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📄 glew.h

📁 Quake 3 s MD3 Viewer (july 13, 2007), loads and displays a player and a weapon. Supports lighting,
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#define GL_UNSIGNED_INT 0x1405#define GL_FLOAT 0x1406#define GL_2_BYTES 0x1407#define GL_3_BYTES 0x1408#define GL_4_BYTES 0x1409#define GL_DOUBLE 0x140A#define GL_NONE 0#define GL_FRONT_LEFT 0x0400#define GL_FRONT_RIGHT 0x0401#define GL_BACK_LEFT 0x0402#define GL_BACK_RIGHT 0x0403#define GL_FRONT 0x0404#define GL_BACK 0x0405#define GL_LEFT 0x0406#define GL_RIGHT 0x0407#define GL_FRONT_AND_BACK 0x0408#define GL_AUX0 0x0409#define GL_AUX1 0x040A#define GL_AUX2 0x040B#define GL_AUX3 0x040C#define GL_NO_ERROR 0#define GL_INVALID_ENUM 0x0500#define GL_INVALID_VALUE 0x0501#define GL_INVALID_OPERATION 0x0502#define GL_STACK_OVERFLOW 0x0503#define GL_STACK_UNDERFLOW 0x0504#define GL_OUT_OF_MEMORY 0x0505#define GL_2D 0x0600#define GL_3D 0x0601#define GL_3D_COLOR 0x0602#define GL_3D_COLOR_TEXTURE 0x0603#define GL_4D_COLOR_TEXTURE 0x0604#define GL_PASS_THROUGH_TOKEN 0x0700#define GL_POINT_TOKEN 0x0701#define GL_LINE_TOKEN 0x0702#define GL_POLYGON_TOKEN 0x0703#define GL_BITMAP_TOKEN 0x0704#define GL_DRAW_PIXEL_TOKEN 0x0705#define GL_COPY_PIXEL_TOKEN 0x0706#define GL_LINE_RESET_TOKEN 0x0707#define GL_EXP 0x0800#define GL_EXP2 0x0801#define GL_CW 0x0900#define GL_CCW 0x0901#define GL_COEFF 0x0A00#define GL_ORDER 0x0A01#define GL_DOMAIN 0x0A02#define GL_CURRENT_COLOR 0x0B00#define GL_CURRENT_INDEX 0x0B01#define GL_CURRENT_NORMAL 0x0B02#define GL_CURRENT_TEXTURE_COORDS 0x0B03#define GL_CURRENT_RASTER_COLOR 0x0B04#define GL_CURRENT_RASTER_INDEX 0x0B05#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06#define GL_CURRENT_RASTER_POSITION 0x0B07#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08#define GL_CURRENT_RASTER_DISTANCE 0x0B09#define GL_POINT_SMOOTH 0x0B10#define GL_POINT_SIZE 0x0B11#define GL_POINT_SIZE_RANGE 0x0B12#define GL_POINT_SIZE_GRANULARITY 0x0B13#define GL_LINE_SMOOTH 0x0B20#define GL_LINE_WIDTH 0x0B21#define GL_LINE_WIDTH_RANGE 0x0B22#define GL_LINE_WIDTH_GRANULARITY 0x0B23#define GL_LINE_STIPPLE 0x0B24#define GL_LINE_STIPPLE_PATTERN 0x0B25#define GL_LINE_STIPPLE_REPEAT 0x0B26#define GL_LIST_MODE 0x0B30#define GL_MAX_LIST_NESTING 0x0B31#define GL_LIST_BASE 0x0B32#define GL_LIST_INDEX 0x0B33#define GL_POLYGON_MODE 0x0B40#define GL_POLYGON_SMOOTH 0x0B41#define GL_POLYGON_STIPPLE 0x0B42#define GL_EDGE_FLAG 0x0B43#define GL_CULL_FACE 0x0B44#define GL_CULL_FACE_MODE 0x0B45#define GL_FRONT_FACE 0x0B46#define GL_LIGHTING 0x0B50#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52#define GL_LIGHT_MODEL_AMBIENT 0x0B53#define GL_SHADE_MODEL 0x0B54#define GL_COLOR_MATERIAL_FACE 0x0B55#define GL_COLOR_MATERIAL_PARAMETER 0x0B56#define GL_COLOR_MATERIAL 0x0B57#define GL_FOG 0x0B60#define GL_FOG_INDEX 0x0B61#define GL_FOG_DENSITY 0x0B62#define GL_FOG_START 0x0B63#define GL_FOG_END 0x0B64#define GL_FOG_MODE 0x0B65#define GL_FOG_COLOR 0x0B66#define GL_DEPTH_RANGE 0x0B70#define GL_DEPTH_TEST 0x0B71#define GL_DEPTH_WRITEMASK 0x0B72#define GL_DEPTH_CLEAR_VALUE 0x0B73#define GL_DEPTH_FUNC 0x0B74#define GL_ACCUM_CLEAR_VALUE 0x0B80#define GL_STENCIL_TEST 0x0B90#define GL_STENCIL_CLEAR_VALUE 0x0B91#define GL_STENCIL_FUNC 0x0B92#define GL_STENCIL_VALUE_MASK 0x0B93#define GL_STENCIL_FAIL 0x0B94#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96#define GL_STENCIL_REF 0x0B97#define GL_STENCIL_WRITEMASK 0x0B98#define GL_MATRIX_MODE 0x0BA0#define GL_NORMALIZE 0x0BA1#define GL_VIEWPORT 0x0BA2#define GL_MODELVIEW_STACK_DEPTH 0x0BA3#define GL_PROJECTION_STACK_DEPTH 0x0BA4#define GL_TEXTURE_STACK_DEPTH 0x0BA5#define GL_MODELVIEW_MATRIX 0x0BA6#define GL_PROJECTION_MATRIX 0x0BA7#define GL_TEXTURE_MATRIX 0x0BA8#define GL_ATTRIB_STACK_DEPTH 0x0BB0#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1#define GL_ALPHA_TEST 0x0BC0#define GL_ALPHA_TEST_FUNC 0x0BC1#define GL_ALPHA_TEST_REF 0x0BC2#define GL_DITHER 0x0BD0#define GL_BLEND_DST 0x0BE0#define GL_BLEND_SRC 0x0BE1#define GL_BLEND 0x0BE2#define GL_LOGIC_OP_MODE 0x0BF0#define GL_INDEX_LOGIC_OP 0x0BF1#define GL_COLOR_LOGIC_OP 0x0BF2#define GL_AUX_BUFFERS 0x0C00#define GL_DRAW_BUFFER 0x0C01#define GL_READ_BUFFER 0x0C02#define GL_SCISSOR_BOX 0x0C10#define GL_SCISSOR_TEST 0x0C11#define GL_INDEX_CLEAR_VALUE 0x0C20#define GL_INDEX_WRITEMASK 0x0C21#define GL_COLOR_CLEAR_VALUE 0x0C22#define GL_COLOR_WRITEMASK 0x0C23#define GL_INDEX_MODE 0x0C30#define GL_RGBA_MODE 0x0C31#define GL_DOUBLEBUFFER 0x0C32#define GL_STEREO 0x0C33#define GL_RENDER_MODE 0x0C40#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50#define GL_POINT_SMOOTH_HINT 0x0C51#define GL_LINE_SMOOTH_HINT 0x0C52#define GL_POLYGON_SMOOTH_HINT 0x0C53#define GL_FOG_HINT 0x0C54#define GL_TEXTURE_GEN_S 0x0C60#define GL_TEXTURE_GEN_T 0x0C61#define GL_TEXTURE_GEN_R 0x0C62#define GL_TEXTURE_GEN_Q 0x0C63#define GL_PIXEL_MAP_I_TO_I 0x0C70#define GL_PIXEL_MAP_S_TO_S 0x0C71#define GL_PIXEL_MAP_I_TO_R 0x0C72#define GL_PIXEL_MAP_I_TO_G 0x0C73#define GL_PIXEL_MAP_I_TO_B 0x0C74#define GL_PIXEL_MAP_I_TO_A 0x0C75#define GL_PIXEL_MAP_R_TO_R 0x0C76#define GL_PIXEL_MAP_G_TO_G 0x0C77#define GL_PIXEL_MAP_B_TO_B 0x0C78#define GL_PIXEL_MAP_A_TO_A 0x0C79#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9#define GL_UNPACK_SWAP_BYTES 0x0CF0#define GL_UNPACK_LSB_FIRST 0x0CF1#define GL_UNPACK_ROW_LENGTH 0x0CF2#define GL_UNPACK_SKIP_ROWS 0x0CF3#define GL_UNPACK_SKIP_PIXELS 0x0CF4#define GL_UNPACK_ALIGNMENT 0x0CF5#define GL_PACK_SWAP_BYTES 0x0D00#define GL_PACK_LSB_FIRST 0x0D01#define GL_PACK_ROW_LENGTH 0x0D02#define GL_PACK_SKIP_ROWS 0x0D03#define GL_PACK_SKIP_PIXELS 0x0D04#define GL_PACK_ALIGNMENT 0x0D05#define GL_MAP_COLOR 0x0D10#define GL_MAP_STENCIL 0x0D11#define GL_INDEX_SHIFT 0x0D12#define GL_INDEX_OFFSET 0x0D13#define GL_RED_SCALE 0x0D14#define GL_RED_BIAS 0x0D15#define GL_ZOOM_X 0x0D16#define GL_ZOOM_Y 0x0D17#define GL_GREEN_SCALE 0x0D18#define GL_GREEN_BIAS 0x0D19#define GL_BLUE_SCALE 0x0D1A#define GL_BLUE_BIAS 0x0D1B#define GL_ALPHA_SCALE 0x0D1C#define GL_ALPHA_BIAS 0x0D1D#define GL_DEPTH_SCALE 0x0D1E#define GL_DEPTH_BIAS 0x0D1F#define GL_MAX_EVAL_ORDER 0x0D30#define GL_MAX_LIGHTS 0x0D31#define GL_MAX_CLIP_PLANES 0x0D32#define GL_MAX_TEXTURE_SIZE 0x0D33#define GL_MAX_PIXEL_MAP_TABLE 0x0D34#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36#define GL_MAX_NAME_STACK_DEPTH 0x0D37#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39#define GL_MAX_VIEWPORT_DIMS 0x0D3A#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B#define GL_SUBPIXEL_BITS 0x0D50#define GL_INDEX_BITS 0x0D51#define GL_RED_BITS 0x0D52#define GL_GREEN_BITS 0x0D53#define GL_BLUE_BITS 0x0D54#define GL_ALPHA_BITS 0x0D55#define GL_DEPTH_BITS 0x0D56#define GL_STENCIL_BITS 0x0D57#define GL_ACCUM_RED_BITS 0x0D58#define GL_ACCUM_GREEN_BITS 0x0D59#define GL_ACCUM_BLUE_BITS 0x0D5A#define GL_ACCUM_ALPHA_BITS 0x0D5B#define GL_NAME_STACK_DEPTH 0x0D70#define GL_AUTO_NORMAL 0x0D80#define GL_MAP1_COLOR_4 0x0D90#define GL_MAP1_INDEX 0x0D91#define GL_MAP1_NORMAL 0x0D92#define GL_MAP1_TEXTURE_COORD_1 0x0D93#define GL_MAP1_TEXTURE_COORD_2 0x0D94#define GL_MAP1_TEXTURE_COORD_3 0x0D95#define GL_MAP1_TEXTURE_COORD_4 0x0D96#define GL_MAP1_VERTEX_3 0x0D97#define GL_MAP1_VERTEX_4 0x0D98#define GL_MAP2_COLOR_4 0x0DB0#define GL_MAP2_INDEX 0x0DB1#define GL_MAP2_NORMAL 0x0DB2#define GL_MAP2_TEXTURE_COORD_1 0x0DB3#define GL_MAP2_TEXTURE_COORD_2 0x0DB4#define GL_MAP2_TEXTURE_COORD_3 0x0DB5#define GL_MAP2_TEXTURE_COORD_4 0x0DB6#define GL_MAP2_VERTEX_3 0x0DB7#define GL_MAP2_VERTEX_4 0x0DB8#define GL_MAP1_GRID_DOMAIN 0x0DD0#define GL_MAP1_GRID_SEGMENTS 0x0DD1#define GL_MAP2_GRID_DOMAIN 0x0DD2#define GL_MAP2_GRID_SEGMENTS 0x0DD3#define GL_TEXTURE_1D 0x0DE0#define GL_TEXTURE_2D 0x0DE1#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2#define GL_SELECTION_BUFFER_POINTER 0x0DF3#define GL_SELECTION_BUFFER_SIZE 0x0DF4#define GL_TEXTURE_WIDTH 0x1000#define GL_TEXTURE_HEIGHT 0x1001#define GL_TEXTURE_INTERNAL_FORMAT 0x1003#define GL_TEXTURE_BORDER_COLOR 0x1004#define GL_TEXTURE_BORDER 0x1005#define GL_DONT_CARE 0x1100#define GL_FASTEST 0x1101#define GL_NICEST 0x1102#define GL_LIGHT0 0x4000#define GL_LIGHT1 0x4001#define GL_LIGHT2 0x4002#define GL_LIGHT3 0x4003#define GL_LIGHT4 0x4004#define GL_LIGHT5 0x4005#define GL_LIGHT6 0x4006#define GL_LIGHT7 0x4007#define GL_AMBIENT 0x1200#define GL_DIFFUSE 0x1201#define GL_SPECULAR 0x1202#define GL_POSITION 0x1203#define GL_SPOT_DIRECTION 0x1204#define GL_SPOT_EXPONENT 0x1205#define GL_SPOT_CUTOFF 0x1206#define GL_CONSTANT_ATTENUATION 0x1207#define GL_LINEAR_ATTENUATION 0x1208#define GL_QUADRATIC_ATTENUATION 0x1209#define GL_COMPILE 0x1300#define GL_COMPILE_AND_EXECUTE 0x1301#define GL_CLEAR 0x1500#define GL_AND 0x1501#define GL_AND_REVERSE 0x1502#define GL_COPY 0x1503

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