GLboolean glIsBuffer(GLuint buffer) { return FNPTR(IsBuffer)(buffer); } GLboolean glIsEnabled(GLenum cap) { return FNPTR(IsEnabled)(cap); } GLboolean glIsFramebuffer(GLuint framebuffer) { return FNPTR(IsFramebuffer)(framebuffer); } GLboolean glIsProgram(GLuint program) { return FNPTR(IsProgram)(program); } GLboolean glIsRenderbuffer(GLuint renderbuffer) { return FNPTR(IsRenderbuffer)(renderbuffer); } GLboolean glIsShader(GLuint shader) { return FNPTR(IsShader)(shader); } GLboolean glIsTexture(GLuint texture) { return FNPTR(IsTexture)(texture); } GLenum glCheckFramebufferStatus(GLenum target) { return FNPTR(CheckFramebufferStatus)(target); } GLenum glGetError(void) { return FNPTR(GetError)(); } GLint glGetAttribLocation(GLuint program, const char* name) { return FNPTR(GetAttribLocation)(program, name); } GLint glGetUniformLocation(GLuint program, const char* name) { return FNPTR(GetUniformLocation)(program, name); } GLuint glCreateProgram(void) { return FNPTR(CreateProgram)(); } GLuint glCreateShader(GLenum type) { return FNPTR(CreateShader)(type); } const GLubyte* glGetString(GLenum name) { return FNPTR(GetString)(name); } void glActiveTexture(GLenum texture) { FNPTR(ActiveTexture)(texture); } void glAlphaFunc(GLenum func, GLclampf ref) { FNPTR(AlphaFunc)(func, ref); } void glAttachShader(GLuint program, GLuint shader) { FNPTR(AttachShader)(program, shader); } void glBindAttribLocation(GLuint program, GLuint index, const char* name) { FNPTR(BindAttribLocation)(program, index, name); } void glBindBuffer(GLenum target, GLuint buffer) { FNPTR(BindBuffer)(target, buffer); } void glBindFramebuffer(GLenum target, GLuint framebuffer) { FNPTR(BindFramebuffer)(target, framebuffer); } void glBindRenderbuffer(GLenum target, GLuint renderbuffer) { FNPTR(BindRenderbuffer)(target, renderbuffer); } void glBindTexture(GLenum target, GLuint texture) { FNPTR(BindTexture)(target, texture); } void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { FNPTR(BlendColor)(red, green, blue, alpha); } void glBlendEquation(GLenum mode) { FNPTR(BlendEquation)(mode); } void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { FNPTR(BlendEquationSeparate)(modeRGB, modeAlpha); } void glBlendFunc(GLenum sfactor, GLenum dfactor) { FNPTR(BlendFunc)(sfactor, dfactor); } void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { FNPTR(BlendFuncSeparate)(srcRGB, dstRGB, srcAlpha, dstAlpha); } void glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage) { FNPTR(BufferData)(target, size, data, usage); } void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { FNPTR(BufferSubData)(target, offset, size, data); } void glClear(GLbitfield mask) { FNPTR(Clear)(mask); } void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { FNPTR(ClearColor)(red, green, blue, alpha); } void glClearColorx(GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha) { FNPTR(ClearColorx)(red, green, blue, alpha); } void glClearDepthf(GLclampf depth) { FNPTR(ClearDepthf)(depth); } void glClearStencil(GLint s) { FNPTR(ClearStencil)(s); } void glClientActiveTexture(GLenum texture) { FNPTR(ClientActiveTexture)(texture); } void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { FNPTR(Color4f)(red, green, blue, alpha); } void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) { FNPTR(Color4ub)(red, green, blue, alpha); } void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { FNPTR(ColorMask)(red, green, blue, alpha); } void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) { FNPTR(ColorPointer)(size, type, stride, pointer); } void glCompileShader(GLuint shader) { FNPTR(CompileShader)(shader); } void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { FNPTR(CompressedTexImage2D)(target, level, internalformat, width, height, border, imageSize, data); } void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { FNPTR(CompressedTexSubImage2D)(target, level, xoffset, yoffset, width, height, format, imageSize, data); } void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { FNPTR(CopyTexImage2D)(target, level, internalformat, x, y, width, height, border); } void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { FNPTR(CopyTexSubImage2D)(target, level, xoffset, yoffset, x, y, width, height); } void glCullFace(GLenum mode) { FNPTR(CullFace)(mode); } void glDeleteBuffers(GLsizei n, const GLuint* buffers) { FNPTR(DeleteBuffers)(n, buffers); } void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { FNPTR(DeleteFramebuffers)(n, framebuffers); } void glDeleteProgram(GLuint program) { FNPTR(DeleteProgram)(program); } void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { FNPTR(DeleteRenderbuffers)(n, renderbuffers); } void glDeleteShader(GLuint shader) { FNPTR(DeleteShader)(shader); } void glDeleteTextures(GLsizei n, const GLuint* textures) { FNPTR(DeleteTextures)(n, textures); } void glDepthFunc(GLenum func) { FNPTR(DepthFunc)(func); } void glDepthMask(GLboolean flag) { FNPTR(DepthMask)(flag); } void glDepthRangef(GLclampf zNear, GLclampf zFar) { FNPTR(DepthRangef)(zNear, zFar); } void glDetachShader(GLuint program, GLuint shader) { FNPTR(DetachShader)(program, shader); } void glDisable(GLenum cap) { FNPTR(Disable)(cap); } void glDisableClientState(GLenum array) { FNPTR(DisableClientState)(array); } void glDisableVertexAttribArray(GLuint index) { FNPTR(DisableVertexAttribArray)(index); } void glDrawArrays(GLenum mode, GLint first, GLsizei count) { FNPTR(DrawArrays)(mode, first, count); } void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices) { FNPTR(DrawElements)(mode, count, type, indices); } void glEnable(GLenum cap) { FNPTR(Enable)(cap); } void glEnableClientState(GLenum array) { FNPTR(EnableClientState)(array); } void glEnableVertexAttribArray(GLuint index) { FNPTR(EnableVertexAttribArray)(index); } void glFinish(void) { FNPTR(Finish)(); } void glFlush(void) { FNPTR(Flush)(); } void glFogf(GLenum pname, GLfloat param) { FNPTR(Fogf)(pname, param); } void glFogfv(GLenum pname, const GLfloat* params) { FNPTR(Fogfv)(pname, params); } void glFogi(GLenum pname, GLint param) { FNPTR(Fogi)(pname, param); } void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { FNPTR(FramebufferRenderbuffer)(target, attachment, renderbuffertarget, renderbuffer); } void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { FNPTR(FramebufferTexture2D)(target, attachment, textarget, texture, level); } void glFrontFace(GLenum mode) { FNPTR(FrontFace)(mode); } void glGenBuffers(GLsizei n, GLuint* buffers) { FNPTR(GenBuffers)(n, buffers); } void glGenFramebuffers(GLsizei n, GLuint* framebuffers) { FNPTR(GenFramebuffers)(n, framebuffers); } void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { FNPTR(GenRenderbuffers)(n, renderbuffers); } void glGenTextures(GLsizei n, GLuint* textures) { FNPTR(GenTextures)(n, textures); } void glGenerateMipmap(GLenum target) { FNPTR(GenerateMipmap)(target); } void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { FNPTR(GetActiveAttrib)(program, index, bufsize, length, size, type, name); } void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) { FNPTR(GetActiveUniform)(program, index, bufsize, length, size, type, name); } void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { FNPTR(GetAttachedShaders)(program, maxcount, count, shaders); } void glGetBooleanv(GLenum pname, GLboolean* params) { FNPTR(GetBooleanv)(pname, params); } void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { FNPTR(GetBufferParameteriv)(target, pname, params); } void glGetFloatv(GLenum pname, GLfloat* params) { FNPTR(GetFloatv)(pname, params); } void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { FNPTR(GetFramebufferAttachmentParameteriv)(target, attachment, pname, params); } void glGetIntegerv(GLenum pname, GLint* params) { FNPTR(GetIntegerv)(pname, params); } void glGetLightfv(GLenum light, GLenum pname, GLfloat* params) { FNPTR(GetLightfv)(light, pname, params); } void glGetMaterialfv(GLenum face, GLenum pname, GLfloat* params) { FNPTR(GetMaterialfv)(face, pname, params); } void glGetPointerv(GLenum pname, void** params) { FNPTR(GetPointerv)(pname, params); } void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) { FNPTR(GetProgramInfoLog)(program, bufsize, length, infolog); } void glGetProgramiv(GLuint program, GLenum pname, GLint* params) { FNPTR(GetProgramiv)(program, pname, params); } void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { FNPTR(GetRenderbufferParameteriv)(target, pname, params); } void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog) { FNPTR(GetShaderInfoLog)(shader, bufsize, length, infolog); } void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source) { FNPTR(GetShaderSource)(shader, bufsize, length, source); } void glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { FNPTR(GetShaderiv)(shader, pname, params); } void glGetTexEnvfv(GLenum env, GLenum pname, GLfloat* params) { FNPTR(GetTexEnvfv)(env, pname, params); } void glGetTexEnviv(GLenum env, GLenum pname, GLint* params) { FNPTR(GetTexEnviv)(env, pname, params); } void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { FNPTR(GetTexParameterfv)(target, pname, params); } void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { FNPTR(GetTexParameteriv)(target, pname, params); } void glGetUniformfv(GLuint program, GLint location, GLfloat* params) { FNPTR(GetUniformfv)(program, location, params); } void glGetUniformiv(GLuint program, GLint location, GLint* params) { FNPTR(GetUniformiv)(program, location, params); } void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer) { FNPTR(GetVertexAttribPointerv)(index, pname, pointer); } void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { FNPTR(GetVertexAttribfv)(index, pname, params); } void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { FNPTR(GetVertexAttribiv)(index, pname, params); } void glHint(GLenum target, GLenum mode) { FNPTR(Hint)(target, mode); } void glLightModelf(GLenum pname, GLfloat param) { FNPTR(LightModelf)(pname, param); } void glLightModelfv(GLenum pname, const GLfloat* params) { FNPTR(LightModelfv)(pname, params); } void glLightf(GLenum light, GLenum pname, GLfloat param) { FNPTR(Lightf)(light, pname, param); } void glLightfv(GLenum light, GLenum pname, const GLfloat* params) { FNPTR(Lightfv)(light, pname, params); } void glLineWidth(GLfloat width) { FNPTR(LineWidth)(width); } void glLinkProgram(GLuint program) { FNPTR(LinkProgram)(program); } void glLoadIdentity(void) { FNPTR(LoadIdentity)(); } void glLoadMatrixf(const GLfloat* m) { FNPTR(LoadMatrixf)(m); } void glLogicOp(GLenum opcode) { FNPTR(LogicOp)(opcode); } void glMaterialf(GLenum face, GLenum pname, GLfloat param) { FNPTR(Materialf)(face, pname, param); } void glMaterialfv(GLenum face, GLenum pname, const GLfloat* params) { FNPTR(Materialfv)(face, pname, params); } void glMatrixMode(GLenum mode) { FNPTR(MatrixMode)(mode); } void glMultMatrixf(const GLfloat* m) { FNPTR(MultMatrixf)(m); } void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) { FNPTR(MultiTexCoord4f)(target, s, t, r, q); } void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) { FNPTR(Normal3f)(nx, ny, nz); } void glNormalPointer(GLenum type, GLsizei stride, const GLvoid* pointer) { FNPTR(NormalPointer)(type, stride, pointer); } void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far) { FNPTR(Ortho)(left, right, bottom, top, near, far); } void glOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far) { FNPTR(Orthof)(left, right, bottom, top, near, far); } void glOrthox(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed near, GLfixed far) { FNPTR(Orthox)(left, right, bottom, top, near, far); } void glPixelStorei(GLenum pname, GLint param) { FNPTR(PixelStorei)(pname, param); } void glPointParameterf(GLenum pname, GLfloat param) { FNPTR(PointParameterf)(pname, param); } void glPointParameterfv(GLenum pname, const GLfloat* params) { FNPTR(PointParameterfv)(pname, params); } void glPointSize(GLfloat size) { FNPTR(PointSize)(size); } void glPolygonOffset(GLfloat factor, GLfloat units) { FNPTR(PolygonOffset)(factor, units); } void glPopMatrix(void) { FNPTR(PopMatrix)(); } void glPushMatrix(void) { FNPTR(PushMatrix)(); } void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { FNPTR(ReadPixels)(x, y, width, height, format, type, pixels); } void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { FNPTR(RenderbufferStorage)(target, internalformat, width, height); } void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { FNPTR(Rotatef)(angle, x, y, z); } void glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z) { FNPTR(Rotatex)(angle, x, y, z); } void glSampleCoverage(GLclampf value, GLboolean invert) { FNPTR(SampleCoverage)(value, invert); } void glScalef(GLfloat x, GLfloat y, GLfloat z) { FNPTR(Scalef)(x, y, z); } void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { FNPTR(Scissor)(x, y, width, height); } void glShadeModel(GLenum mode) { FNPTR(ShadeModel)(mode); } void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length) { FNPTR(ShaderSource)(shader, count, string, length); } void glStencilFunc(GLenum func, GLint ref, GLuint mask) { FNPTR(StencilFunc)(func, ref, mask); } void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { FNPTR(StencilFuncSeparate)(face, func, ref, mask); } void glStencilMask(GLuint mask) { FNPTR(StencilMask)(mask); } void glStencilMaskSeparate(GLenum face, GLuint mask) { FNPTR(StencilMaskSeparate)(face, mask); } void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { FNPTR(StencilOp)(fail, zfail, zpass); } void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { FNPTR(StencilOpSeparate)(face, fail, zfail, zpass); } void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) { FNPTR(TexCoordPointer)(size, type, stride, pointer); } void glTexEnvf(GLenum target, GLenum pname, GLfloat param) { FNPTR(TexEnvf)(target, pname, param); } void glTexEnvfv(GLenum target, GLenum pname, const GLfloat* params) { FNPTR(TexEnvfv)(target, pname, params); } void glTexEnvi(GLenum target, GLenum pname, GLint param) { FNPTR(TexEnvi)(target, pname, param); } void glTexEnviv(GLenum target, GLenum pname, const GLint* params) { FNPTR(TexEnviv)(target, pname, params); } void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { FNPTR(TexImage2D)(target, level, internalformat, width, height, border, format, type, pixels); } void glTexParameterf(GLenum target, GLenum pname, GLfloat param) { FNPTR(TexParameterf)(target, pname, param); } void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { FNPTR(TexParameterfv)(target, pname, params); } void glTexParameteri(GLenum target, GLenum pname, GLint param) { FNPTR(TexParameteri)(target, pname, param); } void glTexParameteriv(GLenum target, GLenum pname, const GLint* params) { FNPTR(TexParameteriv)(target, pname, params); } void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { FNPTR(TexSubImage2D)(target, level, xoffset, yoffset, width, height, format, type, pixels); } void glTranslatef(GLfloat x, GLfloat y, GLfloat z) { FNPTR(Translatef)(x, y, z); } void glTranslatex(GLfixed x, GLfixed y, GLfixed z) { FNPTR(Translatex)(x, y, z); } void glUniform1f(GLint location, GLfloat x) { FNPTR(Uniform1f)(location, x); } void glUniform1fv(GLint location, GLsizei count, const GLfloat* v) { FNPTR(Uniform1fv)(location, count, v); } void glUniform1i(GLint location, GLint x) { FNPTR(Uniform1i)(location, x); } void glUniform1iv(GLint location, GLsizei count, const GLint* v) { FNPTR(Uniform1iv)(location, count, v); } void glUniform2f(GLint location, GLfloat x, GLfloat y) { FNPTR(Uniform2f)(location, x, y); } void glUniform2fv(GLint location, GLsizei count, const GLfloat* v) { FNPTR(Uniform2fv)(location, count, v); } void glUniform2i(GLint location, GLint x, GLint y) { FNPTR(Uniform2i)(location, x, y); } void glUniform2iv(GLint location, GLsizei count, const GLint* v) { FNPTR(Uniform2iv)(location, count, v); } void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { FNPTR(Uniform3f)(location, x, y, z); } void glUniform3fv(GLint location, GLsizei count, const GLfloat* v) { FNPTR(Uniform3fv)(location, count, v); } void glUniform3i(GLint location, GLint x, GLint y, GLint z) { FNPTR(Uniform3i)(location, x, y, z); } void glUniform3iv(GLint location, GLsizei count, const GLint* v) { FNPTR(Uniform3iv)(location, count, v); } void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { FNPTR(Uniform4f)(location, x, y, z, w); } void glUniform4fv(GLint location, GLsizei count, const GLfloat* v) { FNPTR(Uniform4fv)(location, count, v); } void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { FNPTR(Uniform4i)(location, x, y, z, w); } void glUniform4iv(GLint location, GLsizei count, const GLint* v) { FNPTR(Uniform4iv)(location, count, v); } void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { FNPTR(UniformMatrix2fv)(location, count, transpose, value); } void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { FNPTR(UniformMatrix3fv)(location, count, transpose, value); } void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { FNPTR(UniformMatrix4fv)(location, count, transpose, value); } void glUseProgram(GLuint program) { FNPTR(UseProgram)(program); } void glValidateProgram(GLuint program) { FNPTR(ValidateProgram)(program); } void glVertexAttrib1f(GLuint indx, GLfloat x) { FNPTR(VertexAttrib1f)(indx, x); } void glVertexAttrib1fv(GLuint indx, const GLfloat* values) { FNPTR(VertexAttrib1fv)(indx, values); } void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { FNPTR(VertexAttrib2f)(indx, x, y); } void glVertexAttrib2fv(GLuint indx, const GLfloat* values) { FNPTR(VertexAttrib2fv)(indx, values); } void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) { FNPTR(VertexAttrib3f)(indx, x, y, z); } void glVertexAttrib3fv(GLuint indx, const GLfloat* values) { FNPTR(VertexAttrib3fv)(indx, values); } void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { FNPTR(VertexAttrib4f)(indx, x, y, z, w); } void glVertexAttrib4fv(GLuint indx, const GLfloat* values) { FNPTR(VertexAttrib4fv)(indx, values); } void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { FNPTR(VertexAttribPointer)(indx, size, type, normalized, stride, ptr); } void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) { FNPTR(VertexPointer)(size, type, stride, pointer); } void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { FNPTR(Viewport)(x, y, width, height); }