/* An OpenGL 1.1 has similar functions to GL_EXT_vertex_array, but GL_EXT_vertex_array provides a better API. Remap 1.1 functions so that one can use one API under Perl. */ #if !defined(GL_EXT_vertex_array) && defined (GL_VERSION_1_1) # define GL_VERTEX_ARRAY_EXT GL_VERTEX_ARRAY # define GL_NORMAL_ARRAY_EXT GL_NORMAL_ARRAY # define GL_COLOR_ARRAY_EXT GL_COLOR_ARRAY # define GL_INDEX_ARRAY_EXT GL_INDEX_ARRAY # define GL_TEXCOORD_ARRAY_EXT GL_TEXCOORD_ARRAY # define GL_EDGEFLAG_ARRAY_EXT GL_EDGEFLAG_ARRAY # define glArrayElementEXT glArrayElement # define glDrawArraysEXT glDrawArrays # define glVertexPointerEXT(size, type, stride, count, pointer) \ glVertexPointer((size), (type), (stride), (pointer)) # define glNormalPointerEXT(type, stride, count, pointer) \ glNormalPointer((type), (stride), (pointer)) # define glColorPointerEXT(size, type, stride, count, pointer) \ glColorPointer((size), (type), (stride), (pointer)) # define glIndexPointerEXT(type, stride, count, pointer) \ glIndexPointer((type), (stride), (pointer)) # define glTexCoordPointerEXT(size, type, stride, count, pointer) \ glTexCoordPointer((size), (type), (stride), (pointer)) # define glEdgeFlagPointerEXT(stride, count, pointer) \ glEdgeFlagPointer((stride), (pointer)) # define GL_EXT_vertex_array # define GL_EXT_vertex_array_is_faked # define GL_TEXTURE_COORD_ARRAY_EXT GL_TEXTURE_COORD_ARRAY # define GL_EDGE_FLAG_ARRAY_EXT GL_EDGE_FLAG_ARRAY # define GL_VERTEX_ARRAY_SIZE_EXT GL_VERTEX_ARRAY_SIZE # define GL_VERTEX_ARRAY_TYPE_EXT GL_VERTEX_ARRAY_TYPE # define GL_VERTEX_ARRAY_STRIDE_EXT GL_VERTEX_ARRAY_STRIDE # define GL_NORMAL_ARRAY_TYPE_EXT GL_NORMAL_ARRAY_TYPE # define GL_NORMAL_ARRAY_STRIDE_EXT GL_NORMAL_ARRAY_STRIDE # define GL_COLOR_ARRAY_SIZE_EXT GL_COLOR_ARRAY_SIZE # define GL_COLOR_ARRAY_TYPE_EXT GL_COLOR_ARRAY_TYPE # define GL_COLOR_ARRAY_STRIDE_EXT GL_COLOR_ARRAY_STRIDE # define GL_INDEX_ARRAY_TYPE_EXT GL_INDEX_ARRAY_TYPE # define GL_INDEX_ARRAY_STRIDE_EXT GL_INDEX_ARRAY_STRIDE # define GL_TEXTURE_COORD_ARRAY_SIZE_EXT GL_TEXTURE_COORD_ARRAY_SIZE # define GL_TEXTURE_COORD_ARRAY_TYPE_EXT GL_TEXTURE_COORD_ARRAY_TYPE # define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT GL_TEXTURE_COORD_ARRAY_STRIDE # define GL_EDGE_FLAG_ARRAY_STRIDE_EXT GL_EDGE_FLAG_ARRAY_STRIDE # define GL_VERTEX_ARRAY_POINTER_EXT GL_VERTEX_ARRAY_POINTER # define GL_NORMAL_ARRAY_POINTER_EXT GL_NORMAL_ARRAY_POINTER # define GL_COLOR_ARRAY_POINTER_EXT GL_COLOR_ARRAY_POINTER # define GL_INDEX_ARRAY_POINTER_EXT GL_INDEX_ARRAY_POINTER # define GL_TEXTURE_COORD_ARRAY_POINTER_EXT GL_TEXTURE_COORD_ARRAY_POINTER # define GL_EDGE_FLAG_ARRAY_POINTER_EXT GL_EDGE_FLAG_ARRAY_POINTER #endif #ifdef GL_VERSION_1_0 if (!strncmp(name, "GL_", 3)) { i(GL_FALSE) i(GL_TRUE) i(GL_BYTE) i(GL_UNSIGNED_BYTE) i(GL_SHORT) i(GL_UNSIGNED_SHORT) i(GL_INT) i(GL_UNSIGNED_INT) i(GL_FLOAT) i(GL_DOUBLE) i(GL_2_BYTES) i(GL_3_BYTES) i(GL_4_BYTES) i(GL_LINES) i(GL_POINTS) i(GL_LINE_STRIP) i(GL_LINE_LOOP) i(GL_TRIANGLES) i(GL_TRIANGLE_STRIP) i(GL_TRIANGLE_FAN) i(GL_QUADS) i(GL_QUAD_STRIP) i(GL_POLYGON) i(GL_EDGE_FLAG) i(GL_V2F) i(GL_V3F) i(GL_C4UB_V2F) i(GL_C4UB_V3F) i(GL_C3F_V3F) i(GL_N3F_V3F) i(GL_C4F_N3F_V3F) i(GL_T2F_V3F) i(GL_T4F_V4F) i(GL_T2F_C4UB_V3F) i(GL_T2F_C3F_V3F) i(GL_T2F_N3F_V3F) i(GL_T2F_C4F_N3F_V3F) i(GL_T4F_C4F_N3F_V4F) i(GL_MATRIX_MODE) i(GL_MODELVIEW) i(GL_PROJECTION) i(GL_TEXTURE) i(GL_POINT_SMOOTH) i(GL_POINT_SIZE) i(GL_POINT_SIZE_GRANULARITY) i(GL_POINT_SIZE_RANGE) i(GL_LINE_SMOOTH) i(GL_LINE_STIPPLE) i(GL_LINE_STIPPLE_PATTERN) i(GL_LINE_STIPPLE_REPEAT) i(GL_LINE_WIDTH) i(GL_LINE_WIDTH_GRANULARITY) i(GL_LINE_WIDTH_RANGE) i(GL_POINT) i(GL_LINE) i(GL_FILL) i(GL_CCW) i(GL_CW) i(GL_FRONT) i(GL_BACK) i(GL_CULL_FACE) i(GL_CULL_FACE_MODE) i(GL_POLYGON_SMOOTH) i(GL_POLYGON_STIPPLE) i(GL_FRONT_FACE) i(GL_POLYGON_MODE) i(GL_COMPILE) i(GL_COMPILE_AND_EXECUTE) i(GL_LIST_BASE) i(GL_LIST_INDEX) i(GL_LIST_MODE) i(GL_NEVER) i(GL_LESS) i(GL_GEQUAL) i(GL_LEQUAL) i(GL_GREATER) i(GL_NOTEQUAL) i(GL_EQUAL) i(GL_ALWAYS) i(GL_DEPTH_TEST) i(GL_DEPTH_BITS) i(GL_DEPTH_CLEAR_VALUE) i(GL_DEPTH_FUNC) i(GL_DEPTH_RANGE) i(GL_DEPTH_WRITEMASK) i(GL_DEPTH_COMPONENT) i(GL_LIGHTING) i(GL_LIGHT0) i(GL_LIGHT1) i(GL_LIGHT2) i(GL_LIGHT3) i(GL_LIGHT4) i(GL_LIGHT5) i(GL_LIGHT6) i(GL_LIGHT7) i(GL_SPOT_EXPONENT) i(GL_SPOT_CUTOFF) i(GL_CONSTANT_ATTENUATION) i(GL_LINEAR_ATTENUATION) i(GL_QUADRATIC_ATTENUATION) i(GL_AMBIENT) i(GL_DIFFUSE) i(GL_SPECULAR) i(GL_SHININESS) i(GL_EMISSION) i(GL_POSITION) i(GL_SPOT_DIRECTION) i(GL_AMBIENT_AND_DIFFUSE) i(GL_COLOR_INDEXES) i(GL_LIGHT_MODEL_TWO_SIDE) i(GL_LIGHT_MODEL_LOCAL_VIEWER) i(GL_LIGHT_MODEL_AMBIENT) i(GL_FRONT_AND_BACK) i(GL_SHADE_MODEL) i(GL_FLAT) i(GL_SMOOTH) i(GL_COLOR_MATERIAL) i(GL_COLOR_MATERIAL_FACE) i(GL_COLOR_MATERIAL_PARAMETER) i(GL_NORMALIZE) i(GL_CLIP_PLANE0) i(GL_CLIP_PLANE1) i(GL_CLIP_PLANE2) i(GL_CLIP_PLANE3) i(GL_CLIP_PLANE4) i(GL_CLIP_PLANE5) i(GL_ACCUM_RED_BITS) i(GL_ACCUM_GREEN_BITS) i(GL_ACCUM_BLUE_BITS) i(GL_ACCUM_ALPHA_BITS) i(GL_ACCUM_CLEAR_VALUE) i(GL_ACCUM) i(GL_ADD) i(GL_LOAD) i(GL_MULT) i(GL_RETURN) i(GL_ALPHA_TEST) i(GL_ALPHA_TEST_REF) i(GL_ALPHA_TEST_FUNC) i(GL_BLEND) i(GL_BLEND_SRC) i(GL_BLEND_DST) i(GL_ZERO) i(GL_ONE) i(GL_SRC_COLOR) i(GL_ONE_MINUS_SRC_COLOR) i(GL_DST_COLOR) i(GL_ONE_MINUS_DST_COLOR) i(GL_SRC_ALPHA) i(GL_ONE_MINUS_SRC_ALPHA) i(GL_DST_ALPHA) i(GL_ONE_MINUS_DST_ALPHA) i(GL_SRC_ALPHA_SATURATE) /* OS/2 PM implementation does not have these constants... */ #if !defined(GL_SRC_ALPHA_SATURATE) || defined(GL_CONSTANT_COLOR) i(GL_CONSTANT_COLOR) i(GL_ONE_MINUS_CONSTANT_COLOR) i(GL_CONSTANT_ALPHA) i(GL_ONE_MINUS_CONSTANT_ALPHA) #endif i(GL_FEEDBACK) i(GL_RENDER) i(GL_SELECT) i(GL_2D) i(GL_3D) i(GL_3D_COLOR) i(GL_3D_COLOR_TEXTURE) i(GL_4D_COLOR_TEXTURE) i(GL_POINT_TOKEN) i(GL_LINE_TOKEN) i(GL_LINE_RESET_TOKEN) i(GL_POLYGON_TOKEN) i(GL_BITMAP_TOKEN) i(GL_DRAW_PIXEL_TOKEN) i(GL_COPY_PIXEL_TOKEN) i(GL_PASS_THROUGH_TOKEN) i(GL_FEEDBACK_BUFFER_SIZE) i(GL_FEEDBACK_BUFFER_TYPE) i(GL_FOG) i(GL_FOG_MODE) i(GL_FOG_DENSITY) i(GL_FOG_COLOR) i(GL_FOG_INDEX) i(GL_FOG_START) i(GL_FOG_END) i(GL_LINEAR) i(GL_EXP) i(GL_EXP2) i(GL_LOGIC_OP) i(GL_LOGIC_OP_MODE) i(GL_CLEAR) i(GL_SET) i(GL_COPY) i(GL_COPY_INVERTED) i(GL_NOOP) i(GL_INVERT) i(GL_AND) i(GL_NAND) i(GL_OR) i(GL_NOR) i(GL_XOR) i(GL_EQUIV) i(GL_AND_REVERSE) i(GL_AND_INVERTED) i(GL_OR_REVERSE) i(GL_OR_INVERTED) i(GL_STENCIL_TEST) i(GL_STENCIL_WRITEMASK) i(GL_STENCIL_BITS) i(GL_STENCIL_FUNC) i(GL_STENCIL_VALUE_MASK) i(GL_STENCIL_REF) i(GL_STENCIL_FAIL) i(GL_STENCIL_PASS_DEPTH_PASS) i(GL_STENCIL_PASS_DEPTH_FAIL) i(GL_STENCIL_CLEAR_VALUE) i(GL_STENCIL_INDEX) i(GL_KEEP) i(GL_REPLACE) i(GL_INCR) i(GL_DECR) i(GL_NONE) i(GL_LEFT) i(GL_RIGHT) i(GL_FRONT) i(GL_BACK) i(GL_FRONT_AND_BACK) i(GL_FRONT_LEFT) i(GL_FRONT_RIGHT) i(GL_BACK_LEFT) i(GL_BACK_RIGHT) i(GL_AUX0) i(GL_AUX1) i(GL_AUX2) i(GL_AUX3) i(GL_COLOR_INDEX) i(GL_RED) i(GL_GREEN) i(GL_BLUE) i(GL_ALPHA) i(GL_LUMINANCE) i(GL_LUMINANCE_ALPHA) i(GL_ALPHA_BITS) i(GL_RED_BITS) i(GL_GREEN_BITS) i(GL_BLUE_BITS) i(GL_INDEX_BITS) i(GL_SUBPIXEL_BITS) i(GL_AUX_BUFFERS) i(GL_READ_BUFFER) i(GL_DRAW_BUFFER) i(GL_DOUBLEBUFFER) i(GL_STEREO) i(GL_BITMAP) i(GL_COLOR) i(GL_DEPTH) i(GL_STENCIL) i(GL_DITHER) i(GL_RGB) i(GL_RGBA) i(GL_MAX_LIST_NESTING) i(GL_MAX_ATTRIB_STACK_DEPTH) i(GL_MAX_MODELVIEW_STACK_DEPTH) i(GL_MAX_NAME_STACK_DEPTH) i(GL_MAX_PROJECTION_STACK_DEPTH) i(GL_MAX_TEXTURE_STACK_DEPTH) i(GL_MAX_EVAL_ORDER) i(GL_MAX_LIGHTS) i(GL_MAX_CLIP_PLANES) i(GL_MAX_TEXTURE_SIZE) i(GL_MAX_PIXEL_MAP_TABLE) i(GL_MAX_VIEWPORT_DIMS) i(GL_ATTRIB_STACK_DEPTH) i(GL_CLIENT_ATTRIB_STACK_DEPTH) i(GL_COLOR_CLEAR_VALUE) i(GL_COLOR_WRITEMASK) i(GL_CURRENT_INDEX) i(GL_CURRENT_COLOR) i(GL_CURRENT_NORMAL) i(GL_CURRENT_RASTER_COLOR) i(GL_CURRENT_RASTER_DISTANCE) i(GL_CURRENT_RASTER_INDEX) i(GL_CURRENT_RASTER_POSITION) i(GL_CURRENT_RASTER_TEXTURE_COORDS) i(GL_CURRENT_RASTER_POSITION_VALID) i(GL_CURRENT_TEXTURE_COORDS) i(GL_INDEX_CLEAR_VALUE) i(GL_INDEX_MODE) i(GL_INDEX_WRITEMASK) i(GL_MODELVIEW_MATRIX) i(GL_MODELVIEW_STACK_DEPTH) i(GL_NAME_STACK_DEPTH) i(GL_PROJECTION_MATRIX) i(GL_PROJECTION_STACK_DEPTH) i(GL_RENDER_MODE) i(GL_RGBA_MODE) i(GL_TEXTURE_MATRIX) i(GL_TEXTURE_STACK_DEPTH) i(GL_VIEWPORT) i(GL_AUTO_NORMAL) i(GL_MAP1_COLOR_4) i(GL_MAP1_GRID_DOMAIN) i(GL_MAP1_GRID_SEGMENTS) i(GL_MAP1_INDEX) i(GL_MAP1_NORMAL) i(GL_MAP1_TEXTURE_COORD_1) i(GL_MAP1_TEXTURE_COORD_2) i(GL_MAP1_TEXTURE_COORD_3) i(GL_MAP1_TEXTURE_COORD_4) i(GL_MAP1_VERTEX_3) i(GL_MAP1_VERTEX_4) i(GL_MAP2_COLOR_4) i(GL_MAP2_GRID_DOMAIN) i(GL_MAP2_GRID_SEGMENTS) i(GL_MAP2_INDEX) i(GL_MAP2_NORMAL) i(GL_MAP2_TEXTURE_COORD_1) i(GL_MAP2_TEXTURE_COORD_2) i(GL_MAP2_TEXTURE_COORD_3) i(GL_MAP2_TEXTURE_COORD_4) i(GL_MAP2_VERTEX_3) i(GL_MAP2_VERTEX_4) i(GL_COEFF) i(GL_DOMAIN) i(GL_ORDER) i(GL_FOG_HINT) i(GL_LINE_SMOOTH_HINT) i(GL_PERSPECTIVE_CORRECTION_HINT) i(GL_POINT_SMOOTH_HINT) i(GL_POLYGON_SMOOTH_HINT) i(GL_DONT_CARE) i(GL_FASTEST) i(GL_NICEST) i(GL_SCISSOR_TEST) i(GL_SCISSOR_BOX) i(GL_MAP_COLOR) i(GL_MAP_STENCIL) i(GL_INDEX_SHIFT) i(GL_INDEX_OFFSET) i(GL_RED_SCALE) i(GL_RED_BIAS) i(GL_GREEN_SCALE) i(GL_GREEN_BIAS) i(GL_BLUE_SCALE) i(GL_BLUE_BIAS) i(GL_ALPHA_SCALE) i(GL_ALPHA_BIAS) i(GL_DEPTH_SCALE) i(GL_DEPTH_BIAS) i(GL_PIXEL_MAP_S_TO_S_SIZE) i(GL_PIXEL_MAP_I_TO_I_SIZE) i(GL_PIXEL_MAP_I_TO_R_SIZE) i(GL_PIXEL_MAP_I_TO_G_SIZE) i(GL_PIXEL_MAP_I_TO_B_SIZE) i(GL_PIXEL_MAP_I_TO_A_SIZE) i(GL_PIXEL_MAP_R_TO_R_SIZE) i(GL_PIXEL_MAP_G_TO_G_SIZE) i(GL_PIXEL_MAP_B_TO_B_SIZE) i(GL_PIXEL_MAP_A_TO_A_SIZE) i(GL_PIXEL_MAP_S_TO_S) i(GL_PIXEL_MAP_I_TO_I) i(GL_PIXEL_MAP_I_TO_R) i(GL_PIXEL_MAP_I_TO_G) i(GL_PIXEL_MAP_I_TO_B) i(GL_PIXEL_MAP_I_TO_A) i(GL_PIXEL_MAP_R_TO_R) i(GL_PIXEL_MAP_G_TO_G) i(GL_PIXEL_MAP_B_TO_B) i(GL_PIXEL_MAP_A_TO_A) i(GL_PACK_ALIGNMENT) i(GL_PACK_LSB_FIRST) i(GL_PACK_ROW_LENGTH) i(GL_PACK_SKIP_PIXELS) i(GL_PACK_SKIP_ROWS) i(GL_PACK_SWAP_BYTES) i(GL_UNPACK_ALIGNMENT) i(GL_UNPACK_LSB_FIRST) i(GL_UNPACK_ROW_LENGTH) i(GL_UNPACK_SKIP_PIXELS) i(GL_UNPACK_SKIP_ROWS) i(GL_UNPACK_SWAP_BYTES) i(GL_ZOOM_X) i(GL_ZOOM_Y) i(GL_TEXTURE_ENV) i(GL_TEXTURE_ENV_MODE) i(GL_TEXTURE_1D) i(GL_TEXTURE_2D) i(GL_TEXTURE_WRAP_S) i(GL_TEXTURE_WRAP_T) i(GL_TEXTURE_MAG_FILTER) i(GL_TEXTURE_MIN_FILTER) i(GL_TEXTURE_ENV_COLOR) i(GL_TEXTURE_GEN_S) i(GL_TEXTURE_GEN_T) i(GL_TEXTURE_GEN_MODE) i(GL_TEXTURE_BORDER_COLOR) i(GL_TEXTURE_WIDTH) i(GL_TEXTURE_HEIGHT) i(GL_TEXTURE_BORDER) i(GL_TEXTURE_COMPONENTS) i(GL_TEXTURE_RED_SIZE) i(GL_TEXTURE_GREEN_SIZE) i(GL_TEXTURE_BLUE_SIZE) i(GL_TEXTURE_ALPHA_SIZE) i(GL_TEXTURE_LUMINANCE_SIZE) i(GL_TEXTURE_INTENSITY_SIZE) i(GL_NEAREST_MIPMAP_NEAREST) i(GL_NEAREST_MIPMAP_LINEAR) i(GL_LINEAR_MIPMAP_NEAREST) i(GL_LINEAR_MIPMAP_LINEAR) i(GL_OBJECT_LINEAR) i(GL_OBJECT_PLANE) i(GL_EYE_LINEAR) i(GL_EYE_PLANE) i(GL_SPHERE_MAP) i(GL_DECAL) i(GL_MODULATE) i(GL_NEAREST) i(GL_REPEAT) i(GL_CLAMP) i(GL_S) i(GL_T) i(GL_R) i(GL_Q) i(GL_TEXTURE_GEN_R) i(GL_TEXTURE_GEN_Q) i(GL_VENDOR) i(GL_RENDERER) i(GL_VERSION) i(GL_EXTENSIONS) i(GL_INVALID_VALUE) i(GL_INVALID_ENUM) i(GL_INVALID_OPERATION) i(GL_STACK_OVERFLOW) i(GL_STACK_UNDERFLOW) i(GL_OUT_OF_MEMORY) #ifdef GL_VERSION_1_1 i(GL_TEXTURE_RESIDENT) i(GL_TEXTURE_BINDING_1D) i(GL_TEXTURE_BINDING_2D) i(GL_TEXTURE_PRIORITY) i(GL_PROXY_TEXTURE_1D) i(GL_PROXY_TEXTURE_2D) i(GL_FEEDBACK_BUFFER_POINTER) i(GL_VERTEX_ARRAY) i(GL_NORMAL_ARRAY) i(GL_COLOR_ARRAY) i(GL_INDEX_ARRAY) i(GL_TEXTURE_COORD_ARRAY) i(GL_EDGE_FLAG_ARRAY) i(GL_VERTEX_ARRAY_SIZE) i(GL_VERTEX_ARRAY_TYPE) i(GL_VERTEX_ARRAY_STRIDE) i(GL_NORMAL_ARRAY_TYPE) i(GL_NORMAL_ARRAY_STRIDE) i(GL_COLOR_ARRAY_SIZE) i(GL_COLOR_ARRAY_TYPE) i(GL_COLOR_ARRAY_STRIDE) i(GL_INDEX_ARRAY_TYPE) i(GL_INDEX_ARRAY_STRIDE) i(GL_TEXTURE_COORD_ARRAY_SIZE) i(GL_TEXTURE_COORD_ARRAY_TYPE) i(GL_TEXTURE_COORD_ARRAY_STRIDE) i(GL_EDGE_FLAG_ARRAY_STRIDE) i(GL_VERTEX_ARRAY_POINTER) i(GL_NORMAL_ARRAY_POINTER) i(GL_COLOR_ARRAY_POINTER) i(GL_INDEX_ARRAY_POINTER) i(GL_TEXTURE_COORD_ARRAY_POINTER) i(GL_EDGE_FLAG_ARRAY_POINTER) i(GL_POLYGON_OFFSET_FACTOR) i(GL_POLYGON_OFFSET_UNITS) i(GL_POLYGON_OFFSET_POINT) i(GL_POLYGON_OFFSET_LINE) i(GL_POLYGON_OFFSET_FILL) i(GL_INDEX_LOGIC_OP) i(GL_COLOR_LOGIC_OP) i(GL_ALPHA4) i(GL_ALPHA8) i(GL_ALPHA12) i(GL_ALPHA16) i(GL_LUMINANCE4) i(GL_LUMINANCE8) i(GL_LUMINANCE12) i(GL_LUMINANCE16) i(GL_LUMINANCE4_ALPHA4) i(GL_LUMINANCE6_ALPHA2) i(GL_LUMINANCE8_ALPHA8) i(GL_LUMINANCE12_ALPHA4) i(GL_LUMINANCE12_ALPHA12) i(GL_LUMINANCE16_ALPHA16) i(GL_INTENSITY) i(GL_INTENSITY4) i(GL_INTENSITY8) i(GL_INTENSITY12) i(GL_INTENSITY16) i(GL_R3_G3_B2) i(GL_RGB4) i(GL_RGB5) i(GL_RGB8) i(GL_RGB10) i(GL_RGB12) i(GL_RGB16) i(GL_RGBA2) i(GL_RGBA4) i(GL_RGB5_A1) i(GL_RGBA8) i(GL_RGB10_A2) i(GL_RGBA12) i(GL_RGBA16) #endif #ifdef GL_VERSION_1_2 /* Texture3D */ i(GL_PACK_SKIP_IMAGES) i(GL_PACK_IMAGE_HEIGHT) i(GL_UNPACK_SKIP_IMAGES) i(GL_UNPACK_IMAGE_HEIGHT) i(GL_TEXTURE_3D) i(GL_PROXY_TEXTURE_3D) i(GL_TEXTURE_DEPTH) i(GL_TEXTURE_WRAP_R) i(GL_MAX_3D_TEXTURE_SIZE) i(GL_TEXTURE_BINDING_3D) /* BGR */ i(GL_BGR) i(GL_BGRA) /* Packed pixels */ i(GL_UNSIGNED_BYTE_3_3_2) i(GL_UNSIGNED_BYTE_2_3_3_REV) i(GL_UNSIGNED_SHORT_5_6_5) i(GL_UNSIGNED_SHORT_5_6_5_REV) i(GL_UNSIGNED_SHORT_4_4_4_4) i(GL_UNSIGNED_SHORT_4_4_4_4_REV) i(GL_UNSIGNED_SHORT_5_5_5_1) i(GL_UNSIGNED_SHORT_1_5_5_5_REV) i(GL_UNSIGNED_INT_8_8_8_8) i(GL_UNSIGNED_INT_8_8_8_8_REV) i(GL_UNSIGNED_INT_10_10_10_2) i(GL_UNSIGNED_INT_2_10_10_10_REV) /* Rescale normals */ i(GL_RESCALE_NORMAL) /* Separate specular color */ i(GL_LIGHT_MODEL_COLOR_CONTROL) i(GL_SINGLE_COLOR) i(GL_SEPARATE_SPECULAR_COLOR) /* texture_edge_clamp */ i(GL_CLAMP_TO_EDGE) /* texture_lod */ i(GL_TEXTURE_MIN_LOD) i(GL_TEXTURE_MAX_LOD) i(GL_TEXTURE_BASE_LEVEL) i(GL_TEXTURE_MAX_LEVEL) /* draw_range_elements*/ i(GL_MAX_ELEMENTS_VERTICES) i(GL_MAX_ELEMENTS_INDICES) #endif /* 2, see 37 */ /* 3 */ #if defined(GL_EXT_polygon_offset) i(GL_POLYGON_OFFSET_EXT) i(GL_POLYGON_OFFSET_FACTOR_EXT) i(GL_POLYGON_OFFSET_BIAS_EXT) #endif /* 4 */ #ifdef GL_EXT_texture i(GL_ALPHA4_EXT) i(GL_ALPHA8_EXT) i(GL_ALPHA12_EXT) i(GL_ALPHA16_EXT) i(GL_LUMINANCE4_EXT) i(GL_LUMINANCE8_EXT) i(GL_LUMINANCE12_EXT) i(GL_LUMINANCE16_EXT) i(GL_LUMINANCE4_ALPHA4_EXT) i(GL_LUMINANCE6_ALPHA2_EXT) i(GL_LUMINANCE8_ALPHA8_EXT) i(GL_LUMINANCE12_ALPHA4_EXT) i(GL_LUMINANCE12_ALPHA12_EXT) i(GL_LUMINANCE16_ALPHA16_EXT) i(GL_INTENSITY_EXT) i(GL_INTENSITY4_EXT) i(GL_INTENSITY8_EXT) i(GL_INTENSITY12_EXT) i(GL_INTENSITY16_EXT) i(GL_R3_G3_B2_EXT) i(GL_RGB4_EXT) i(GL_RGB5_EXT) i(GL_RGB8_EXT) i(GL_RGB10_EXT) i(GL_RGB12_EXT) i(GL_RGB16_EXT) i(GL_RGBA2_EXT) i(GL_RGBA4_EXT) i(GL_RGB5_A1_EXT) i(GL_RGBA8_EXT) i(GL_RGB10_A2_EXT) i(GL_RGBA12_EXT) i(GL_RGBA16_EXT) i(GL_TEXTURE_RED_SIZE_EXT) i(GL_TEXTURE_GREEN_SIZE_EXT) i(GL_TEXTURE_BLUE_SIZE_EXT) i(GL_TEXTURE_ALPHA_SIZE_EXT) i(GL_TEXTURE_LUMINANCE_SIZE_EXT) i(GL_TEXTURE_INTENSITY_SIZE_EXT) i(GL_REPLACE_EXT) i(GL_PROXY_TEXTURE_1D) i(GL_PROXY_TEXTURE_2D) i(GL_TEXTURE_TOO_LARGE_EXT) #endif /* 18 */ #ifdef GL_EXT_cmyka i(GL_CMYK_EXT) i(GL_CMYKA_EXT) i(GL_PACK_CMYK_HINT_EXT) i(GL_UNPACK_CMYK_HINT_EXT) #endif /* 20 */ #ifdef GL_EXT_texture_object i(GL_TEXTURE_PRIORITY_EXT) i(GL_TEXTURE_RESIDENT_EXT) i(GL_TEXTURE_1D_BINDING_EXT) i(GL_TEXTURE_2D_BINDING_EXT) #ifdef GL_EXT_texture3D i(GL_TEXTURE_3D_BINDING_EXT) #endif #endif /* 30 */ #if defined(GL_EXT_vertex_array) i(GL_VERTEX_ARRAY_EXT) i(GL_NORMAL_ARRAY_EXT) i(GL_COLOR_ARRAY_EXT) i(GL_INDEX_ARRAY_EXT) i(GL_TEXTURE_COORD_ARRAY_EXT) i(GL_EDGE_FLAG_ARRAY_EXT) i(GL_VERTEX_ARRAY_SIZE_EXT) i(GL_VERTEX_ARRAY_TYPE_EXT) i(GL_VERTEX_ARRAY_STRIDE_EXT) i(GL_NORMAL_ARRAY_TYPE_EXT) i(GL_NORMAL_ARRAY_STRIDE_EXT) i(GL_COLOR_ARRAY_SIZE_EXT) i(GL_COLOR_ARRAY_TYPE_EXT) i(GL_COLOR_ARRAY_STRIDE_EXT) i(GL_INDEX_ARRAY_TYPE_EXT) i(GL_INDEX_ARRAY_STRIDE_EXT) i(GL_TEXTURE_COORD_ARRAY_SIZE_EXT) i(GL_TEXTURE_COORD_ARRAY_TYPE_EXT) i(GL_TEXTURE_COORD_ARRAY_STRIDE_EXT) i(GL_EDGE_FLAG_ARRAY_STRIDE_EXT) i(GL_VERTEX_ARRAY_POINTER_EXT) i(GL_NORMAL_ARRAY_POINTER_EXT) i(GL_COLOR_ARRAY_POINTER_EXT) i(GL_INDEX_ARRAY_POINTER_EXT) i(GL_TEXTURE_COORD_ARRAY_POINTER_EXT) i(GL_EDGE_FLAG_ARRAY_POINTER_EXT) # ifndef GL_EXT_vertex_array_is_faked i(GL_VERTEX_ARRAY_COUNT_EXT) i(GL_NORMAL_ARRAY_COUNT_EXT) i(GL_COLOR_ARRAY_COUNT_EXT) i(GL_INDEX_ARRAY_COUNT_EXT) i(GL_TEXTURE_COORD_ARRAY_COUNT_EXT) i(GL_EDGE_FLAG_ARRAY_COUNT_EXT) # endif #endif /* 31 */ #ifdef GL_EXT_misc_attribute i(GL_MISC_BIT_EXT) #endif /* 37 & 2 */ #if defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_color) i(GL_CONSTANT_COLOR_EXT) i(GL_ONE_MINUS_CONSTANT_COLOR_EXT) i(GL_CONSTANT_ALPHA_EXT) i(GL_ONE_MINUS_CONSTANT_ALPHA_EXT) i(GL_BLEND_EQUATION_EXT) i(GL_MIN_EXT) i(GL_MAX_EXT) i(GL_FUNC_ADD_EXT) i(GL_FUNC_SUBTRACT_EXT) i(GL_FUNC_REVERSE_SUBTRACT_EXT) i(GL_BLEND_COLOR_EXT) #endif /* 44 */ #ifdef GL_EXT_abgr i(GL_ABGR_EXT) #endif /* 79 */ #if defined(GL_EXT_clip_volume_hint) && defined(GL_VOLUME_CLIPPING_HINT_EXT) i(GL_VOLUME_CLIPPING_HINT_EXT) #endif #if defined(GL_EXT_texture_priority) i(GL_TEXTURE_PRIORITY_EXT) i(GL_TEXTURE_RESIDENT_EXT) i(GL_TEXTURE_1D_BINDING_EXT) i(GL_TEXTURE_2D_BINDING_EXT) #endif #if defined(GL_EXT_texture3D) i(GL_PACK_SKIP_IMAGES_EXT) i(GL_PACK_IMAGE_HEIGHT_EXT) i(GL_UNPACK_SKIP_IMAGES_EXT) i(GL_UNPACK_IMAGE_HEIGHT_EXT) i(GL_TEXTURE_3D_EXT) i(GL_PROXY_TEXTURE_3D_EXT) i(GL_TEXTURE_DEPTH_EXT) i(GL_TEXTURE_WRAP_R_EXT) i(GL_MAX_3D_TEXTURE_SIZE_EXT) i(GL_TEXTURE_3D_BINDING_EXT) #endif #if defined(GL_EXT_paletted_texture) i(GL_TABLE_TOO_LARGE_EXT) i(GL_COLOR_TABLE_FORMAT_EXT) i(GL_COLOR_TABLE_WIDTH_EXT) i(GL_COLOR_TABLE_RED_SIZE_EXT) i(GL_COLOR_TABLE_GREEN_SIZE_EXT) i(GL_COLOR_TABLE_BLUE_SIZE_EXT) i(GL_COLOR_TABLE_ALPHA_SIZE_EXT) i(GL_COLOR_TABLE_LUMINANCE_SIZE_EXT) i(GL_COLOR_TABLE_INTENSITY_SIZE_EXT) i(GL_TEXTURE_INDEX_SIZE_EXT) i(GL_COLOR_INDEX1_EXT) i(GL_COLOR_INDEX2_EXT) i(GL_COLOR_INDEX4_EXT) i(GL_COLOR_INDEX8_EXT) i(GL_COLOR_INDEX12_EXT) i(GL_COLOR_INDEX16_EXT) #endif #if defined(GL_EXT_shared_texture_palette) i(GL_SHARED_TEXTURE_PALETTE_EXT) #endif #if defined(GL_EXT_point_parameters) i(GL_POINT_SIZE_MIN_EXT) i(GL_POINT_SIZE_MAX_EXT) i(GL_POINT_FADE_THRESHOLD_SIZE_EXT) i(GL_DISTANCE_ATTENUATION_EXT) #endif i(GL_CURRENT_BIT) i(GL_POINT_BIT) i(GL_LINE_BIT) i(GL_POLYGON_BIT) i(GL_POLYGON_STIPPLE_BIT) i(GL_PIXEL_MODE_BIT) i(GL_LIGHTING_BIT) i(GL_FOG_BIT) i(GL_DEPTH_BUFFER_BIT) i(GL_ACCUM_BUFFER_BIT) i(GL_STENCIL_BUFFER_BIT) i(GL_VIEWPORT_BIT) i(GL_TRANSFORM_BIT) i(GL_ENABLE_BIT) i(GL_COLOR_BUFFER_BIT) i(GL_HINT_BIT) i(GL_EVAL_BIT) i(GL_LIST_BIT) i(GL_TEXTURE_BIT) i(GL_SCISSOR_BIT) i(GL_ALL_ATTRIB_BITS) i(GL_CLIENT_PIXEL_STORE_BIT) i(GL_CLIENT_VERTEX_ARRAY_BIT) /* * Mesa 3D version 3.3 and 3.4 define GL_ALL_CLIENT_ATTRIB_BITS The * OpenGL Specification (1.1 and 1.2) defines this macro as well. Older * versions of Mesa3D used to have GL_CLIENT_ALL_ATTRIB_BITS. Older * versions of this module, and much code out there also uses this older * macro. * * To be fully backward compatible, but also to be correct, both will be * defined here, copied from each other. This should ensure that this * compiles and works against any OpenGL library that uses either, and * allow code that uses either. */ #if defined(GL_ALL_CLIENT_ATTRIB_BITS) && !defined(GL_CLIENT_ALL_ATTRIB_BITS) #define GL_CLIENT_ALL_ATTRIB_BITS GL_ALL_CLIENT_ATTRIB_BITS #else #define GL_ALL_CLIENT_ATTRIB_BITS GL_CLIENT_ALL_ATTRIB_BITS #endif i(GL_ALL_CLIENT_ATTRIB_BITS) i(GL_CLIENT_ALL_ATTRIB_BITS) } else #endif