📄 sdl_glfuncs.h
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/* list of OpenGL functions sorted alphabetically If you need to use a GL function from the SDL video subsystem, change it's entry from SDL_PROC_UNUSED to SDL_PROC and rebuild.*/#define SDL_PROC_UNUSED(ret,func,params)SDL_PROC_UNUSED(void,glAccum,(GLenum,GLfloat))SDL_PROC_UNUSED(void,glAlphaFunc,(GLenum,GLclampf))SDL_PROC_UNUSED(GLboolean,glAreTexturesResident,(GLsizei,const GLuint*,GLboolean*))SDL_PROC_UNUSED(void,glArrayElement,(GLint))SDL_PROC(void,glBegin,(GLenum))SDL_PROC(void,glBindTexture,(GLenum,GLuint))SDL_PROC_UNUSED(void,glBitmap,(GLsizei,GLsizei,GLfloat,GLfloat,GLfloat,GLfloat,const GLubyte*))SDL_PROC(void,glBlendFunc,(GLenum,GLenum))SDL_PROC_UNUSED(void,glCallList,(GLuint))SDL_PROC_UNUSED(void,glCallLists,(GLsizei,GLenum,const GLvoid*))SDL_PROC_UNUSED(void,glClear,(GLbitfield))SDL_PROC_UNUSED(void,glClearAccum,(GLfloat,GLfloat,GLfloat,GLfloat))SDL_PROC_UNUSED(void,glClearColor,(GLclampf,GLclampf,GLclampf,GLclampf))SDL_PROC_UNUSED(void,glClearDepth,(GLclampd))SDL_PROC_UNUSED(void,glClearIndex,(GLfloat))SDL_PROC_UNUSED(void,glClearStencil,(GLint))SDL_PROC_UNUSED(void,glClipPlane,(GLenum,const GLdouble*))SDL_PROC_UNUSED(void,glColor3b,(GLbyte,GLbyte,GLbyte))SDL_PROC_UNUSED(void,glColor3bv,(const GLbyte*))SDL_PROC_UNUSED(void,glColor3d,(GLdouble,GLdouble,GLdouble))SDL_PROC_UNUSED(void,glColor3dv,(const GLdouble*))SDL_PROC_UNUSED(void,glColor3f,(GLfloat,GLfloat,GLfloat))SDL_PROC_UNUSED(void,glColor3fv,(const GLfloat*))SDL_PROC_UNUSED(void,glColor3i,(GLint,GLint,GLint))SDL_PROC_UNUSED(void,glColor3iv,(const GLint*))SDL_PROC_UNUSED(void,glColor3s,(GLshort,GLshort,GLshort))SDL_PROC_UNUSED(void,glColor3sv,(const GLshort*))SDL_PROC_UNUSED(void,glColor3ub,(GLubyte,GLubyte,GLubyte))SDL_PROC_UNUSED(void,glColor3ubv,(const GLubyte*))SDL_PROC_UNUSED(void,glColor3ui,(GLuint,GLuint,GLuint))SDL_PROC_UNUSED(void,glColor3uiv,(const GLuint*))SDL_PROC_UNUSED(void,glColor3us,(GLushort,GLushort,GLushort))SDL_PROC_UNUSED(void,glColor3usv,(const GLushort*))SDL_PROC_UNUSED(void,glColor4b,(GLbyte,GLbyte,GLbyte,GLbyte))SDL_PROC_UNUSED(void,glColor4bv,(const GLbyte*))SDL_PROC_UNUSED(void,glColor4d,(GLdouble,GLdouble,GLdouble,GLdouble))SDL_PROC_UNUSED(void,glColor4dv,(const GLdouble*))SDL_PROC(void,glColor4f,(GLfloat,GLfloat,GLfloat,GLfloat))SDL_PROC_UNUSED(void,glColor4fv,(const GLfloat*))SDL_PROC_UNUSED(void,glColor4i,(GLint,GLint,GLint,GLint))SDL_PROC_UNUSED(void,glColor4iv,(const GLint*))SDL_PROC_UNUSED(void,glColor4s,(GLshort,GLshort,GLshort,GLshort))SDL_PROC_UNUSED(void,glColor4sv,(const GLshort*))SDL_PROC_UNUSED(void,glColor4ub,(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))SDL_PROC_UNUSED(void,glColor4ubv,(const GLubyte *v))SDL_PROC_UNUSED(void,glColor4ui,(GLuint red, GLuint green, GLuint blue, GLuint alpha))SDL_PROC_UNUSED(void,glColor4uiv,(const GLuint *v))SDL_PROC_UNUSED(void,glColor4us,(GLushort red, GLushort green, GLushort blue, GLushort alpha))SDL_PROC_UNUSED(void,glColor4usv,(const GLushort *v))SDL_PROC_UNUSED(void,glColorMask,(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha))SDL_PROC_UNUSED(void,glColorMaterial,(GLenum face, GLenum mode))SDL_PROC_UNUSED(void,glColorPointer,(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer))SDL_PROC_UNUSED(void,glCopyPixels,(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type))SDL_PROC(void,glCopyTexImage1D,(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border))SDL_PROC_UNUSED(void,glCopyTexImage2D,(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border))SDL_PROC_UNUSED(void,glCopyTexSubImage1D,(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width))SDL_PROC_UNUSED(void,glCopyTexSubImage2D,(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height))SDL_PROC_UNUSED(void,glCullFace,(GLenum mode))SDL_PROC_UNUSED(void,glDeleteLists,(GLuint list, GLsizei range))SDL_PROC_UNUSED(void,glDeleteTextures,(GLsizei n, const GLuint *textures))SDL_PROC_UNUSED(void,glDepthFunc,(GLenum func))SDL_PROC_UNUSED(void,glDepthMask,(GLboolean flag))SDL_PROC_UNUSED(void,glDepthRange,(GLclampd zNear, GLclampd zFar))SDL_PROC(void,glDisable,(GLenum cap))SDL_PROC_UNUSED(void,glDisableClientState,(GLenum array))SDL_PROC_UNUSED(void,glDrawArrays,(GLenum mode, GLint first, GLsizei count))SDL_PROC_UNUSED(void,glDrawBuffer,(GLenum mode))SDL_PROC_UNUSED(void,glDrawElements,(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices))SDL_PROC_UNUSED(void,glDrawPixels,(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels))SDL_PROC_UNUSED(void,glEdgeFlag,(GLboolean flag))SDL_PROC_UNUSED(void,glEdgeFlagPointer,(GLsizei stride, const GLvoid *pointer))SDL_PROC_UNUSED(void,glEdgeFlagv,(const GLboolean *flag))SDL_PROC(void,glEnable,(GLenum cap))SDL_PROC_UNUSED(void,glEnableClientState,(GLenum array))SDL_PROC(void,glEnd,(void))SDL_PROC_UNUSED(void,glEndList,(void))SDL_PROC_UNUSED(void,glEvalCoord1d,(GLdouble u))SDL_PROC_UNUSED(void,glEvalCoord1dv,(const GLdouble *u))SDL_PROC_UNUSED(void,glEvalCoord1f,(GLfloat u))SDL_PROC_UNUSED(void,glEvalCoord1fv,(const GLfloat *u))SDL_PROC_UNUSED(void,glEvalCoord2d,(GLdouble u, GLdouble v))SDL_PROC_UNUSED(void,glEvalCoord2dv,(const GLdouble *u))SDL_PROC_UNUSED(void,glEvalCoord2f,(GLfloat u, GLfloat v))SDL_PROC_UNUSED(void,glEvalCoord2fv,(const GLfloat *u))SDL_PROC_UNUSED(void,glEvalMesh1,(GLenum mode, GLint i1, GLint i2))SDL_PROC_UNUSED(void,glEvalMesh2,(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2))SDL_PROC_UNUSED(void,glEvalPoint1,(GLint i))SDL_PROC_UNUSED(void,glEvalPoint2,(GLint i, GLint j))SDL_PROC_UNUSED(void,glFeedbackBuffer,(GLsizei size, GLenum type, GLfloat *buffer))SDL_PROC_UNUSED(void,glFinish,(void))SDL_PROC(void,glFlush,(void))SDL_PROC_UNUSED(void,glFogf,(GLenum pname, GLfloat param))SDL_PROC_UNUSED(void,glFogfv,(GLenum pname, const GLfloat *params))SDL_PROC_UNUSED(void,glFogi,(GLenum pname, GLint param))SDL_PROC_UNUSED(void,glFogiv,(GLenum pname, const GLint *params))SDL_PROC_UNUSED(void,glFrontFace,(GLenum mode))SDL_PROC_UNUSED(void,glFrustum,(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar))SDL_PROC_UNUSED(GLuint,glGenLists,(GLsizei range))SDL_PROC(void,glGenTextures,(GLsizei n, GLuint *textures))SDL_PROC_UNUSED(void,glGetBooleanv,(GLenum pname, GLboolean *params))SDL_PROC_UNUSED(void,glGetClipPlane,(GLenum plane, GLdouble *equation))SDL_PROC_UNUSED(void,glGetDoublev,(GLenum pname, GLdouble *params))SDL_PROC_UNUSED(GLenum,glGetError,(void))SDL_PROC_UNUSED(void,glGetFloatv,(GLenum pname, GLfloat *params))SDL_PROC_UNUSED(void,glGetIntegerv,(GLenum pname, GLint *params))SDL_PROC_UNUSED(void,glGetLightfv,(GLenum light, GLenum pname, GLfloat *params))SDL_PROC_UNUSED(void,glGetLightiv,(GLenum light, GLenum pname, GLint *params))SDL_PROC_UNUSED(void,glGetMapdv,(GLenum target, GLenum query, GLdouble *v))SDL_PROC_UNUSED(void,glGetMapfv,(GLenum target, GLenum query, GLfloat *v))SDL_PROC_UNUSED(void,glGetMapiv,(GLenum target, GLenum query, GLint *v))SDL_PROC_UNUSED(void,glGetMaterialfv,(GLenum face, GLenum pname, GLfloat *params))SDL_PROC_UNUSED(void,glGetMaterialiv,(GLenum face, GLenum pname, GLint *params))SDL_PROC_UNUSED(void,glGetPixelMapfv,(GLenum map, GLfloat *values))SDL_PROC_UNUSED(void,glGetPixelMapuiv,(GLenum map, GLuint *values))SDL_PROC_UNUSED(void,glGetPixelMapusv,(GLenum map, GLushort *values))SDL_PROC_UNUSED(void,glGetPointerv,(GLenum pname, GLvoid* *params))SDL_PROC_UNUSED(void,glGetPolygonStipple,(GLubyte *mask))SDL_PROC(const GLubyte *,glGetString,(GLenum name))SDL_PROC_UNUSED(void,glGetTexEnvfv,(GLenum target, GLenum pname, GLfloat *params))SDL_PROC_UNUSED(void,glGetTexEnviv,(GLenum target, GLenum pname, GLint *params))SDL_PROC_UNUSED(void,glGetTexGendv,(GLenum coord, GLenum pname, GLdouble *params))SDL_PROC_UNUSED(void,glGetTexGenfv,(GLenum coord, GLenum pname, GLfloat *params))SDL_PROC_UNUSED(void,glGetTexGeniv,(GLenum coord, GLenum pname, GLint *params))SDL_PROC_UNUSED(void,glGetTexImage,(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels))SDL_PROC_UNUSED(void,glGetTexLevelParameterfv,(GLenum target, GLint level, GLenum pname, GLfloat *params))SDL_PROC_UNUSED(void,glGetTexLevelParameteriv,(GLenum target, GLint level, GLenum pname, GLint *params))SDL_PROC_UNUSED(void,glGetTexParameterfv,(GLenum target, GLenum pname, GLfloat *params))SDL_PROC_UNUSED(void,glGetTexParameteriv,(GLenum target, GLenum pname, GLint *params))SDL_PROC_UNUSED(void,glHint,(GLenum target, GLenum mode))SDL_PROC_UNUSED(void,glIndexMask,(GLuint mask))SDL_PROC_UNUSED(void,glIndexPointer,(GLenum type, GLsizei stride, const GLvoid *pointer))SDL_PROC_UNUSED(void,glIndexd,(GLdouble c))SDL_PROC_UNUSED(void,glIndexdv,(const GLdouble *c))SDL_PROC_UNUSED(void,glIndexf,(GLfloat c))SDL_PROC_UNUSED(void,glIndexfv,(const GLfloat *c))SDL_PROC_UNUSED(void,glIndexi,(GLint c))SDL_PROC_UNUSED(void,glIndexiv,(const GLint *c))SDL_PROC_UNUSED(void,glIndexs,(GLshort c))SDL_PROC_UNUSED(void,glIndexsv,(const GLshort *c))SDL_PROC_UNUSED(void,glIndexub,(GLubyte c))SDL_PROC_UNUSED(void,glIndexubv,(const GLubyte *c))SDL_PROC_UNUSED(void,glInitNames,(void))SDL_PROC_UNUSED(void,glInterleavedArrays,(GLenum format, GLsizei stride, const GLvoid *pointer))SDL_PROC_UNUSED(GLboolean,glIsEnabled,(GLenum cap))SDL_PROC_UNUSED(GLboolean,glIsList,(GLuint list))SDL_PROC_UNUSED(GLboolean,glIsTexture,(GLuint texture))SDL_PROC_UNUSED(void,glLightModelf,(GLenum pname, GLfloat param))SDL_PROC_UNUSED(void,glLightModelfv,(GLenum pname, const GLfloat *params))SDL_PROC_UNUSED(void,glLightModeli,(GLenum pname, GLint param))SDL_PROC_UNUSED(void,glLightModeliv,(GLenum pname, const GLint *params))SDL_PROC_UNUSED(void,glLightf,(GLenum light, GLenum pname, GLfloat param))SDL_PROC_UNUSED(void,glLightfv,(GLenum light, GLenum pname, const GLfloat *params))SDL_PROC_UNUSED(void,glLighti,(GLenum light, GLenum pname, GLint param))SDL_PROC_UNUSED(void,glLightiv,(GLenum light, GLenum pname, const GLint *params))SDL_PROC_UNUSED(void,glLineStipple,(GLint factor, GLushort pattern))SDL_PROC_UNUSED(void,glLineWidth,(GLfloat width))SDL_PROC_UNUSED(void,glListBase,(GLuint base))SDL_PROC(void,glLoadIdentity,(void))SDL_PROC_UNUSED(void,glLoadMatrixd,(const GLdouble *m))SDL_PROC_UNUSED(void,glLoadMatrixf,(const GLfloat *m))SDL_PROC_UNUSED(void,glLoadName,(GLuint name))SDL_PROC_UNUSED(void,glLogicOp,(GLenum opcode))SDL_PROC_UNUSED(void,glMap1d,(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points))SDL_PROC_UNUSED(void,glMap1f,(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points))SDL_PROC_UNUSED(void,glMap2d,(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points))SDL_PROC_UNUSED(void,glMap2f,(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points))
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