mirror of
https://github.com/ldc-developers/ldc.git
synced 2025-05-03 16:41:06 +03:00
406 lines
14 KiB
D
406 lines
14 KiB
D
/*
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* Copyright (c) 2004-2006 Derelict Developers
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the names 'Derelict', 'DerelictGL', nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* Converted to a static binding by Tomas Lindquist Olsen <tomas@famolsen.dk>
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*/
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module glfuncs;
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import gltypes;
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extern(System):
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// Miscellaneous
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void glClearIndex(GLfloat c);
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void glClearColor(GLclampf,GLclampf,GLclampf,GLclampf);
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void glClear(GLbitfield);
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void glIndexMask(GLuint);
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void glColorMask(GLboolean,GLboolean,GLboolean,GLboolean);
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void glAlphaFunc(GLenum,GLclampf);
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void glBlendFunc(GLenum,GLenum);
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void glLogicOp(GLenum);
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void glCullFace(GLenum);
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void glFrontFace(GLenum);
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void glPointSize(GLfloat);
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void glLineWidth(GLfloat);
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void glLineStipple(GLint,GLushort);
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void glPolygonMode(GLenum,GLenum);
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void glPolygonOffset(GLfloat,GLfloat);
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void glPolygonStipple(GLubyte*);
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void glGetPolygonStipple(GLubyte*);
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void glEdgeFlag(GLboolean);
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void glEdgeFlagv(GLboolean*);
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void glScissor(GLint,GLint,GLsizei,GLsizei);
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void glClipPlane(GLenum,GLdouble*);
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void glGetClipPlane(GLenum,GLdouble*);
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void glDrawBuffer(GLenum);
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void glReadBuffer(GLenum);
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void glEnable(GLenum);
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void glDisable(GLenum);
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GLboolean glIsEnabled(GLenum);
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void glEnableClientState(GLenum);
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void glDisableClientState(GLenum);
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void glGetBooleanv(GLenum,GLboolean*);
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void glGetDoublev(GLenum,GLdouble*);
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void glGetFloatv(GLenum,GLfloat*);
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void glGetIntegerv(GLenum,GLint*);
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void glPushAttrib(GLbitfield);
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void glPopAttrib();
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void glPushClientAttrib(GLbitfield);
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void glPopClientAttrib();
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GLint glRenderMode(GLenum);
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GLenum glGetError();
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GLchar* glGetString(GLenum);
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void glFinish();
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void glFlush();
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void glHint(GLenum,GLenum);
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// Depth Buffer
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void glClearDepth(GLclampd);
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void glDepthFunc(GLenum);
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void glDepthMask(GLboolean);
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void glDepthRange(GLclampd,GLclampd);
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// Accumulation Buffer
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void glClearAccum(GLfloat,GLfloat,GLfloat,GLfloat);
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void glAccum(GLenum,GLfloat);
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// Transformation
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void glMatrixMode(GLenum);
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void glOrtho(GLdouble,GLdouble,GLdouble,GLdouble,GLdouble,GLdouble);
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void glFrustum(GLdouble,GLdouble,GLdouble,GLdouble,GLdouble,GLdouble);
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void glViewport(GLint,GLint,GLsizei,GLsizei);
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void glPushMatrix();
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void glPopMatrix();
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void glLoadIdentity();
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void glLoadMatrixd(GLdouble*);
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void glLoadMatrixf(GLfloat*);
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void glMultMatrixd(GLdouble*);
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void glMultMatrixf(GLfloat*);
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void glRotated(GLdouble,GLdouble,GLdouble,GLdouble);
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void glRotatef(GLfloat,GLfloat,GLfloat,GLfloat);
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void glScaled(GLdouble,GLdouble,GLdouble);
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void glScalef(GLfloat,GLfloat,GLfloat);
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void glTranslated(GLdouble,GLdouble,GLdouble);
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void glTranslatef(GLfloat,GLfloat,GLfloat);
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// Display Lists
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GLboolean glIsList(GLuint);
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void glDeleteLists(GLuint,GLsizei);
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GLuint glGenLists(GLsizei);
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void glNewList(GLuint,GLenum);
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void glEndList();
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void glCallList(GLuint);
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void glCallLists(GLsizei,GLenum,GLvoid*);
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void glListBase(GLuint);
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// Drawing Functions
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void glBegin(GLenum);
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void glEnd();
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void glVertex2d(GLdouble,GLdouble);
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void glVertex2f(GLfloat,GLfloat);
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void glVertex2i(GLint,GLint);
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void glVertex2s(GLshort,GLshort);
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void glVertex3d(GLdouble,GLdouble,GLdouble);
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void glVertex3f(GLfloat,GLfloat,GLfloat);
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void glVertex3i(GLint,GLint,GLint);
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void glVertex3s(GLshort,GLshort,GLshort);
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void glVertex4d(GLdouble,GLdouble,GLdouble,GLdouble);
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void glVertex4f(GLfloat,GLfloat,GLfloat,GLfloat);
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void glVertex4i(GLint,GLint,GLint,GLint);
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void glVertex4s(GLshort,GLshort,GLshort,GLshort);
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void glVertex2dv(GLdouble*);
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void glVertex2fv(GLfloat*);
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void glVertex2iv(GLint*);
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void glVertex2sv(GLshort*);
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void glVertex3dv(GLdouble*);
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void glVertex3fv(GLfloat*);
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void glVertex3iv(GLint*);
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void glVertex3sv(GLshort*);
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void glVertex4dv(GLdouble*);
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void glVertex4fv(GLfloat*);
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void glVertex4iv(GLint*);
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void glVertex4sv(GLshort*);
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void glNormal3b(GLbyte,GLbyte,GLbyte);
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void glNormal3d(GLdouble,GLdouble,GLdouble);
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void glNormal3f(GLfloat,GLfloat,GLfloat);
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void glNormal3i(GLint,GLint,GLint);
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void glNormal3s(GLshort,GLshort,GLshort);
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void glNormal3bv(GLbyte*);
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void glNormal3dv(GLdouble*);
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void glNormal3fv(GLfloat*);
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void glNormal3iv(GLint*);
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void glNormal3sv(GLshort*);
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void glIndexd(GLdouble);
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void glIndexf(GLfloat);
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void glIndexi(GLint);
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void glIndexs(GLshort);
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void glIndexub(GLubyte);
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void glIndexdv(GLdouble*);
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void glIndexfv(GLfloat*);
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void glIndexiv(GLint*);
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void glIndexsv(GLshort*);
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void glIndexubv(GLubyte*);
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void glColor3b(GLbyte,GLbyte,GLbyte);
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void glColor3d(GLdouble,GLdouble,GLdouble);
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void glColor3f(GLfloat,GLfloat,GLfloat);
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void glColor3i(GLint,GLint,GLint);
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void glColor3s(GLshort,GLshort,GLshort);
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void glColor3ub(GLubyte,GLubyte,GLubyte);
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void glColor3ui(GLuint,GLuint,GLuint);
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void glColor3us(GLushort,GLushort,GLushort);
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void glColor4b(GLbyte,GLbyte,GLbyte,GLbyte);
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void glColor4d(GLdouble,GLdouble,GLdouble,GLdouble);
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void glColor4f(GLfloat,GLfloat,GLfloat,GLfloat);
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void glColor4i(GLint,GLint,GLint,GLint);
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void glColor4s(GLshort,GLshort,GLshort,GLshort);
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void glColor4ub(GLubyte,GLubyte,GLubyte,GLubyte);
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void glColor4ui(GLuint,GLuint,GLuint,GLuint);
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void glColor4us(GLushort,GLushort,GLushort,GLushort);
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void glColor3bv(GLubyte*);
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void glColor3dv(GLdouble*);
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void glColor3fv(GLfloat*);
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void glColor3iv(GLint*);
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void glColor3sv(GLshort*);
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void glColor3ubv(GLubyte*);
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void glColor3uiv(GLuint*);
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void glColor3usv(GLushort*);
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void glColor4bv(GLbyte*);
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void glColor4dv(GLdouble*);
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void glColor4fv(GLfloat*);
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void glColor4iv(GLint*);
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void glColor4sv(GLshort*);
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void glColor4ubv(GLubyte*);
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void glColor4uiv(GLuint*);
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void glColor4usv(GLushort);
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void glTexCoord1d(GLdouble);
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void glTexCoord1f(GLfloat);
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void glTexCoord1i(GLint);
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void glTexCoord1s(GLshort);
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void glTexCoord2d(GLdouble,GLdouble);
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void glTexCoord2f(GLfloat,GLfloat);
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void glTexCoord2i(GLint,GLint);
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void glTexCoord2s(GLshort,GLshort);
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void glTexCoord3d(GLdouble,GLdouble,GLdouble);
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void glTexCoord3f(GLfloat,GLfloat,GLfloat);
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void glTexCoord3i(GLint,GLint,GLint);
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void glTexCoord3s(GLshort,GLshort,GLshort);
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void glTexCoord4d(GLdouble,GLdouble,GLdouble,GLdouble);
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void glTexCoord4f(GLfloat,GLfloat,GLfloat,GLfloat);
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void glTexCoord4i(GLint,GLint,GLint,GLint);
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void glTexCoord4s(GLshort,GLshort,GLshort,GLshort);
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void glTexCoord1dv(GLdouble*);
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void glTexCoord1fv(GLfloat*);
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void glTexCoord1iv(GLint*);
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void glTexCoord1sv(GLshort*);
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void glTexCoord2dv(GLdouble*);
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void glTexCoord2fv(GLfloat*);
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void glTexCoord2iv(GLint*);
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void glTexCoord2sv(GLshort*);
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void glTexCoord3dv(GLdouble*);
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void glTexCoord3fv(GLfloat*);
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void glTexCoord3iv(GLint*);
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void glTexCoord3sv(GLshort*);
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void glTexCoord4dv(GLdouble*);
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void glTexCoord4fv(GLfloat*);
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void glTexCoord4iv(GLint*);
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void glTexCoord4sv(GLshort*);
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void glRasterPos2d(GLdouble,GLdouble);
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void glRasterPos2f(GLfloat,GLfloat);
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void glRasterPos2i(GLint,GLint);
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void glRasterPos2s(GLshort,GLshort);
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void glRasterPos3d(GLdouble,GLdouble,GLdouble);
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void glRasterPos3f(GLfloat,GLfloat,GLfloat);
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void glRasterPos3i(GLint,GLint,GLint);
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void glRasterPos3s(GLshort,GLshort,GLshort);
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void glRasterPos4d(GLdouble,GLdouble,GLdouble,GLdouble);
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void glRasterPos4f(GLfloat,GLfloat,GLfloat,GLfloat);
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void glRasterPos4i(GLint,GLint,GLint,GLint);
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void glRasterPos4s(GLshort,GLshort,GLshort,GLshort);
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void glRasterPos2dv(GLdouble*);
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void glRasterPos2fv(GLfloat*);
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void glRasterPos2iv(GLint*);
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void glRasterPos2sv(GLshort*);
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void glRasterPos3dv(GLdouble*);
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void glRasterPos3fv(GLfloat*);
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void glRasterPos3iv(GLint*);
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void glRasterPos3sv(GLshort*);
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void glRasterPos4dv(GLdouble*);
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void glRasterPos4fv(GLfloat*);
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void glRasterPos4iv(GLint*);
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void glRasterPos4sv(GLshort*);
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void glRectd(GLdouble,GLdouble,GLdouble,GLdouble);
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void glRectf(GLfloat,GLfloat,GLfloat,GLfloat);
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void glRecti(GLint,GLint,GLint,GLint);
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void glRects(GLshort,GLshort,GLshort,GLshort);
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void glRectdv(GLdouble*);
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void glRectfv(GLfloat*);
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void glRectiv(GLint*);
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void glRectsv(GLshort*);
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// Lighting
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void glShadeModel(GLenum);
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void glLightf(GLenum,GLenum,GLfloat);
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void glLighti(GLenum,GLenum,GLint);
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void glLightfv(GLenum,GLenum,GLfloat*);
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void glLightiv(GLenum,GLenum,GLint*);
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void glGetLightfv(GLenum,GLenum,GLfloat*);
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void glGetLightiv(GLenum,GLenum,GLint*);
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void glLightModelf(GLenum,GLfloat);
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void glLightModeli(GLenum,GLint);
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void glLightModelfv(GLenum,GLfloat*);
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void glLightModeliv(GLenum,GLint*);
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void glMaterialf(GLenum,GLenum,GLfloat);
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void glMateriali(GLenum,GLenum,GLint);
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void glMaterialfv(GLenum,GLenum,GLfloat*);
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void glMaterialiv(GLenum,GLenum,GLint*);
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void glGetMaterialfv(GLenum,GLenum,GLfloat*);
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void glGetMaterialiv(GLenum,GLenum,GLint*);
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void glColorMaterial(GLenum,GLenum);
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// Raster functions
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void glPixelZoom(GLfloat,GLfloat);
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void glPixelStoref(GLenum,GLfloat);
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void glPixelStorei(GLenum,GLint);
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void glPixelTransferf(GLenum,GLfloat);
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void glPixelTransferi(GLenum,GLint);
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void glPixelMapfv(GLenum,GLint,GLfloat*);
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void glPixelMapuiv(GLenum,GLint,GLuint*);
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void glPixelMapusv(GLenum,GLint,GLushort*);
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void glGetPixelMapfv(GLenum,GLfloat*);
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void glGetPixelMapuiv(GLenum,GLuint*);
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void glGetPixelMapusv(GLenum,GLushort*);
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void glBitmap(GLsizei,GLsizei,GLfloat,GLfloat,GLfloat,GLfloat,GLubyte*);
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void glReadPixels(GLint,GLint,GLsizei,GLsizei,GLenum,GLenum,GLvoid*);
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void glDrawPixels(GLsizei,GLsizei,GLenum,GLenum,GLvoid*);
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void glCopyPixels(GLint,GLint,GLsizei,GLsizei,GLenum);
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// Stenciling
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void glStencilFunc(GLenum,GLint,GLuint);
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void glStencilMask(GLuint);
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void glStencilOp(GLenum,GLenum,GLenum);
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void glClearStencil(GLint);
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// Texture mapping
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void glTexGend(GLenum,GLenum,GLdouble);
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void glTexGenf(GLenum,GLenum,GLfloat);
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void glTexGeni(GLenum,GLenum,GLint);
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void glTexGendv(GLenum,GLenum,GLdouble*);
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void glTexGenfv(GLenum,GLenum,GLfloat*);
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void glTexGeniv(GLenum,GLenum,GLint*);
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void glGetTexGendv(GLenum,GLenum,GLdouble*);
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void glGetTexGenfv(GLenum,GLenum,GLfloat*);
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void glGetTexGeniv(GLenum,GLenum,GLint*);
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void glTexEnvf(GLenum,GLenum,GLfloat);
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void glTexEnvi(GLenum,GLenum,GLint);
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void glTexEnvfv(GLenum,GLenum,GLfloat*);
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void glTexEnviv(GLenum,GLenum,GLint*);
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void glGetTexEnvfv(GLenum,GLenum,GLfloat*);
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void glGetTexEnviv(GLenum,GLenum,GLint*);
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void glTexParameterf(GLenum,GLenum,GLfloat);
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void glTexParameteri(GLenum,GLenum,GLint);
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void glTexParameterfv(GLenum,GLenum,GLfloat*);
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void glTexParameteriv(GLenum,GLenum,GLint*);
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void glGetTexParameterfv(GLenum,GLenum,GLfloat*);
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void glGetTexParameteriv(GLenum,GLenum,GLint*);
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void glGetTexLevelParameterfv(GLenum,GLint,GLenum,GLfloat*);
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void glGetTexLevelParameteriv(GLenum,GLint,GLenum,GLint*);
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void glTexImage1D(GLenum,GLint,GLint,GLsizei,GLint,GLenum,GLenum,GLvoid*);
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void glTexImage2D(GLenum,GLint,GLint,GLsizei,GLsizei,GLint,GLenum,GLenum,GLvoid*);
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void glGetTexImage(GLenum,GLint,GLenum,GLenum,GLvoid*);
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// Evaluators
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void glMap1d(GLenum,GLdouble,GLdouble,GLint,GLint,GLdouble*);
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void glMap1f(GLenum,GLfloat,GLfloat,GLint,GLint,GLfloat*);
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void glMap2d(GLenum,GLdouble,GLdouble,GLint,GLint,GLdouble,GLdouble,GLint,GLint,GLdouble*);
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void glMap2f(GLenum,GLfloat,GLfloat,GLint,GLint,GLfloat,GLfloat,GLint,GLint,GLfloat*);
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void glGetMapdv(GLenum,GLenum,GLdouble*);
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void glGetMapfv(GLenum,GLenum,GLfloat*);
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void glGetMapiv(GLenum,GLenum,GLint*);
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void glEvalCoord1d(GLdouble);
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void glEvalCoord1f(GLfloat);
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void glEvalCoord1dv(GLdouble*);
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void glEvalCoord1fv(GLfloat*);
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void glEvalCoord2d(GLdouble,GLdouble);
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void glEvalCoord2f(GLfloat,GLfloat);
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void glEvalCoord2dv(GLdouble*);
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void glEvalCoord2fv(GLfloat*);
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void glMapGrid1d(GLint,GLdouble,GLdouble);
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void glMapGrid1f(GLint,GLfloat,GLfloat);
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void glMapGrid2d(GLint,GLdouble,GLdouble,GLint,GLdouble,GLdouble);
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void glMapGrid2f(GLint,GLfloat,GLfloat,GLint,GLfloat,GLfloat);
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void glEvalPoint1(GLint);
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void glEvalPoint2(GLint,GLint);
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void glEvalMesh1(GLenum,GLint,GLint);
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void glEvalMesh2(GLenum,GLint,GLint,GLint,GLint);
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// Fog
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void glFogf(GLenum,GLfloat);
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void glFogi(GLenum,GLint);
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void glFogfv(GLenum,GLfloat*);
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void glFogiv(GLenum,GLint*);
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// Selection and Feedback
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void glFeedbackBuffer(GLsizei,GLenum,GLfloat*);
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void glPassThrough(GLfloat);
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void glSelectBuffer(GLsizei,GLuint*);
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void glInitNames();
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void glLoadName(GLuint);
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void glPushName(GLuint);
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void glPopName();
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// texture objects
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void glGenTextures(GLsizei,GLuint*);
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void glDeleteTextures(GLsizei,GLuint*);
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void glBindTexture(GLenum,GLuint);
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void glPrioritizeTextures(GLsizei,GLuint*,GLclampf*);
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GLboolean glAreTexturesResident(GLsizei,GLuint*,GLboolean*);
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GLboolean glIsTexture(GLuint);
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// texture mapping
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void glTexSubImage1D(GLenum,GLint,GLint,GLsizei,GLenum,GLenum,GLvoid*);
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void glTexSubImage2D(GLenum,GLint,GLint,GLint,GLsizei,GLsizei,GLenum,GLenum,GLvoid*);
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void glCopyTexImage1D(GLenum,GLint,GLenum,GLint,GLint,GLsizei,GLint);
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void glCopyTexImage2D(GLenum,GLint,GLenum,GLint,GLint,GLsizei,GLsizei,GLint);
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void glCopyTexSubImage1D(GLenum,GLint,GLint,GLint,GLint,GLsizei);
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void glCopyTexSubImage2D(GLenum,GLint,GLint,GLint,GLint,GLint,GLsizei,GLsizei);
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// vertex arrays
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void glVertexPointer(GLint,GLenum,GLsizei,GLvoid*);
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void glNormalPointer(GLenum,GLsizei,GLvoid*);
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void glColorPointer(GLint,GLenum,GLsizei,GLvoid*);
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void glIndexPointer(GLenum,GLsizei,GLvoid*);
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void glTexCoordPointer(GLint,GLenum,GLsizei,GLvoid*);
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void glEdgeFlagPointer(GLsizei,GLvoid*);
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void glGetPointerv(GLenum,GLvoid**);
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void glArrayElement(GLint);
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void glDrawArrays(GLenum,GLint,GLsizei);
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void glDrawElements(GLenum,GLsizei,GLenum,GLvoid*);
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void glInterleavedArrays(GLenum,GLsizei,GLvoid*);
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