| | |
| | | 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(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, glCullFace, (GLenum mode)) |
| | | SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range)) |
| | | SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint * textures)) |
| | | SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func)) |
| | | SDL_PROC(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(void, glDisableClientState, (GLenum array)) |
| | | SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count)) |
| | | 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, |
| | |
| | | (GLsizei stride, const GLvoid * pointer)) |
| | | SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag)) |
| | | SDL_PROC(void, glEnable, (GLenum cap)) |
| | | SDL_PROC(void, glEnableClientState, (GLenum array)) |
| | | 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(GLint, glRenderMode, (GLenum mode)) |
| | | SDL_PROC(void, glRotated, |
| | | (GLdouble angle, GLdouble x, GLdouble y, GLdouble z)) |
| | | SDL_PROC_UNUSED(void, glRotatef, |
| | | SDL_PROC(void, glRotatef, |
| | | (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)) |
| | | SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z)) |
| | | SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z)) |
| | | SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height)) |
| | | SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer)) |
| | | SDL_PROC_UNUSED(void, glShadeModel, (GLenum mode)) |
| | | SDL_PROC(void, glShadeModel, (GLenum mode)) |
| | | SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask)) |
| | | SDL_PROC_UNUSED(void, glStencilMask, (GLuint mask)) |
| | | SDL_PROC_UNUSED(void, glStencilOp, (GLenum fail, GLenum zfail, GLenum zpass)) |
| | |
| | | SDL_PROC_UNUSED(void, glVertex3d, (GLdouble x, GLdouble y, GLdouble z)) |
| | | SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble * v)) |
| | | SDL_PROC_UNUSED(void, glVertex3f, (GLfloat x, GLfloat y, GLfloat z)) |
| | | SDL_PROC_UNUSED(void, glVertex3fv, (const GLfloat * v)) |
| | | SDL_PROC(void, glVertex3fv, (const GLfloat * v)) |
| | | SDL_PROC_UNUSED(void, glVertex3i, (GLint x, GLint y, GLint z)) |
| | | SDL_PROC_UNUSED(void, glVertex3iv, (const GLint * v)) |
| | | SDL_PROC_UNUSED(void, glVertex3s, (GLshort x, GLshort y, GLshort z)) |
| | |
| | | SDL_PROC_UNUSED(void, glVertex4s, |
| | | (GLshort x, GLshort y, GLshort z, GLshort w)) |
| | | SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v)) |
| | | SDL_PROC(void, glVertexPointer, |
| | | SDL_PROC_UNUSED(void, glVertexPointer, |
| | | (GLint size, GLenum type, GLsizei stride, |
| | | const GLvoid * pointer)) |
| | | SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height)) |