📄 glparam.h
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GLboolean textureCoords){}
void gluQuadricOrientation (
GLUquadric *quadObject,
GLenum orientation){}
void gluQuadricDrawStyle (
GLUquadric *quadObject,
GLenum drawStyle){}
void gluCylinder (
GLUquadric *qobj,
GLdouble baseRadius,
GLdouble topRadius,
GLdouble height,
GLint slices,
GLint stacks){}
void gluDisk (
GLUquadric *qobj,
GLdouble innerRadius,
GLdouble outerRadius,
GLint slices,
GLint loops){}
void gluPartialDisk (
GLUquadric *qobj,
GLdouble innerRadius,
GLdouble outerRadius,
GLint slices,
GLint loops,
GLdouble startAngle,
GLdouble sweepAngle){}
void gluSphere (
GLUquadric *qobj,
GLdouble radius,
GLint slices,
GLint stacks){}
void gluQuadricCallback (
GLUquadric *qobj,
GLenum which,
void (CALLBACK* fn)()){}
GLUtesselator* gluNewTess(
void ){ return 0; }
void gluDeleteTess(
GLUtesselator *tess ){}
void gluTessBeginPolygon(
GLUtesselator *tess,
void *polygon_data ){}
void gluTessBeginContour(
GLUtesselator *tess ){}
void gluTessVertex(
GLUtesselator *tess,
GLdouble coords[3],
void *data ){}
void gluTessEndContour(
GLUtesselator *tess ){}
void gluTessEndPolygon(
GLUtesselator *tess ){}
void gluTessProperty(
GLUtesselator *tess,
GLenum which,
GLdouble value ){}
void gluTessNormal(
GLUtesselator *tess,
GLdouble x,
GLdouble y,
GLdouble z ){}
void gluTessCallback(
GLUtesselator *tess,
GLenum which,
void (CALLBACK *fn)()){}
void gluGetTessProperty(
GLUtesselator *tess,
GLenum which,
GLdouble *value ){}
GLUnurbs* gluNewNurbsRenderer (void){ return 0; }
void gluDeleteNurbsRenderer (
GLUnurbs *nobj){}
void gluBeginSurface (
GLUnurbs *nobj){}
void gluBeginCurve (
GLUnurbs *nobj){}
void gluEndCurve (
GLUnurbs *nobj){}
void gluEndSurface (
GLUnurbs *nobj){}
void gluBeginTrim (
GLUnurbs *nobj){}
void gluEndTrim (
GLUnurbs *nobj){}
void gluPwlCurve (
GLUnurbs *nobj,
GLint count,
GLfloat *array,
GLint stride,
GLenum type){}
void gluNurbsCurve (
GLUnurbs *nobj,
GLint nknots,
GLfloat *knot,
GLint stride,
GLfloat *ctlarray,
GLint order,
GLenum type){}
void
gluNurbsSurface(
GLUnurbs *nobj,
GLint sknot_count,
float *sknot,
GLint tknot_count,
GLfloat *tknot,
GLint s_stride,
GLint t_stride,
GLfloat *ctlarray,
GLint sorder,
GLint torder,
GLenum type){}
void
gluLoadSamplingMatrices (
GLUnurbs *nobj,
const GLfloat modelMatrix[16],
const GLfloat projMatrix[16],
const GLint viewport[4] ){}
void
gluNurbsProperty (
GLUnurbs *nobj,
GLenum property,
GLfloat value ){}
void
gluGetNurbsProperty (
GLUnurbs *nobj,
GLenum property,
GLfloat *value ){}
void
gluNurbsCallback (
GLUnurbs *nobj,
GLenum which,
void (CALLBACK* fn)() ){}
void gluBeginPolygon( GLUtesselator *tess ){}
void gluNextContour( GLUtesselator *tess,
GLenum type ){}
void gluEndPolygon( GLUtesselator *tess ){}
// <-- glu.h
// extensions with postfix -->
void glActiveTextureARB(GLenum texture ) {}
void glClientActiveTextureARB(GLenum texture ) {}
void glMultiTexCoord1dARB(GLenum target, GLdouble s ) {}
void glMultiTexCoord1dvARB(GLenum target, const GLdouble *v ) {}
void glMultiTexCoord1fARB(GLenum target, GLfloat s ) {}
void glMultiTexCoord1fvARB(GLenum target, const GLfloat *v ) {}
void glMultiTexCoord1iARB(GLenum target, GLint s ) {}
void glMultiTexCoord1ivARB(GLenum target, const GLint *v ) {}
void glMultiTexCoord1sARB(GLenum target, GLshort s ) {}
void glMultiTexCoord1svARB(GLenum target, const GLshort *v ) {}
void glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t ) {}
void glMultiTexCoord2dvARB(GLenum target, const GLdouble *v ) {}
void glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t ) {}
void glMultiTexCoord2fvARB(GLenum target, const GLfloat *v ) {}
void glMultiTexCoord2iARB(GLenum target, GLint s, GLint t ) {}
void glMultiTexCoord2ivARB(GLenum target, const GLint *v ) {}
void glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t ) {}
void glMultiTexCoord2svARB(GLenum target, const GLshort *v ) {}
void glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r ) {}
void glMultiTexCoord3dvARB(GLenum target, const GLdouble *v ) {}
void glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r ) {}
void glMultiTexCoord3fvARB(GLenum target, const GLfloat *v ) {}
void glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r ) {}
void glMultiTexCoord3ivARB(GLenum target, const GLint *v ) {}
void glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r ) {}
void glMultiTexCoord3svARB(GLenum target, const GLshort *v ) {}
void glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ) {}
void glMultiTexCoord4dvARB(GLenum target, const GLdouble *v ) {}
void glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {}
void glMultiTexCoord4fvARB(GLenum target, const GLfloat *v ) {}
void glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q ) {}
void glMultiTexCoord4ivARB(GLenum target, const GLint *v ) {}
void glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ) {}
void glMultiTexCoord4svARB(GLenum target, const GLshort *v ) {}
void glLoadTransposeMatrixdARB(const GLdouble m[16] ) {}
void glLoadTransposeMatrixfARB(const GLfloat m[16] ) {}
void glMultTransposeMatrixdARB(const GLdouble m[16] ) {}
void glMultTransposeMatrixfARB(const GLfloat m[16] ) {}
void glCompressedTexImage1DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data ) {}
void glCompressedTexImage2DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data ) {}
void glCompressedTexImage3DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data ) {}
void glCompressedTexSubImage1DARB(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data ) {}
void glCompressedTexSubImage2DARB(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data ) {}
void glCompressedTexSubImage3DARB(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ) {}
void glGetCompressedTexImageARB(GLenum target, GLint lod, GLvoid *img ) {}
void glLockArraysEXT(GLint first, GLsizei count) {}
void glUnlockArraysEXT() {}
void glSecondaryColor3bEXT(GLbyte red, GLbyte green, GLbyte blue) {}
void glSecondaryColor3bvEXT(const GLbyte *v) {}
void glSecondaryColor3dEXT(GLdouble red, GLdouble green, GLdouble blue) {}
void glSecondaryColor3dvEXT(const GLdouble *v) {}
void glSecondaryColor3fEXT(GLfloat red, GLfloat green, GLfloat blue) {}
void glSecondaryColor3fvEXT(const GLfloat *v) {}
void glSecondaryColor3iEXT(GLint red, GLint green, GLint blue) {}
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