB");
CODE:
{
GLfloat param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4fvARB(target,param);
}
#//# glMultiTexCoord4iARB($target,$s,$t,$r,$q)
void
glMultiTexCoord4iARB(target,s,t,r,q)
GLenum target
GLint s
GLint t
GLint r
GLint q
INIT:
loadProc(glMultiTexCoord4iARB,"glMultiTexCoord4iARB");
CODE:
glMultiTexCoord4iARB(target,s,t,r,q);
#//# glMultiTexCoord4ivARB_c($target,(CPTR)v);
void
glMultiTexCoord4ivARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4ivARB,"glMultiTexCoord4ivARB");
CODE:
glMultiTexCoord4ivARB(target,v);
#//# glMultiTexCoord4ivARB_s($target,(PACKED)v);
void
glMultiTexCoord4ivARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4ivARB,"glMultiTexCoord4ivARB");
CODE:
{
GLint * v_s = EL(v, sizeof(GLint));
glMultiTexCoord4ivARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4iARB
#//# glMultiTexCoord4ivARB_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4ivARB_p(target,s,t,r,q)
GLenum target
GLint s
GLint t
GLint r
GLint q
INIT:
loadProc(glMultiTexCoord4ivARB,"glMultiTexCoord4ivARB");
CODE:
{
GLint param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4ivARB(target,param);
}
#//# glMultiTexCoord4sARB($target,$s,$t,$r,$q);
void
glMultiTexCoord4sARB(target,s,t,r,q)
GLenum target
GLshort s
GLshort t
GLshort r
GLshort q
INIT:
loadProc(glMultiTexCoord4sARB,"glMultiTexCoord4sARB");
CODE:
glMultiTexCoord4sARB(target,s,t,r,q);
#//# glMultiTexCoord4svARB_c($target,(CPTR)v);
void
glMultiTexCoord4svARB_c(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4svARB,"glMultiTexCoord4svARB");
CODE:
glMultiTexCoord4svARB(target,v);
#//# glMultiTexCoord4svARB_s($target,(PACKED)v);
void
glMultiTexCoord4svARB_s(target,v)
GLenum target
void *v
INIT:
loadProc(glMultiTexCoord4svARB,"glMultiTexCoord4svARB");
CODE:
{
GLshort * v_s = EL(v, sizeof(GLshort));
glMultiTexCoord4svARB(target,v_s);
}
#//!!! Do we really need this? It duplicates glMultiTexCoord4sARB
#//# glMultiTexCoord4svARB_p($target,$s,$t,$r,$q);
void
glMultiTexCoord4svARB_p(target,s,t,r,q)
GLenum target
GLshort s
GLshort t
GLshort r
GLshort q
INIT:
loadProc(glMultiTexCoord4svARB,"glMultiTexCoord4svARB");
CODE:
{
GLshort param[4];
param[0] = s;
param[1] = t;
param[2] = r;
param[3] = q;
glMultiTexCoord4svARB(target,param);
}
#endif // GL_ARB_multitexture
#endif // HAVE_GL