New OpenGL thunk generation script.
diff --git a/dlls/opengl32/opengl_norm.c b/dlls/opengl32/opengl_norm.c
index 5112ce5..1ad6a74 100644
--- a/dlls/opengl32/opengl_norm.c
+++ b/dlls/opengl32/opengl_norm.c
@@ -4,3692 +4,3693 @@
#include "config.h"
#include "wine_gl.h"
+typedef const GLubyte * GLstring;
/***********************************************************************
- * glClearIndex
+ * glAccum
*/
-void WINAPI wine_glClearIndex(GLfloat c ) {
+void WINAPI wine_glAccum( GLenum op, GLfloat value ) {
ENTER_GL();
- glClearIndex(c);
+ glAccum( op, value );
LEAVE_GL();
}
/***********************************************************************
- * glClearColor
+ * glActiveTextureARB
*/
-void WINAPI wine_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
+void WINAPI wine_glActiveTextureARB( GLenum texture ) {
ENTER_GL();
- glClearColor(red, green, blue, alpha);
+ glActiveTextureARB( texture );
LEAVE_GL();
}
/***********************************************************************
- * glClear
+ * glAlphaFunc
*/
-void WINAPI wine_glClear(GLbitfield mask ) {
+void WINAPI wine_glAlphaFunc( GLenum func, GLclampf ref ) {
ENTER_GL();
- glClear(mask);
+ glAlphaFunc( func, ref );
LEAVE_GL();
}
/***********************************************************************
- * glIndexMask
+ * glAreTexturesResident
*/
-void WINAPI wine_glIndexMask(GLuint mask ) {
+GLboolean WINAPI wine_glAreTexturesResident( GLsizei n, GLuint* textures, GLboolean* residences ) {
+ GLboolean ret_value;
ENTER_GL();
- glIndexMask(mask);
+ ret_value = glAreTexturesResident( n, textures, residences );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glColorMask
+ * glArrayElement
*/
-void WINAPI wine_glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) {
+void WINAPI wine_glArrayElement( GLint i ) {
ENTER_GL();
- glColorMask(red, green, blue, alpha);
+ glArrayElement( i );
LEAVE_GL();
}
/***********************************************************************
- * glAlphaFunc
+ * glBegin
*/
-void WINAPI wine_glAlphaFunc(GLenum func, GLclampf ref ) {
+void WINAPI wine_glBegin( GLenum mode ) {
ENTER_GL();
- glAlphaFunc(func, ref);
+ glBegin( mode );
LEAVE_GL();
}
/***********************************************************************
- * glBlendFunc
+ * glBindTexture
*/
-void WINAPI wine_glBlendFunc(GLenum sfactor, GLenum dfactor ) {
+void WINAPI wine_glBindTexture( GLenum target, GLuint texture ) {
ENTER_GL();
- glBlendFunc(sfactor, dfactor);
+ glBindTexture( target, texture );
LEAVE_GL();
}
/***********************************************************************
- * glLogicOp
+ * glBitmap
*/
-void WINAPI wine_glLogicOp(GLenum opcode ) {
+void WINAPI wine_glBitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte* bitmap ) {
ENTER_GL();
- glLogicOp(opcode);
+ glBitmap( width, height, xorig, yorig, xmove, ymove, bitmap );
LEAVE_GL();
}
/***********************************************************************
- * glCullFace
+ * glBlendColor
*/
-void WINAPI wine_glCullFace(GLenum mode ) {
+void WINAPI wine_glBlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
ENTER_GL();
- glCullFace(mode);
+ glBlendColor( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glFrontFace
+ * glBlendEquation
*/
-void WINAPI wine_glFrontFace(GLenum mode ) {
+void WINAPI wine_glBlendEquation( GLenum mode ) {
ENTER_GL();
- glFrontFace(mode);
+ glBlendEquation( mode );
LEAVE_GL();
}
/***********************************************************************
- * glPointSize
+ * glBlendFunc
*/
-void WINAPI wine_glPointSize(GLfloat size ) {
+void WINAPI wine_glBlendFunc( GLenum sfactor, GLenum dfactor ) {
ENTER_GL();
- glPointSize(size);
+ glBlendFunc( sfactor, dfactor );
LEAVE_GL();
}
/***********************************************************************
- * glLineWidth
+ * glCallList
*/
-void WINAPI wine_glLineWidth(GLfloat width ) {
+void WINAPI wine_glCallList( GLuint list ) {
ENTER_GL();
- glLineWidth(width);
+ glCallList( list );
LEAVE_GL();
}
/***********************************************************************
- * glLineStipple
+ * glCallLists
*/
-void WINAPI wine_glLineStipple(GLint factor, GLushort pattern ) {
+void WINAPI wine_glCallLists( GLsizei n, GLenum type, GLvoid* lists ) {
ENTER_GL();
- glLineStipple(factor, pattern);
+ glCallLists( n, type, lists );
LEAVE_GL();
}
/***********************************************************************
- * glPolygonMode
+ * glClear
*/
-void WINAPI wine_glPolygonMode(GLenum face, GLenum mode ) {
+void WINAPI wine_glClear( GLbitfield mask ) {
ENTER_GL();
- glPolygonMode(face, mode);
+ glClear( mask );
LEAVE_GL();
}
/***********************************************************************
- * glPolygonOffset
+ * glClearAccum
*/
-void WINAPI wine_glPolygonOffset(GLfloat factor, GLfloat units ) {
+void WINAPI wine_glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
ENTER_GL();
- glPolygonOffset(factor, units);
+ glClearAccum( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glPolygonStipple
+ * glClearColor
*/
-void WINAPI wine_glPolygonStipple(const GLubyte *mask ) {
+void WINAPI wine_glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
ENTER_GL();
- glPolygonStipple(mask);
+ glClearColor( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glGetPolygonStipple
+ * glClearDepth
*/
-void WINAPI wine_glGetPolygonStipple(GLubyte *mask ) {
+void WINAPI wine_glClearDepth( GLclampd depth ) {
ENTER_GL();
- glGetPolygonStipple(mask);
+ glClearDepth( depth );
LEAVE_GL();
}
/***********************************************************************
- * glEdgeFlag
+ * glClearIndex
*/
-void WINAPI wine_glEdgeFlag(GLboolean flag ) {
+void WINAPI wine_glClearIndex( GLfloat c ) {
ENTER_GL();
- glEdgeFlag(flag);
+ glClearIndex( c );
LEAVE_GL();
}
/***********************************************************************
- * glEdgeFlagv
+ * glClearStencil
*/
-void WINAPI wine_glEdgeFlagv(const GLboolean *flag ) {
+void WINAPI wine_glClearStencil( GLint s ) {
ENTER_GL();
- glEdgeFlagv(flag);
+ glClearStencil( s );
LEAVE_GL();
}
/***********************************************************************
- * glScissor
+ * glClientActiveTextureARB
*/
-void WINAPI wine_glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
+void WINAPI wine_glClientActiveTextureARB( GLenum texture ) {
ENTER_GL();
- glScissor(x, y, width, height);
+ glClientActiveTextureARB( texture );
LEAVE_GL();
}
/***********************************************************************
- * glClipPlane
+ * glClipPlane
*/
-void WINAPI wine_glClipPlane(GLenum plane, const GLdouble *equation ) {
+void WINAPI wine_glClipPlane( GLenum plane, GLdouble* equation ) {
ENTER_GL();
- glClipPlane(plane, equation);
+ glClipPlane( plane, equation );
LEAVE_GL();
}
/***********************************************************************
- * glGetClipPlane
+ * glColor3b
*/
-void WINAPI wine_glGetClipPlane(GLenum plane, GLdouble *equation ) {
+void WINAPI wine_glColor3b( GLbyte red, GLbyte green, GLbyte blue ) {
ENTER_GL();
- glGetClipPlane(plane, equation);
+ glColor3b( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glDrawBuffer
+ * glColor3bv
*/
-void WINAPI wine_glDrawBuffer(GLenum mode ) {
+void WINAPI wine_glColor3bv( GLbyte* v ) {
ENTER_GL();
- glDrawBuffer(mode);
+ glColor3bv( v );
LEAVE_GL();
}
/***********************************************************************
- * glReadBuffer
+ * glColor3d
*/
-void WINAPI wine_glReadBuffer(GLenum mode ) {
+void WINAPI wine_glColor3d( GLdouble red, GLdouble green, GLdouble blue ) {
ENTER_GL();
- glReadBuffer(mode);
+ glColor3d( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glEnable
+ * glColor3dv
*/
-void WINAPI wine_glEnable(GLenum cap ) {
+void WINAPI wine_glColor3dv( GLdouble* v ) {
ENTER_GL();
- glEnable(cap);
+ glColor3dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glDisable
+ * glColor3f
*/
-void WINAPI wine_glDisable(GLenum cap ) {
+void WINAPI wine_glColor3f( GLfloat red, GLfloat green, GLfloat blue ) {
ENTER_GL();
- glDisable(cap);
+ glColor3f( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glIsEnabled
+ * glColor3fv
*/
-GLboolean WINAPI wine_glIsEnabled(GLenum cap ) {
- GLboolean ret;
+void WINAPI wine_glColor3fv( GLfloat* v ) {
ENTER_GL();
- ret = glIsEnabled(cap);
+ glColor3fv( v );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glEnableClientState
+ * glColor3i
*/
-void WINAPI wine_glEnableClientState(GLenum cap ) {
+void WINAPI wine_glColor3i( GLint red, GLint green, GLint blue ) {
ENTER_GL();
- glEnableClientState(cap);
+ glColor3i( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glDisableClientState
+ * glColor3iv
*/
-void WINAPI wine_glDisableClientState(GLenum cap ) {
+void WINAPI wine_glColor3iv( GLint* v ) {
ENTER_GL();
- glDisableClientState(cap);
+ glColor3iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetBooleanv
+ * glColor3s
*/
-void WINAPI wine_glGetBooleanv(GLenum pname, GLboolean *params ) {
+void WINAPI wine_glColor3s( GLshort red, GLshort green, GLshort blue ) {
ENTER_GL();
- glGetBooleanv(pname, params);
+ glColor3s( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glGetDoublev
+ * glColor3sv
*/
-void WINAPI wine_glGetDoublev(GLenum pname, GLdouble *params ) {
+void WINAPI wine_glColor3sv( GLshort* v ) {
ENTER_GL();
- glGetDoublev(pname, params);
+ glColor3sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetFloatv
+ * glColor3ub
*/
-void WINAPI wine_glGetFloatv(GLenum pname, GLfloat *params ) {
+void WINAPI wine_glColor3ub( GLubyte red, GLubyte green, GLubyte blue ) {
ENTER_GL();
- glGetFloatv(pname, params);
+ glColor3ub( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glGetIntegerv
+ * glColor3ubv
*/
-void WINAPI wine_glGetIntegerv(GLenum pname, GLint *params ) {
+void WINAPI wine_glColor3ubv( GLubyte* v ) {
ENTER_GL();
- glGetIntegerv(pname, params);
+ glColor3ubv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPushAttrib
+ * glColor3ui
*/
-void WINAPI wine_glPushAttrib(GLbitfield mask ) {
+void WINAPI wine_glColor3ui( GLuint red, GLuint green, GLuint blue ) {
ENTER_GL();
- glPushAttrib(mask);
+ glColor3ui( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glPopAttrib
+ * glColor3uiv
*/
-void WINAPI wine_glPopAttrib(void ) {
+void WINAPI wine_glColor3uiv( GLuint* v ) {
ENTER_GL();
- glPopAttrib();
+ glColor3uiv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPushClientAttrib
+ * glColor3us
*/
-void WINAPI wine_glPushClientAttrib(GLbitfield mask ) {
+void WINAPI wine_glColor3us( GLushort red, GLushort green, GLushort blue ) {
ENTER_GL();
- glPushClientAttrib(mask);
+ glColor3us( red, green, blue );
LEAVE_GL();
}
/***********************************************************************
- * glPopClientAttrib
+ * glColor3usv
*/
-void WINAPI wine_glPopClientAttrib(void ) {
+void WINAPI wine_glColor3usv( GLushort* v ) {
ENTER_GL();
- glPopClientAttrib();
+ glColor3usv( v );
LEAVE_GL();
}
/***********************************************************************
- * glRenderMode
+ * glColor4b
*/
-GLint WINAPI wine_glRenderMode(GLenum mode ) {
- GLint ret;
+void WINAPI wine_glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ) {
ENTER_GL();
- ret = glRenderMode(mode);
+ glColor4b( red, green, blue, alpha );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glGetError
+ * glColor4bv
*/
-GLenum WINAPI wine_glGetError(void ) {
- GLenum ret;
+void WINAPI wine_glColor4bv( GLbyte* v ) {
ENTER_GL();
- ret = glGetError();
+ glColor4bv( v );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glGetString
+ * glColor4d
*/
-const GLubyte* WINAPI wine_glGetString(GLenum name ) {
- const GLubyte* ret;
+void WINAPI wine_glColor4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) {
ENTER_GL();
- ret = glGetString(name);
+ glColor4d( red, green, blue, alpha );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glFinish
+ * glColor4dv
*/
-void WINAPI wine_glFinish(void ) {
+void WINAPI wine_glColor4dv( GLdouble* v ) {
ENTER_GL();
- glFinish();
+ glColor4dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glFlush
+ * glColor4f
*/
-void WINAPI wine_glFlush(void ) {
+void WINAPI wine_glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
ENTER_GL();
- glFlush();
+ glColor4f( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glHint
+ * glColor4fv
*/
-void WINAPI wine_glHint(GLenum target, GLenum mode ) {
+void WINAPI wine_glColor4fv( GLfloat* v ) {
ENTER_GL();
- glHint(target, mode);
+ glColor4fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glClearDepth
+ * glColor4i
*/
-void WINAPI wine_glClearDepth(GLclampd depth ) {
+void WINAPI wine_glColor4i( GLint red, GLint green, GLint blue, GLint alpha ) {
ENTER_GL();
- glClearDepth(depth);
+ glColor4i( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glDepthFunc
+ * glColor4iv
*/
-void WINAPI wine_glDepthFunc(GLenum func ) {
+void WINAPI wine_glColor4iv( GLint* v ) {
ENTER_GL();
- glDepthFunc(func);
+ glColor4iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glDepthMask
+ * glColor4s
*/
-void WINAPI wine_glDepthMask(GLboolean flag ) {
+void WINAPI wine_glColor4s( GLshort red, GLshort green, GLshort blue, GLshort alpha ) {
ENTER_GL();
- glDepthMask(flag);
+ glColor4s( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glDepthRange
+ * glColor4sv
*/
-void WINAPI wine_glDepthRange(GLclampd near_val, GLclampd far_val ) {
+void WINAPI wine_glColor4sv( GLshort* v ) {
ENTER_GL();
- glDepthRange(near_val, far_val);
+ glColor4sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glClearAccum
+ * glColor4ub
*/
-void WINAPI wine_glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
+void WINAPI wine_glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) {
ENTER_GL();
- glClearAccum(red, green, blue, alpha);
+ glColor4ub( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glAccum
+ * glColor4ubv
*/
-void WINAPI wine_glAccum(GLenum op, GLfloat value ) {
+void WINAPI wine_glColor4ubv( GLubyte* v ) {
ENTER_GL();
- glAccum(op, value);
+ glColor4ubv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMatrixMode
+ * glColor4ui
*/
-void WINAPI wine_glMatrixMode(GLenum mode ) {
+void WINAPI wine_glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha ) {
ENTER_GL();
- glMatrixMode(mode);
+ glColor4ui( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glOrtho
+ * glColor4uiv
*/
-void WINAPI wine_glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ) {
+void WINAPI wine_glColor4uiv( GLuint* v ) {
ENTER_GL();
- glOrtho(left, right, bottom, top, near_val, far_val);
+ glColor4uiv( v );
LEAVE_GL();
}
/***********************************************************************
- * glFrustum
+ * glColor4us
*/
-void WINAPI wine_glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ) {
+void WINAPI wine_glColor4us( GLushort red, GLushort green, GLushort blue, GLushort alpha ) {
ENTER_GL();
- glFrustum(left, right, bottom, top, near_val, far_val);
+ glColor4us( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glViewport
+ * glColor4usv
*/
-void WINAPI wine_glViewport(GLint x, GLint y, GLsizei width, GLsizei height ) {
+void WINAPI wine_glColor4usv( GLushort* v ) {
ENTER_GL();
- glViewport(x, y, width, height);
+ glColor4usv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPushMatrix
+ * glColorMask
*/
-void WINAPI wine_glPushMatrix(void ) {
+void WINAPI wine_glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) {
ENTER_GL();
- glPushMatrix();
+ glColorMask( red, green, blue, alpha );
LEAVE_GL();
}
/***********************************************************************
- * glPopMatrix
+ * glColorMaterial
*/
-void WINAPI wine_glPopMatrix(void ) {
+void WINAPI wine_glColorMaterial( GLenum face, GLenum mode ) {
ENTER_GL();
- glPopMatrix();
+ glColorMaterial( face, mode );
LEAVE_GL();
}
/***********************************************************************
- * glLoadIdentity
+ * glColorPointer
*/
-void WINAPI wine_glLoadIdentity(void ) {
+void WINAPI wine_glColorPointer( GLint size, GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
- glLoadIdentity();
+ glColorPointer( size, type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
- * glLoadMatrixd
+ * glColorSubTable
*/
-void WINAPI wine_glLoadMatrixd(const GLdouble *m ) {
+void WINAPI wine_glColorSubTable( GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, GLvoid* data ) {
ENTER_GL();
- glLoadMatrixd(m);
+ glColorSubTable( target, start, count, format, type, data );
LEAVE_GL();
}
/***********************************************************************
- * glLoadMatrixf
+ * glColorTable
*/
-void WINAPI wine_glLoadMatrixf(const GLfloat *m ) {
+void WINAPI wine_glColorTable( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, GLvoid* table ) {
ENTER_GL();
- glLoadMatrixf(m);
+ glColorTable( target, internalformat, width, format, type, table );
LEAVE_GL();
}
/***********************************************************************
- * glMultMatrixd
+ * glColorTableParameterfv
*/
-void WINAPI wine_glMultMatrixd(const GLdouble *m ) {
+void WINAPI wine_glColorTableParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glMultMatrixd(m);
+ glColorTableParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glMultMatrixf
+ * glColorTableParameteriv
*/
-void WINAPI wine_glMultMatrixf(const GLfloat *m ) {
+void WINAPI wine_glColorTableParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glMultMatrixf(m);
+ glColorTableParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glRotated
+ * glConvolutionFilter1D
*/
-void WINAPI wine_glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) {
+void WINAPI wine_glConvolutionFilter1D( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, GLvoid* image ) {
ENTER_GL();
- glRotated(angle, x, y, z);
+ glConvolutionFilter1D( target, internalformat, width, format, type, image );
LEAVE_GL();
}
/***********************************************************************
- * glRotatef
+ * glConvolutionFilter2D
*/
-void WINAPI wine_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) {
+void WINAPI wine_glConvolutionFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* image ) {
ENTER_GL();
- glRotatef(angle, x, y, z);
+ glConvolutionFilter2D( target, internalformat, width, height, format, type, image );
LEAVE_GL();
}
/***********************************************************************
- * glScaled
+ * glConvolutionParameterf
*/
-void WINAPI wine_glScaled(GLdouble x, GLdouble y, GLdouble z ) {
+void WINAPI wine_glConvolutionParameterf( GLenum target, GLenum pname, GLfloat params ) {
ENTER_GL();
- glScaled(x, y, z);
+ glConvolutionParameterf( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glScalef
+ * glConvolutionParameterfv
*/
-void WINAPI wine_glScalef(GLfloat x, GLfloat y, GLfloat z ) {
+void WINAPI wine_glConvolutionParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glScalef(x, y, z);
+ glConvolutionParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTranslated
+ * glConvolutionParameteri
*/
-void WINAPI wine_glTranslated(GLdouble x, GLdouble y, GLdouble z ) {
+void WINAPI wine_glConvolutionParameteri( GLenum target, GLenum pname, GLint params ) {
ENTER_GL();
- glTranslated(x, y, z);
+ glConvolutionParameteri( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTranslatef
+ * glConvolutionParameteriv
*/
-void WINAPI wine_glTranslatef(GLfloat x, GLfloat y, GLfloat z ) {
+void WINAPI wine_glConvolutionParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glTranslatef(x, y, z);
+ glConvolutionParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glIsList
+ * glCopyColorSubTable
*/
-GLboolean WINAPI wine_glIsList(GLuint list ) {
- GLboolean ret;
+void WINAPI wine_glCopyColorSubTable( GLenum target, GLsizei start, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
- ret = glIsList(list);
+ glCopyColorSubTable( target, start, x, y, width );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glDeleteLists
+ * glCopyColorTable
*/
-void WINAPI wine_glDeleteLists(GLuint list, GLsizei range ) {
+void WINAPI wine_glCopyColorTable( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
- glDeleteLists(list, range);
+ glCopyColorTable( target, internalformat, x, y, width );
LEAVE_GL();
}
/***********************************************************************
- * glGenLists
+ * glCopyConvolutionFilter1D
*/
-GLuint WINAPI wine_glGenLists(GLsizei range ) {
- GLuint ret;
+void WINAPI wine_glCopyConvolutionFilter1D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
- ret = glGenLists(range);
+ glCopyConvolutionFilter1D( target, internalformat, x, y, width );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glNewList
+ * glCopyConvolutionFilter2D
*/
-void WINAPI wine_glNewList(GLuint list, GLenum mode ) {
+void WINAPI wine_glCopyConvolutionFilter2D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
- glNewList(list, mode);
+ glCopyConvolutionFilter2D( target, internalformat, x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
- * glEndList
+ * glCopyPixels
*/
-void WINAPI wine_glEndList(void ) {
+void WINAPI wine_glCopyPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ) {
ENTER_GL();
- glEndList();
+ glCopyPixels( x, y, width, height, type );
LEAVE_GL();
}
/***********************************************************************
- * glCallList
+ * glCopyTexImage1D
*/
-void WINAPI wine_glCallList(GLuint list ) {
+void WINAPI wine_glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ) {
ENTER_GL();
- glCallList(list);
+ glCopyTexImage1D( target, level, internalformat, x, y, width, border );
LEAVE_GL();
}
/***********************************************************************
- * glCallLists
+ * glCopyTexImage2D
*/
-void WINAPI wine_glCallLists(GLsizei n, GLenum type, const GLvoid *lists ) {
+void WINAPI wine_glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) {
ENTER_GL();
- glCallLists(n, type, lists);
+ glCopyTexImage2D( target, level, internalformat, x, y, width, height, border );
LEAVE_GL();
}
/***********************************************************************
- * glListBase
+ * glCopyTexSubImage1D
*/
-void WINAPI wine_glListBase(GLuint base ) {
+void WINAPI wine_glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ) {
ENTER_GL();
- glListBase(base);
+ glCopyTexSubImage1D( target, level, xoffset, x, y, width );
LEAVE_GL();
}
/***********************************************************************
- * glBegin
+ * glCopyTexSubImage2D
*/
-void WINAPI wine_glBegin(GLenum mode ) {
+void WINAPI wine_glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
- glBegin(mode);
+ glCopyTexSubImage2D( target, level, xoffset, yoffset, x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
- * glEnd
+ * glCopyTexSubImage3D
*/
-void WINAPI wine_glEnd(void ) {
+void WINAPI wine_glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
- glEnd();
+ glCopyTexSubImage3D( target, level, xoffset, yoffset, zoffset, x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2d
+ * glCullFace
*/
-void WINAPI wine_glVertex2d(GLdouble x, GLdouble y ) {
+void WINAPI wine_glCullFace( GLenum mode ) {
ENTER_GL();
- glVertex2d(x, y);
+ glCullFace( mode );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2f
+ * glDeleteLists
*/
-void WINAPI wine_glVertex2f(GLfloat x, GLfloat y ) {
+void WINAPI wine_glDeleteLists( GLuint list, GLsizei range ) {
ENTER_GL();
- glVertex2f(x, y);
+ glDeleteLists( list, range );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2i
+ * glDeleteTextures
*/
-void WINAPI wine_glVertex2i(GLint x, GLint y ) {
+void WINAPI wine_glDeleteTextures( GLsizei n, GLuint* textures ) {
ENTER_GL();
- glVertex2i(x, y);
+ glDeleteTextures( n, textures );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2s
+ * glDepthFunc
*/
-void WINAPI wine_glVertex2s(GLshort x, GLshort y ) {
+void WINAPI wine_glDepthFunc( GLenum func ) {
ENTER_GL();
- glVertex2s(x, y);
+ glDepthFunc( func );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3d
+ * glDepthMask
*/
-void WINAPI wine_glVertex3d(GLdouble x, GLdouble y, GLdouble z ) {
+void WINAPI wine_glDepthMask( GLboolean flag ) {
ENTER_GL();
- glVertex3d(x, y, z);
+ glDepthMask( flag );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3f
+ * glDepthRange
*/
-void WINAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z ) {
+void WINAPI wine_glDepthRange( GLclampd near, GLclampd far ) {
ENTER_GL();
- glVertex3f(x, y, z);
+ glDepthRange( near, far );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3i
+ * glDisable
*/
-void WINAPI wine_glVertex3i(GLint x, GLint y, GLint z ) {
+void WINAPI wine_glDisable( GLenum cap ) {
ENTER_GL();
- glVertex3i(x, y, z);
+ glDisable( cap );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3s
+ * glDisableClientState
*/
-void WINAPI wine_glVertex3s(GLshort x, GLshort y, GLshort z ) {
+void WINAPI wine_glDisableClientState( GLenum array ) {
ENTER_GL();
- glVertex3s(x, y, z);
+ glDisableClientState( array );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4d
+ * glDrawArrays
*/
-void WINAPI wine_glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
+void WINAPI wine_glDrawArrays( GLenum mode, GLint first, GLsizei count ) {
ENTER_GL();
- glVertex4d(x, y, z, w);
+ glDrawArrays( mode, first, count );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4f
+ * glDrawBuffer
*/
-void WINAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
+void WINAPI wine_glDrawBuffer( GLenum mode ) {
ENTER_GL();
- glVertex4f(x, y, z, w);
+ glDrawBuffer( mode );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4i
+ * glDrawElements
*/
-void WINAPI wine_glVertex4i(GLint x, GLint y, GLint z, GLint w ) {
+void WINAPI wine_glDrawElements( GLenum mode, GLsizei count, GLenum type, GLvoid* indices ) {
ENTER_GL();
- glVertex4i(x, y, z, w);
+ glDrawElements( mode, count, type, indices );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4s
+ * glDrawPixels
*/
-void WINAPI wine_glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w ) {
+void WINAPI wine_glDrawPixels( GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glVertex4s(x, y, z, w);
+ glDrawPixels( width, height, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2dv
+ * glDrawRangeElements
*/
-void WINAPI wine_glVertex2dv(const GLdouble *v ) {
+void WINAPI wine_glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLvoid* indices ) {
ENTER_GL();
- glVertex2dv(v);
+ glDrawRangeElements( mode, start, end, count, type, indices );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2fv
+ * glEdgeFlag
*/
-void WINAPI wine_glVertex2fv(const GLfloat *v ) {
+void WINAPI wine_glEdgeFlag( GLboolean flag ) {
ENTER_GL();
- glVertex2fv(v);
+ glEdgeFlag( flag );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2iv
+ * glEdgeFlagPointer
*/
-void WINAPI wine_glVertex2iv(const GLint *v ) {
+void WINAPI wine_glEdgeFlagPointer( GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
- glVertex2iv(v);
+ glEdgeFlagPointer( stride, pointer );
LEAVE_GL();
}
/***********************************************************************
- * glVertex2sv
+ * glEdgeFlagv
*/
-void WINAPI wine_glVertex2sv(const GLshort *v ) {
+void WINAPI wine_glEdgeFlagv( GLboolean* flag ) {
ENTER_GL();
- glVertex2sv(v);
+ glEdgeFlagv( flag );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3dv
+ * glEnable
*/
-void WINAPI wine_glVertex3dv(const GLdouble *v ) {
+void WINAPI wine_glEnable( GLenum cap ) {
ENTER_GL();
- glVertex3dv(v);
+ glEnable( cap );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3fv
+ * glEnableClientState
*/
-void WINAPI wine_glVertex3fv(const GLfloat *v ) {
+void WINAPI wine_glEnableClientState( GLenum array ) {
ENTER_GL();
- glVertex3fv(v);
+ glEnableClientState( array );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3iv
+ * glEnd
*/
-void WINAPI wine_glVertex3iv(const GLint *v ) {
+void WINAPI wine_glEnd( ) {
ENTER_GL();
- glVertex3iv(v);
+ glEnd( );
LEAVE_GL();
}
/***********************************************************************
- * glVertex3sv
+ * glEndList
*/
-void WINAPI wine_glVertex3sv(const GLshort *v ) {
+void WINAPI wine_glEndList( ) {
ENTER_GL();
- glVertex3sv(v);
+ glEndList( );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4dv
+ * glEvalCoord1d
*/
-void WINAPI wine_glVertex4dv(const GLdouble *v ) {
+void WINAPI wine_glEvalCoord1d( GLdouble u ) {
ENTER_GL();
- glVertex4dv(v);
+ glEvalCoord1d( u );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4fv
+ * glEvalCoord1dv
*/
-void WINAPI wine_glVertex4fv(const GLfloat *v ) {
+void WINAPI wine_glEvalCoord1dv( GLdouble* u ) {
ENTER_GL();
- glVertex4fv(v);
+ glEvalCoord1dv( u );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4iv
+ * glEvalCoord1f
*/
-void WINAPI wine_glVertex4iv(const GLint *v ) {
+void WINAPI wine_glEvalCoord1f( GLfloat u ) {
ENTER_GL();
- glVertex4iv(v);
+ glEvalCoord1f( u );
LEAVE_GL();
}
/***********************************************************************
- * glVertex4sv
+ * glEvalCoord1fv
*/
-void WINAPI wine_glVertex4sv(const GLshort *v ) {
+void WINAPI wine_glEvalCoord1fv( GLfloat* u ) {
ENTER_GL();
- glVertex4sv(v);
+ glEvalCoord1fv( u );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3b
+ * glEvalCoord2d
*/
-void WINAPI wine_glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz ) {
+void WINAPI wine_glEvalCoord2d( GLdouble u, GLdouble v ) {
ENTER_GL();
- glNormal3b(nx, ny, nz);
+ glEvalCoord2d( u, v );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3d
+ * glEvalCoord2dv
*/
-void WINAPI wine_glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz ) {
+void WINAPI wine_glEvalCoord2dv( GLdouble* u ) {
ENTER_GL();
- glNormal3d(nx, ny, nz);
+ glEvalCoord2dv( u );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3f
+ * glEvalCoord2f
*/
-void WINAPI wine_glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz ) {
+void WINAPI wine_glEvalCoord2f( GLfloat u, GLfloat v ) {
ENTER_GL();
- glNormal3f(nx, ny, nz);
+ glEvalCoord2f( u, v );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3i
+ * glEvalCoord2fv
*/
-void WINAPI wine_glNormal3i(GLint nx, GLint ny, GLint nz ) {
+void WINAPI wine_glEvalCoord2fv( GLfloat* u ) {
ENTER_GL();
- glNormal3i(nx, ny, nz);
+ glEvalCoord2fv( u );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3s
+ * glEvalMesh1
*/
-void WINAPI wine_glNormal3s(GLshort nx, GLshort ny, GLshort nz ) {
+void WINAPI wine_glEvalMesh1( GLenum mode, GLint i1, GLint i2 ) {
ENTER_GL();
- glNormal3s(nx, ny, nz);
+ glEvalMesh1( mode, i1, i2 );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3bv
+ * glEvalMesh2
*/
-void WINAPI wine_glNormal3bv(const GLbyte *v ) {
+void WINAPI wine_glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ) {
ENTER_GL();
- glNormal3bv(v);
+ glEvalMesh2( mode, i1, i2, j1, j2 );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3dv
+ * glEvalPoint1
*/
-void WINAPI wine_glNormal3dv(const GLdouble *v ) {
+void WINAPI wine_glEvalPoint1( GLint i ) {
ENTER_GL();
- glNormal3dv(v);
+ glEvalPoint1( i );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3fv
+ * glEvalPoint2
*/
-void WINAPI wine_glNormal3fv(const GLfloat *v ) {
+void WINAPI wine_glEvalPoint2( GLint i, GLint j ) {
ENTER_GL();
- glNormal3fv(v);
+ glEvalPoint2( i, j );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3iv
+ * glFeedbackBuffer
*/
-void WINAPI wine_glNormal3iv(const GLint *v ) {
+void WINAPI wine_glFeedbackBuffer( GLsizei size, GLenum type, GLfloat* buffer ) {
ENTER_GL();
- glNormal3iv(v);
+ glFeedbackBuffer( size, type, buffer );
LEAVE_GL();
}
/***********************************************************************
- * glNormal3sv
+ * glFinish
*/
-void WINAPI wine_glNormal3sv(const GLshort *v ) {
+void WINAPI wine_glFinish( ) {
ENTER_GL();
- glNormal3sv(v);
+ glFinish( );
LEAVE_GL();
}
/***********************************************************************
- * glIndexd
+ * glFlush
*/
-void WINAPI wine_glIndexd(GLdouble c ) {
+void WINAPI wine_glFlush( ) {
ENTER_GL();
- glIndexd(c);
+ glFlush( );
LEAVE_GL();
}
/***********************************************************************
- * glIndexf
+ * glFogf
*/
-void WINAPI wine_glIndexf(GLfloat c ) {
+void WINAPI wine_glFogf( GLenum pname, GLfloat param ) {
ENTER_GL();
- glIndexf(c);
+ glFogf( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glIndexi
+ * glFogfv
*/
-void WINAPI wine_glIndexi(GLint c ) {
+void WINAPI wine_glFogfv( GLenum pname, GLfloat* params ) {
ENTER_GL();
- glIndexi(c);
+ glFogfv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glIndexs
+ * glFogi
*/
-void WINAPI wine_glIndexs(GLshort c ) {
+void WINAPI wine_glFogi( GLenum pname, GLint param ) {
ENTER_GL();
- glIndexs(c);
+ glFogi( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glIndexub
+ * glFogiv
*/
-void WINAPI wine_glIndexub(GLubyte c ) {
+void WINAPI wine_glFogiv( GLenum pname, GLint* params ) {
ENTER_GL();
- glIndexub(c);
+ glFogiv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glIndexdv
+ * glFrontFace
*/
-void WINAPI wine_glIndexdv(const GLdouble *c ) {
+void WINAPI wine_glFrontFace( GLenum mode ) {
ENTER_GL();
- glIndexdv(c);
+ glFrontFace( mode );
LEAVE_GL();
}
/***********************************************************************
- * glIndexfv
+ * glFrustum
*/
-void WINAPI wine_glIndexfv(const GLfloat *c ) {
+void WINAPI wine_glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar ) {
ENTER_GL();
- glIndexfv(c);
+ glFrustum( left, right, bottom, top, zNear, zFar );
LEAVE_GL();
}
/***********************************************************************
- * glIndexiv
+ * glGenLists
*/
-void WINAPI wine_glIndexiv(const GLint *c ) {
+GLuint WINAPI wine_glGenLists( GLsizei range ) {
+ GLuint ret_value;
ENTER_GL();
- glIndexiv(c);
+ ret_value = glGenLists( range );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glIndexsv
+ * glGenTextures
*/
-void WINAPI wine_glIndexsv(const GLshort *c ) {
+void WINAPI wine_glGenTextures( GLsizei n, GLuint* textures ) {
ENTER_GL();
- glIndexsv(c);
+ glGenTextures( n, textures );
LEAVE_GL();
}
/***********************************************************************
- * glIndexubv
+ * glGetBooleanv
*/
-void WINAPI wine_glIndexubv(const GLubyte *c ) {
+void WINAPI wine_glGetBooleanv( GLenum pname, GLboolean* params ) {
ENTER_GL();
- glIndexubv(c);
+ glGetBooleanv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3b
+ * glGetClipPlane
*/
-void WINAPI wine_glColor3b(GLbyte red, GLbyte green, GLbyte blue ) {
+void WINAPI wine_glGetClipPlane( GLenum plane, GLdouble* equation ) {
ENTER_GL();
- glColor3b(red, green, blue);
+ glGetClipPlane( plane, equation );
LEAVE_GL();
}
/***********************************************************************
- * glColor3d
+ * glGetColorTable
*/
-void WINAPI wine_glColor3d(GLdouble red, GLdouble green, GLdouble blue ) {
+void WINAPI wine_glGetColorTable( GLenum target, GLenum format, GLenum type, GLvoid* table ) {
ENTER_GL();
- glColor3d(red, green, blue);
+ glGetColorTable( target, format, type, table );
LEAVE_GL();
}
/***********************************************************************
- * glColor3f
+ * glGetColorTableParameterfv
*/
-void WINAPI wine_glColor3f(GLfloat red, GLfloat green, GLfloat blue ) {
+void WINAPI wine_glGetColorTableParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor3f(red, green, blue);
+ glGetColorTableParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3i
+ * glGetColorTableParameteriv
*/
-void WINAPI wine_glColor3i(GLint red, GLint green, GLint blue ) {
+void WINAPI wine_glGetColorTableParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glColor3i(red, green, blue);
+ glGetColorTableParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3s
+ * glGetConvolutionFilter
*/
-void WINAPI wine_glColor3s(GLshort red, GLshort green, GLshort blue ) {
+void WINAPI wine_glGetConvolutionFilter( GLenum target, GLenum format, GLenum type, GLvoid* image ) {
ENTER_GL();
- glColor3s(red, green, blue);
+ glGetConvolutionFilter( target, format, type, image );
LEAVE_GL();
}
/***********************************************************************
- * glColor3ub
+ * glGetConvolutionParameterfv
*/
-void WINAPI wine_glColor3ub(GLubyte red, GLubyte green, GLubyte blue ) {
+void WINAPI wine_glGetConvolutionParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor3ub(red, green, blue);
+ glGetConvolutionParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3ui
+ * glGetConvolutionParameteriv
*/
-void WINAPI wine_glColor3ui(GLuint red, GLuint green, GLuint blue ) {
+void WINAPI wine_glGetConvolutionParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glColor3ui(red, green, blue);
+ glGetConvolutionParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3us
+ * glGetDoublev
*/
-void WINAPI wine_glColor3us(GLushort red, GLushort green, GLushort blue ) {
+void WINAPI wine_glGetDoublev( GLenum pname, GLdouble* params ) {
ENTER_GL();
- glColor3us(red, green, blue);
+ glGetDoublev( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4b
+ * glGetError
*/
-void WINAPI wine_glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ) {
+GLenum WINAPI wine_glGetError( ) {
+ GLenum ret_value;
ENTER_GL();
- glColor4b(red, green, blue, alpha);
+ ret_value = glGetError( );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glColor4d
+ * glGetFloatv
*/
-void WINAPI wine_glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) {
+void WINAPI wine_glGetFloatv( GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor4d(red, green, blue, alpha);
+ glGetFloatv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4f
+ * glGetHistogram
*/
-void WINAPI wine_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
+void WINAPI wine_glGetHistogram( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid* values ) {
ENTER_GL();
- glColor4f(red, green, blue, alpha);
+ glGetHistogram( target, reset, format, type, values );
LEAVE_GL();
}
/***********************************************************************
- * glColor4i
+ * glGetHistogramParameterfv
*/
-void WINAPI wine_glColor4i(GLint red, GLint green, GLint blue, GLint alpha ) {
+void WINAPI wine_glGetHistogramParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor4i(red, green, blue, alpha);
+ glGetHistogramParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4s
+ * glGetHistogramParameteriv
*/
-void WINAPI wine_glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha ) {
+void WINAPI wine_glGetHistogramParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glColor4s(red, green, blue, alpha);
+ glGetHistogramParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4ub
+ * glGetIntegerv
*/
-void WINAPI wine_glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) {
+void WINAPI wine_glGetIntegerv( GLenum pname, GLint* params ) {
ENTER_GL();
- glColor4ub(red, green, blue, alpha);
+ glGetIntegerv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4ui
+ * glGetLightfv
*/
-void WINAPI wine_glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha ) {
+void WINAPI wine_glGetLightfv( GLenum light, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor4ui(red, green, blue, alpha);
+ glGetLightfv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4us
+ * glGetLightiv
*/
-void WINAPI wine_glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha ) {
+void WINAPI wine_glGetLightiv( GLenum light, GLenum pname, GLint* params ) {
ENTER_GL();
- glColor4us(red, green, blue, alpha);
+ glGetLightiv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3bv
+ * glGetMapdv
*/
-void WINAPI wine_glColor3bv(const GLbyte *v ) {
+void WINAPI wine_glGetMapdv( GLenum target, GLenum query, GLdouble* v ) {
ENTER_GL();
- glColor3bv(v);
+ glGetMapdv( target, query, v );
LEAVE_GL();
}
/***********************************************************************
- * glColor3dv
+ * glGetMapfv
*/
-void WINAPI wine_glColor3dv(const GLdouble *v ) {
+void WINAPI wine_glGetMapfv( GLenum target, GLenum query, GLfloat* v ) {
ENTER_GL();
- glColor3dv(v);
+ glGetMapfv( target, query, v );
LEAVE_GL();
}
/***********************************************************************
- * glColor3fv
+ * glGetMapiv
*/
-void WINAPI wine_glColor3fv(const GLfloat *v ) {
+void WINAPI wine_glGetMapiv( GLenum target, GLenum query, GLint* v ) {
ENTER_GL();
- glColor3fv(v);
+ glGetMapiv( target, query, v );
LEAVE_GL();
}
/***********************************************************************
- * glColor3iv
+ * glGetMaterialfv
*/
-void WINAPI wine_glColor3iv(const GLint *v ) {
+void WINAPI wine_glGetMaterialfv( GLenum face, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor3iv(v);
+ glGetMaterialfv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3sv
+ * glGetMaterialiv
*/
-void WINAPI wine_glColor3sv(const GLshort *v ) {
+void WINAPI wine_glGetMaterialiv( GLenum face, GLenum pname, GLint* params ) {
ENTER_GL();
- glColor3sv(v);
+ glGetMaterialiv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3ubv
+ * glGetMinmax
*/
-void WINAPI wine_glColor3ubv(const GLubyte *v ) {
+void WINAPI wine_glGetMinmax( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid* values ) {
ENTER_GL();
- glColor3ubv(v);
+ glGetMinmax( target, reset, format, type, values );
LEAVE_GL();
}
/***********************************************************************
- * glColor3uiv
+ * glGetMinmaxParameterfv
*/
-void WINAPI wine_glColor3uiv(const GLuint *v ) {
+void WINAPI wine_glGetMinmaxParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor3uiv(v);
+ glGetMinmaxParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor3usv
+ * glGetMinmaxParameteriv
*/
-void WINAPI wine_glColor3usv(const GLushort *v ) {
+void WINAPI wine_glGetMinmaxParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glColor3usv(v);
+ glGetMinmaxParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4bv
+ * glGetPixelMapfv
*/
-void WINAPI wine_glColor4bv(const GLbyte *v ) {
+void WINAPI wine_glGetPixelMapfv( GLenum map, GLfloat* values ) {
ENTER_GL();
- glColor4bv(v);
+ glGetPixelMapfv( map, values );
LEAVE_GL();
}
/***********************************************************************
- * glColor4dv
+ * glGetPixelMapuiv
*/
-void WINAPI wine_glColor4dv(const GLdouble *v ) {
+void WINAPI wine_glGetPixelMapuiv( GLenum map, GLuint* values ) {
ENTER_GL();
- glColor4dv(v);
+ glGetPixelMapuiv( map, values );
LEAVE_GL();
}
/***********************************************************************
- * glColor4fv
+ * glGetPixelMapusv
*/
-void WINAPI wine_glColor4fv(const GLfloat *v ) {
+void WINAPI wine_glGetPixelMapusv( GLenum map, GLushort* values ) {
ENTER_GL();
- glColor4fv(v);
+ glGetPixelMapusv( map, values );
LEAVE_GL();
}
/***********************************************************************
- * glColor4iv
+ * glGetPointerv
*/
-void WINAPI wine_glColor4iv(const GLint *v ) {
+void WINAPI wine_glGetPointerv( GLenum pname, GLvoid** params ) {
ENTER_GL();
- glColor4iv(v);
+ glGetPointerv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glColor4sv
+ * glGetPolygonStipple
*/
-void WINAPI wine_glColor4sv(const GLshort *v ) {
+void WINAPI wine_glGetPolygonStipple( GLubyte* mask ) {
ENTER_GL();
- glColor4sv(v);
+ glGetPolygonStipple( mask );
LEAVE_GL();
}
/***********************************************************************
- * glColor4ubv
+ * glGetSeparableFilter
*/
-void WINAPI wine_glColor4ubv(const GLubyte *v ) {
+void WINAPI wine_glGetSeparableFilter( GLenum target, GLenum format, GLenum type, GLvoid* row, GLvoid* column, GLvoid* span ) {
ENTER_GL();
- glColor4ubv(v);
+ glGetSeparableFilter( target, format, type, row, column, span );
LEAVE_GL();
}
/***********************************************************************
- * glColor4uiv
+ * glGetString
*/
-void WINAPI wine_glColor4uiv(const GLuint *v ) {
+GLstring WINAPI wine_glGetString( GLenum name ) {
+ GLstring ret_value;
ENTER_GL();
- glColor4uiv(v);
+ ret_value = glGetString( name );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glColor4usv
+ * glGetTexEnvfv
*/
-void WINAPI wine_glColor4usv(const GLushort *v ) {
+void WINAPI wine_glGetTexEnvfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glColor4usv(v);
+ glGetTexEnvfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1d
+ * glGetTexEnviv
*/
-void WINAPI wine_glTexCoord1d(GLdouble s ) {
+void WINAPI wine_glGetTexEnviv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glTexCoord1d(s);
+ glGetTexEnviv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1f
+ * glGetTexGendv
*/
-void WINAPI wine_glTexCoord1f(GLfloat s ) {
+void WINAPI wine_glGetTexGendv( GLenum coord, GLenum pname, GLdouble* params ) {
ENTER_GL();
- glTexCoord1f(s);
+ glGetTexGendv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1i
+ * glGetTexGenfv
*/
-void WINAPI wine_glTexCoord1i(GLint s ) {
+void WINAPI wine_glGetTexGenfv( GLenum coord, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glTexCoord1i(s);
+ glGetTexGenfv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1s
+ * glGetTexGeniv
*/
-void WINAPI wine_glTexCoord1s(GLshort s ) {
+void WINAPI wine_glGetTexGeniv( GLenum coord, GLenum pname, GLint* params ) {
ENTER_GL();
- glTexCoord1s(s);
+ glGetTexGeniv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2d
+ * glGetTexImage
*/
-void WINAPI wine_glTexCoord2d(GLdouble s, GLdouble t ) {
+void WINAPI wine_glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glTexCoord2d(s, t);
+ glGetTexImage( target, level, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2f
+ * glGetTexLevelParameterfv
*/
-void WINAPI wine_glTexCoord2f(GLfloat s, GLfloat t ) {
+void WINAPI wine_glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glTexCoord2f(s, t);
+ glGetTexLevelParameterfv( target, level, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2i
+ * glGetTexLevelParameteriv
*/
-void WINAPI wine_glTexCoord2i(GLint s, GLint t ) {
+void WINAPI wine_glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint* params ) {
ENTER_GL();
- glTexCoord2i(s, t);
+ glGetTexLevelParameteriv( target, level, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2s
+ * glGetTexParameterfv
*/
-void WINAPI wine_glTexCoord2s(GLshort s, GLshort t ) {
+void WINAPI wine_glGetTexParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glTexCoord2s(s, t);
+ glGetTexParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord3d
+ * glGetTexParameteriv
*/
-void WINAPI wine_glTexCoord3d(GLdouble s, GLdouble t, GLdouble r ) {
+void WINAPI wine_glGetTexParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glTexCoord3d(s, t, r);
+ glGetTexParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord3f
+ * glHint
*/
-void WINAPI wine_glTexCoord3f(GLfloat s, GLfloat t, GLfloat r ) {
+void WINAPI wine_glHint( GLenum target, GLenum mode ) {
ENTER_GL();
- glTexCoord3f(s, t, r);
+ glHint( target, mode );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord3i
+ * glHistogram
*/
-void WINAPI wine_glTexCoord3i(GLint s, GLint t, GLint r ) {
+void WINAPI wine_glHistogram( GLenum target, GLsizei width, GLenum internalformat, GLboolean sink ) {
ENTER_GL();
- glTexCoord3i(s, t, r);
+ glHistogram( target, width, internalformat, sink );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord3s
+ * glIndexMask
*/
-void WINAPI wine_glTexCoord3s(GLshort s, GLshort t, GLshort r ) {
+void WINAPI wine_glIndexMask( GLuint mask ) {
ENTER_GL();
- glTexCoord3s(s, t, r);
+ glIndexMask( mask );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord4d
+ * glIndexPointer
*/
-void WINAPI wine_glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q ) {
+void WINAPI wine_glIndexPointer( GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
- glTexCoord4d(s, t, r, q);
+ glIndexPointer( type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord4f
+ * glIndexd
*/
-void WINAPI wine_glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {
+void WINAPI wine_glIndexd( GLdouble c ) {
ENTER_GL();
- glTexCoord4f(s, t, r, q);
+ glIndexd( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord4i
+ * glIndexdv
*/
-void WINAPI wine_glTexCoord4i(GLint s, GLint t, GLint r, GLint q ) {
+void WINAPI wine_glIndexdv( GLdouble* c ) {
ENTER_GL();
- glTexCoord4i(s, t, r, q);
+ glIndexdv( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord4s
+ * glIndexf
*/
-void WINAPI wine_glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q ) {
+void WINAPI wine_glIndexf( GLfloat c ) {
ENTER_GL();
- glTexCoord4s(s, t, r, q);
+ glIndexf( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1dv
+ * glIndexfv
*/
-void WINAPI wine_glTexCoord1dv(const GLdouble *v ) {
+void WINAPI wine_glIndexfv( GLfloat* c ) {
ENTER_GL();
- glTexCoord1dv(v);
+ glIndexfv( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1fv
+ * glIndexi
*/
-void WINAPI wine_glTexCoord1fv(const GLfloat *v ) {
+void WINAPI wine_glIndexi( GLint c ) {
ENTER_GL();
- glTexCoord1fv(v);
+ glIndexi( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1iv
+ * glIndexiv
*/
-void WINAPI wine_glTexCoord1iv(const GLint *v ) {
+void WINAPI wine_glIndexiv( GLint* c ) {
ENTER_GL();
- glTexCoord1iv(v);
+ glIndexiv( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord1sv
+ * glIndexs
*/
-void WINAPI wine_glTexCoord1sv(const GLshort *v ) {
+void WINAPI wine_glIndexs( GLshort c ) {
ENTER_GL();
- glTexCoord1sv(v);
+ glIndexs( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2dv
+ * glIndexsv
*/
-void WINAPI wine_glTexCoord2dv(const GLdouble *v ) {
+void WINAPI wine_glIndexsv( GLshort* c ) {
ENTER_GL();
- glTexCoord2dv(v);
+ glIndexsv( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2fv
+ * glIndexub
*/
-void WINAPI wine_glTexCoord2fv(const GLfloat *v ) {
+void WINAPI wine_glIndexub( GLubyte c ) {
ENTER_GL();
- glTexCoord2fv(v);
+ glIndexub( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2iv
+ * glIndexubv
*/
-void WINAPI wine_glTexCoord2iv(const GLint *v ) {
+void WINAPI wine_glIndexubv( GLubyte* c ) {
ENTER_GL();
- glTexCoord2iv(v);
+ glIndexubv( c );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord2sv
+ * glInitNames
*/
-void WINAPI wine_glTexCoord2sv(const GLshort *v ) {
+void WINAPI wine_glInitNames( ) {
ENTER_GL();
- glTexCoord2sv(v);
+ glInitNames( );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord3dv
+ * glInterleavedArrays
*/
-void WINAPI wine_glTexCoord3dv(const GLdouble *v ) {
+void WINAPI wine_glInterleavedArrays( GLenum format, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
- glTexCoord3dv(v);
+ glInterleavedArrays( format, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord3fv
+ * glIsEnabled
*/
-void WINAPI wine_glTexCoord3fv(const GLfloat *v ) {
+GLboolean WINAPI wine_glIsEnabled( GLenum cap ) {
+ GLboolean ret_value;
ENTER_GL();
- glTexCoord3fv(v);
+ ret_value = glIsEnabled( cap );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glTexCoord3iv
+ * glIsList
*/
-void WINAPI wine_glTexCoord3iv(const GLint *v ) {
+GLboolean WINAPI wine_glIsList( GLuint list ) {
+ GLboolean ret_value;
ENTER_GL();
- glTexCoord3iv(v);
+ ret_value = glIsList( list );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glTexCoord3sv
+ * glIsTexture
*/
-void WINAPI wine_glTexCoord3sv(const GLshort *v ) {
+GLboolean WINAPI wine_glIsTexture( GLuint texture ) {
+ GLboolean ret_value;
ENTER_GL();
- glTexCoord3sv(v);
+ ret_value = glIsTexture( texture );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glTexCoord4dv
+ * glLightModelf
*/
-void WINAPI wine_glTexCoord4dv(const GLdouble *v ) {
+void WINAPI wine_glLightModelf( GLenum pname, GLfloat param ) {
ENTER_GL();
- glTexCoord4dv(v);
+ glLightModelf( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord4fv
+ * glLightModelfv
*/
-void WINAPI wine_glTexCoord4fv(const GLfloat *v ) {
+void WINAPI wine_glLightModelfv( GLenum pname, GLfloat* params ) {
ENTER_GL();
- glTexCoord4fv(v);
+ glLightModelfv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord4iv
+ * glLightModeli
*/
-void WINAPI wine_glTexCoord4iv(const GLint *v ) {
+void WINAPI wine_glLightModeli( GLenum pname, GLint param ) {
ENTER_GL();
- glTexCoord4iv(v);
+ glLightModeli( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoord4sv
+ * glLightModeliv
*/
-void WINAPI wine_glTexCoord4sv(const GLshort *v ) {
+void WINAPI wine_glLightModeliv( GLenum pname, GLint* params ) {
ENTER_GL();
- glTexCoord4sv(v);
+ glLightModeliv( pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2d
+ * glLightf
*/
-void WINAPI wine_glRasterPos2d(GLdouble x, GLdouble y ) {
+void WINAPI wine_glLightf( GLenum light, GLenum pname, GLfloat param ) {
ENTER_GL();
- glRasterPos2d(x, y);
+ glLightf( light, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2f
+ * glLightfv
*/
-void WINAPI wine_glRasterPos2f(GLfloat x, GLfloat y ) {
+void WINAPI wine_glLightfv( GLenum light, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glRasterPos2f(x, y);
+ glLightfv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2i
+ * glLighti
*/
-void WINAPI wine_glRasterPos2i(GLint x, GLint y ) {
+void WINAPI wine_glLighti( GLenum light, GLenum pname, GLint param ) {
ENTER_GL();
- glRasterPos2i(x, y);
+ glLighti( light, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2s
+ * glLightiv
*/
-void WINAPI wine_glRasterPos2s(GLshort x, GLshort y ) {
+void WINAPI wine_glLightiv( GLenum light, GLenum pname, GLint* params ) {
ENTER_GL();
- glRasterPos2s(x, y);
+ glLightiv( light, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3d
+ * glLineStipple
*/
-void WINAPI wine_glRasterPos3d(GLdouble x, GLdouble y, GLdouble z ) {
+void WINAPI wine_glLineStipple( GLint factor, GLushort pattern ) {
ENTER_GL();
- glRasterPos3d(x, y, z);
+ glLineStipple( factor, pattern );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3f
+ * glLineWidth
*/
-void WINAPI wine_glRasterPos3f(GLfloat x, GLfloat y, GLfloat z ) {
+void WINAPI wine_glLineWidth( GLfloat width ) {
ENTER_GL();
- glRasterPos3f(x, y, z);
+ glLineWidth( width );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3i
+ * glListBase
*/
-void WINAPI wine_glRasterPos3i(GLint x, GLint y, GLint z ) {
+void WINAPI wine_glListBase( GLuint base ) {
ENTER_GL();
- glRasterPos3i(x, y, z);
+ glListBase( base );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3s
+ * glLoadIdentity
*/
-void WINAPI wine_glRasterPos3s(GLshort x, GLshort y, GLshort z ) {
+void WINAPI wine_glLoadIdentity( ) {
ENTER_GL();
- glRasterPos3s(x, y, z);
+ glLoadIdentity( );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4d
+ * glLoadMatrixd
*/
-void WINAPI wine_glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
+void WINAPI wine_glLoadMatrixd( GLdouble* m ) {
ENTER_GL();
- glRasterPos4d(x, y, z, w);
+ glLoadMatrixd( m );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4f
+ * glLoadMatrixf
*/
-void WINAPI wine_glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
+void WINAPI wine_glLoadMatrixf( GLfloat* m ) {
ENTER_GL();
- glRasterPos4f(x, y, z, w);
+ glLoadMatrixf( m );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4i
+ * glLoadName
*/
-void WINAPI wine_glRasterPos4i(GLint x, GLint y, GLint z, GLint w ) {
+void WINAPI wine_glLoadName( GLuint name ) {
ENTER_GL();
- glRasterPos4i(x, y, z, w);
+ glLoadName( name );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4s
+ * glLogicOp
*/
-void WINAPI wine_glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w ) {
+void WINAPI wine_glLogicOp( GLenum opcode ) {
ENTER_GL();
- glRasterPos4s(x, y, z, w);
+ glLogicOp( opcode );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2dv
+ * glMap1d
*/
-void WINAPI wine_glRasterPos2dv(const GLdouble *v ) {
+void WINAPI wine_glMap1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, GLdouble* points ) {
ENTER_GL();
- glRasterPos2dv(v);
+ glMap1d( target, u1, u2, stride, order, points );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2fv
+ * glMap1f
*/
-void WINAPI wine_glRasterPos2fv(const GLfloat *v ) {
+void WINAPI wine_glMap1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, GLfloat* points ) {
ENTER_GL();
- glRasterPos2fv(v);
+ glMap1f( target, u1, u2, stride, order, points );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2iv
+ * glMap2d
*/
-void WINAPI wine_glRasterPos2iv(const GLint *v ) {
+void WINAPI wine_glMap2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble* points ) {
ENTER_GL();
- glRasterPos2iv(v);
+ glMap2d( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos2sv
+ * glMap2f
*/
-void WINAPI wine_glRasterPos2sv(const GLshort *v ) {
+void WINAPI wine_glMap2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat* points ) {
ENTER_GL();
- glRasterPos2sv(v);
+ glMap2f( target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3dv
+ * glMapGrid1d
*/
-void WINAPI wine_glRasterPos3dv(const GLdouble *v ) {
+void WINAPI wine_glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ) {
ENTER_GL();
- glRasterPos3dv(v);
+ glMapGrid1d( un, u1, u2 );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3fv
+ * glMapGrid1f
*/
-void WINAPI wine_glRasterPos3fv(const GLfloat *v ) {
+void WINAPI wine_glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ) {
ENTER_GL();
- glRasterPos3fv(v);
+ glMapGrid1f( un, u1, u2 );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3iv
+ * glMapGrid2d
*/
-void WINAPI wine_glRasterPos3iv(const GLint *v ) {
+void WINAPI wine_glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ) {
ENTER_GL();
- glRasterPos3iv(v);
+ glMapGrid2d( un, u1, u2, vn, v1, v2 );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos3sv
+ * glMapGrid2f
*/
-void WINAPI wine_glRasterPos3sv(const GLshort *v ) {
+void WINAPI wine_glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) {
ENTER_GL();
- glRasterPos3sv(v);
+ glMapGrid2f( un, u1, u2, vn, v1, v2 );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4dv
+ * glMaterialf
*/
-void WINAPI wine_glRasterPos4dv(const GLdouble *v ) {
+void WINAPI wine_glMaterialf( GLenum face, GLenum pname, GLfloat param ) {
ENTER_GL();
- glRasterPos4dv(v);
+ glMaterialf( face, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4fv
+ * glMaterialfv
*/
-void WINAPI wine_glRasterPos4fv(const GLfloat *v ) {
+void WINAPI wine_glMaterialfv( GLenum face, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glRasterPos4fv(v);
+ glMaterialfv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4iv
+ * glMateriali
*/
-void WINAPI wine_glRasterPos4iv(const GLint *v ) {
+void WINAPI wine_glMateriali( GLenum face, GLenum pname, GLint param ) {
ENTER_GL();
- glRasterPos4iv(v);
+ glMateriali( face, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glRasterPos4sv
+ * glMaterialiv
*/
-void WINAPI wine_glRasterPos4sv(const GLshort *v ) {
+void WINAPI wine_glMaterialiv( GLenum face, GLenum pname, GLint* params ) {
ENTER_GL();
- glRasterPos4sv(v);
+ glMaterialiv( face, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glRectd
+ * glMatrixMode
*/
-void WINAPI wine_glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ) {
+void WINAPI wine_glMatrixMode( GLenum mode ) {
ENTER_GL();
- glRectd(x1, y1, x2, y2);
+ glMatrixMode( mode );
LEAVE_GL();
}
/***********************************************************************
- * glRectf
+ * glMinmax
*/
-void WINAPI wine_glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) {
+void WINAPI wine_glMinmax( GLenum target, GLenum internalformat, GLboolean sink ) {
ENTER_GL();
- glRectf(x1, y1, x2, y2);
+ glMinmax( target, internalformat, sink );
LEAVE_GL();
}
/***********************************************************************
- * glRecti
+ * glMultMatrixd
*/
-void WINAPI wine_glRecti(GLint x1, GLint y1, GLint x2, GLint y2 ) {
+void WINAPI wine_glMultMatrixd( GLdouble* m ) {
ENTER_GL();
- glRecti(x1, y1, x2, y2);
+ glMultMatrixd( m );
LEAVE_GL();
}
/***********************************************************************
- * glRects
+ * glMultMatrixf
*/
-void WINAPI wine_glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2 ) {
+void WINAPI wine_glMultMatrixf( GLfloat* m ) {
ENTER_GL();
- glRects(x1, y1, x2, y2);
+ glMultMatrixf( m );
LEAVE_GL();
}
/***********************************************************************
- * glRectdv
+ * glMultiTexCoord1dARB
*/
-void WINAPI wine_glRectdv(const GLdouble *v1, const GLdouble *v2 ) {
+void WINAPI wine_glMultiTexCoord1dARB( GLenum target, GLdouble s ) {
ENTER_GL();
- glRectdv(v1, v2);
+ glMultiTexCoord1dARB( target, s );
LEAVE_GL();
}
/***********************************************************************
- * glRectfv
+ * glMultiTexCoord1dvARB
*/
-void WINAPI wine_glRectfv(const GLfloat *v1, const GLfloat *v2 ) {
+void WINAPI wine_glMultiTexCoord1dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
- glRectfv(v1, v2);
+ glMultiTexCoord1dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glRectiv
+ * glMultiTexCoord1fARB
*/
-void WINAPI wine_glRectiv(const GLint *v1, const GLint *v2 ) {
+void WINAPI wine_glMultiTexCoord1fARB( GLenum target, GLfloat s ) {
ENTER_GL();
- glRectiv(v1, v2);
+ glMultiTexCoord1fARB( target, s );
LEAVE_GL();
}
/***********************************************************************
- * glRectsv
+ * glMultiTexCoord1fvARB
*/
-void WINAPI wine_glRectsv(const GLshort *v1, const GLshort *v2 ) {
+void WINAPI wine_glMultiTexCoord1fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
- glRectsv(v1, v2);
+ glMultiTexCoord1fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glVertexPointer
+ * glMultiTexCoord1iARB
*/
-void WINAPI wine_glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) {
+void WINAPI wine_glMultiTexCoord1iARB( GLenum target, GLint s ) {
ENTER_GL();
- glVertexPointer(size, type, stride, ptr);
+ glMultiTexCoord1iARB( target, s );
LEAVE_GL();
}
/***********************************************************************
- * glNormalPointer
+ * glMultiTexCoord1ivARB
*/
-void WINAPI wine_glNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr ) {
+void WINAPI wine_glMultiTexCoord1ivARB( GLenum target, GLint* v ) {
ENTER_GL();
- glNormalPointer(type, stride, ptr);
+ glMultiTexCoord1ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glColorPointer
+ * glMultiTexCoord1sARB
*/
-void WINAPI wine_glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) {
+void WINAPI wine_glMultiTexCoord1sARB( GLenum target, GLshort s ) {
ENTER_GL();
- glColorPointer(size, type, stride, ptr);
+ glMultiTexCoord1sARB( target, s );
LEAVE_GL();
}
/***********************************************************************
- * glIndexPointer
+ * glMultiTexCoord1svARB
*/
-void WINAPI wine_glIndexPointer(GLenum type, GLsizei stride, const GLvoid *ptr ) {
+void WINAPI wine_glMultiTexCoord1svARB( GLenum target, GLshort* v ) {
ENTER_GL();
- glIndexPointer(type, stride, ptr);
+ glMultiTexCoord1svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glTexCoordPointer
+ * glMultiTexCoord2dARB
*/
-void WINAPI wine_glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) {
+void WINAPI wine_glMultiTexCoord2dARB( GLenum target, GLdouble s, GLdouble t ) {
ENTER_GL();
- glTexCoordPointer(size, type, stride, ptr);
+ glMultiTexCoord2dARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
- * glEdgeFlagPointer
+ * glMultiTexCoord2dvARB
*/
-void WINAPI wine_glEdgeFlagPointer(GLsizei stride, const GLvoid *ptr ) {
+void WINAPI wine_glMultiTexCoord2dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
- glEdgeFlagPointer(stride, ptr);
+ glMultiTexCoord2dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glGetPointerv
+ * glMultiTexCoord2fARB
*/
-void WINAPI wine_glGetPointerv(GLenum pname, void **params ) {
+void WINAPI wine_glMultiTexCoord2fARB( GLenum target, GLfloat s, GLfloat t ) {
ENTER_GL();
- glGetPointerv(pname, params);
+ glMultiTexCoord2fARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
- * glArrayElement
+ * glMultiTexCoord2fvARB
*/
-void WINAPI wine_glArrayElement(GLint i ) {
+void WINAPI wine_glMultiTexCoord2fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
- glArrayElement(i);
+ glMultiTexCoord2fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glDrawArrays
+ * glMultiTexCoord2iARB
*/
-void WINAPI wine_glDrawArrays(GLenum mode, GLint first, GLsizei count ) {
+void WINAPI wine_glMultiTexCoord2iARB( GLenum target, GLint s, GLint t ) {
ENTER_GL();
- glDrawArrays(mode, first, count);
+ glMultiTexCoord2iARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
- * glDrawElements
+ * glMultiTexCoord2ivARB
*/
-void WINAPI wine_glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ) {
+void WINAPI wine_glMultiTexCoord2ivARB( GLenum target, GLint* v ) {
ENTER_GL();
- glDrawElements(mode, count, type, indices);
+ glMultiTexCoord2ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glInterleavedArrays
+ * glMultiTexCoord2sARB
*/
-void WINAPI wine_glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer ) {
+void WINAPI wine_glMultiTexCoord2sARB( GLenum target, GLshort s, GLshort t ) {
ENTER_GL();
- glInterleavedArrays(format, stride, pointer);
+ glMultiTexCoord2sARB( target, s, t );
LEAVE_GL();
}
/***********************************************************************
- * glShadeModel
+ * glMultiTexCoord2svARB
*/
-void WINAPI wine_glShadeModel(GLenum mode ) {
+void WINAPI wine_glMultiTexCoord2svARB( GLenum target, GLshort* v ) {
ENTER_GL();
- glShadeModel(mode);
+ glMultiTexCoord2svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glLightf
+ * glMultiTexCoord3dARB
*/
-void WINAPI wine_glLightf(GLenum light, GLenum pname, GLfloat param ) {
+void WINAPI wine_glMultiTexCoord3dARB( GLenum target, GLdouble s, GLdouble t, GLdouble r ) {
ENTER_GL();
- glLightf(light, pname, param);
+ glMultiTexCoord3dARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glLighti
+ * glMultiTexCoord3dvARB
*/
-void WINAPI wine_glLighti(GLenum light, GLenum pname, GLint param ) {
+void WINAPI wine_glMultiTexCoord3dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
- glLighti(light, pname, param);
+ glMultiTexCoord3dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glLightfv
+ * glMultiTexCoord3fARB
*/
-void WINAPI wine_glLightfv(GLenum light, GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glMultiTexCoord3fARB( GLenum target, GLfloat s, GLfloat t, GLfloat r ) {
ENTER_GL();
- glLightfv(light, pname, params);
+ glMultiTexCoord3fARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glLightiv
+ * glMultiTexCoord3fvARB
*/
-void WINAPI wine_glLightiv(GLenum light, GLenum pname, const GLint *params ) {
+void WINAPI wine_glMultiTexCoord3fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
- glLightiv(light, pname, params);
+ glMultiTexCoord3fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glGetLightfv
+ * glMultiTexCoord3iARB
*/
-void WINAPI wine_glGetLightfv(GLenum light, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glMultiTexCoord3iARB( GLenum target, GLint s, GLint t, GLint r ) {
ENTER_GL();
- glGetLightfv(light, pname, params);
+ glMultiTexCoord3iARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glGetLightiv
+ * glMultiTexCoord3ivARB
*/
-void WINAPI wine_glGetLightiv(GLenum light, GLenum pname, GLint *params ) {
+void WINAPI wine_glMultiTexCoord3ivARB( GLenum target, GLint* v ) {
ENTER_GL();
- glGetLightiv(light, pname, params);
+ glMultiTexCoord3ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glLightModelf
+ * glMultiTexCoord3sARB
*/
-void WINAPI wine_glLightModelf(GLenum pname, GLfloat param ) {
+void WINAPI wine_glMultiTexCoord3sARB( GLenum target, GLshort s, GLshort t, GLshort r ) {
ENTER_GL();
- glLightModelf(pname, param);
+ glMultiTexCoord3sARB( target, s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glLightModeli
+ * glMultiTexCoord3svARB
*/
-void WINAPI wine_glLightModeli(GLenum pname, GLint param ) {
+void WINAPI wine_glMultiTexCoord3svARB( GLenum target, GLshort* v ) {
ENTER_GL();
- glLightModeli(pname, param);
+ glMultiTexCoord3svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glLightModelfv
+ * glMultiTexCoord4dARB
*/
-void WINAPI wine_glLightModelfv(GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glMultiTexCoord4dARB( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ) {
ENTER_GL();
- glLightModelfv(pname, params);
+ glMultiTexCoord4dARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glLightModeliv
+ * glMultiTexCoord4dvARB
*/
-void WINAPI wine_glLightModeliv(GLenum pname, const GLint *params ) {
+void WINAPI wine_glMultiTexCoord4dvARB( GLenum target, GLdouble* v ) {
ENTER_GL();
- glLightModeliv(pname, params);
+ glMultiTexCoord4dvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glMaterialf
+ * glMultiTexCoord4fARB
*/
-void WINAPI wine_glMaterialf(GLenum face, GLenum pname, GLfloat param ) {
+void WINAPI wine_glMultiTexCoord4fARB( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {
ENTER_GL();
- glMaterialf(face, pname, param);
+ glMultiTexCoord4fARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glMateriali
+ * glMultiTexCoord4fvARB
*/
-void WINAPI wine_glMateriali(GLenum face, GLenum pname, GLint param ) {
+void WINAPI wine_glMultiTexCoord4fvARB( GLenum target, GLfloat* v ) {
ENTER_GL();
- glMateriali(face, pname, param);
+ glMultiTexCoord4fvARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glMaterialfv
+ * glMultiTexCoord4iARB
*/
-void WINAPI wine_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glMultiTexCoord4iARB( GLenum target, GLint s, GLint t, GLint r, GLint q ) {
ENTER_GL();
- glMaterialfv(face, pname, params);
+ glMultiTexCoord4iARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glMaterialiv
+ * glMultiTexCoord4ivARB
*/
-void WINAPI wine_glMaterialiv(GLenum face, GLenum pname, const GLint *params ) {
+void WINAPI wine_glMultiTexCoord4ivARB( GLenum target, GLint* v ) {
ENTER_GL();
- glMaterialiv(face, pname, params);
+ glMultiTexCoord4ivARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glGetMaterialfv
+ * glMultiTexCoord4sARB
*/
-void WINAPI wine_glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glMultiTexCoord4sARB( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ) {
ENTER_GL();
- glGetMaterialfv(face, pname, params);
+ glMultiTexCoord4sARB( target, s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glGetMaterialiv
+ * glMultiTexCoord4svARB
*/
-void WINAPI wine_glGetMaterialiv(GLenum face, GLenum pname, GLint *params ) {
+void WINAPI wine_glMultiTexCoord4svARB( GLenum target, GLshort* v ) {
ENTER_GL();
- glGetMaterialiv(face, pname, params);
+ glMultiTexCoord4svARB( target, v );
LEAVE_GL();
}
/***********************************************************************
- * glColorMaterial
+ * glNewList
*/
-void WINAPI wine_glColorMaterial(GLenum face, GLenum mode ) {
+void WINAPI wine_glNewList( GLuint list, GLenum mode ) {
ENTER_GL();
- glColorMaterial(face, mode);
+ glNewList( list, mode );
LEAVE_GL();
}
/***********************************************************************
- * glPixelZoom
+ * glNormal3b
*/
-void WINAPI wine_glPixelZoom(GLfloat xfactor, GLfloat yfactor ) {
+void WINAPI wine_glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz ) {
ENTER_GL();
- glPixelZoom(xfactor, yfactor);
+ glNormal3b( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
- * glPixelStoref
+ * glNormal3bv
*/
-void WINAPI wine_glPixelStoref(GLenum pname, GLfloat param ) {
+void WINAPI wine_glNormal3bv( GLbyte* v ) {
ENTER_GL();
- glPixelStoref(pname, param);
+ glNormal3bv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPixelStorei
+ * glNormal3d
*/
-void WINAPI wine_glPixelStorei(GLenum pname, GLint param ) {
+void WINAPI wine_glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ) {
ENTER_GL();
- glPixelStorei(pname, param);
+ glNormal3d( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
- * glPixelTransferf
+ * glNormal3dv
*/
-void WINAPI wine_glPixelTransferf(GLenum pname, GLfloat param ) {
+void WINAPI wine_glNormal3dv( GLdouble* v ) {
ENTER_GL();
- glPixelTransferf(pname, param);
+ glNormal3dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPixelTransferi
+ * glNormal3f
*/
-void WINAPI wine_glPixelTransferi(GLenum pname, GLint param ) {
+void WINAPI wine_glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ) {
ENTER_GL();
- glPixelTransferi(pname, param);
+ glNormal3f( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
- * glPixelMapfv
+ * glNormal3fv
*/
-void WINAPI wine_glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values ) {
+void WINAPI wine_glNormal3fv( GLfloat* v ) {
ENTER_GL();
- glPixelMapfv(map, mapsize, values);
+ glNormal3fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPixelMapuiv
+ * glNormal3i
*/
-void WINAPI wine_glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values ) {
+void WINAPI wine_glNormal3i( GLint nx, GLint ny, GLint nz ) {
ENTER_GL();
- glPixelMapuiv(map, mapsize, values);
+ glNormal3i( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
- * glPixelMapusv
+ * glNormal3iv
*/
-void WINAPI wine_glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values ) {
+void WINAPI wine_glNormal3iv( GLint* v ) {
ENTER_GL();
- glPixelMapusv(map, mapsize, values);
+ glNormal3iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetPixelMapfv
+ * glNormal3s
*/
-void WINAPI wine_glGetPixelMapfv(GLenum map, GLfloat *values ) {
+void WINAPI wine_glNormal3s( GLshort nx, GLshort ny, GLshort nz ) {
ENTER_GL();
- glGetPixelMapfv(map, values);
+ glNormal3s( nx, ny, nz );
LEAVE_GL();
}
/***********************************************************************
- * glGetPixelMapuiv
+ * glNormal3sv
*/
-void WINAPI wine_glGetPixelMapuiv(GLenum map, GLuint *values ) {
+void WINAPI wine_glNormal3sv( GLshort* v ) {
ENTER_GL();
- glGetPixelMapuiv(map, values);
+ glNormal3sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetPixelMapusv
+ * glNormalPointer
*/
-void WINAPI wine_glGetPixelMapusv(GLenum map, GLushort *values ) {
+void WINAPI wine_glNormalPointer( GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
- glGetPixelMapusv(map, values);
+ glNormalPointer( type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
- * glBitmap
+ * glOrtho
*/
-void WINAPI wine_glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap ) {
+void WINAPI wine_glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar ) {
ENTER_GL();
- glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap);
+ glOrtho( left, right, bottom, top, zNear, zFar );
LEAVE_GL();
}
/***********************************************************************
- * glReadPixels
+ * glPassThrough
*/
-void WINAPI wine_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ) {
+void WINAPI wine_glPassThrough( GLfloat token ) {
ENTER_GL();
- glReadPixels(x, y, width, height, format, type, pixels);
+ glPassThrough( token );
LEAVE_GL();
}
/***********************************************************************
- * glDrawPixels
+ * glPixelMapfv
*/
-void WINAPI wine_glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ) {
+void WINAPI wine_glPixelMapfv( GLenum map, GLint mapsize, GLfloat* values ) {
ENTER_GL();
- glDrawPixels(width, height, format, type, pixels);
+ glPixelMapfv( map, mapsize, values );
LEAVE_GL();
}
/***********************************************************************
- * glCopyPixels
+ * glPixelMapuiv
*/
-void WINAPI wine_glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ) {
+void WINAPI wine_glPixelMapuiv( GLenum map, GLint mapsize, GLuint* values ) {
ENTER_GL();
- glCopyPixels(x, y, width, height, type);
+ glPixelMapuiv( map, mapsize, values );
LEAVE_GL();
}
/***********************************************************************
- * glStencilFunc
+ * glPixelMapusv
*/
-void WINAPI wine_glStencilFunc(GLenum func, GLint ref, GLuint mask ) {
+void WINAPI wine_glPixelMapusv( GLenum map, GLint mapsize, GLushort* values ) {
ENTER_GL();
- glStencilFunc(func, ref, mask);
+ glPixelMapusv( map, mapsize, values );
LEAVE_GL();
}
/***********************************************************************
- * glStencilMask
+ * glPixelStoref
*/
-void WINAPI wine_glStencilMask(GLuint mask ) {
+void WINAPI wine_glPixelStoref( GLenum pname, GLfloat param ) {
ENTER_GL();
- glStencilMask(mask);
+ glPixelStoref( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glStencilOp
+ * glPixelStorei
*/
-void WINAPI wine_glStencilOp(GLenum fail, GLenum zfail, GLenum zpass ) {
+void WINAPI wine_glPixelStorei( GLenum pname, GLint param ) {
ENTER_GL();
- glStencilOp(fail, zfail, zpass);
+ glPixelStorei( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glClearStencil
+ * glPixelTransferf
*/
-void WINAPI wine_glClearStencil(GLint s ) {
+void WINAPI wine_glPixelTransferf( GLenum pname, GLfloat param ) {
ENTER_GL();
- glClearStencil(s);
+ glPixelTransferf( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glTexGend
+ * glPixelTransferi
*/
-void WINAPI wine_glTexGend(GLenum coord, GLenum pname, GLdouble param ) {
+void WINAPI wine_glPixelTransferi( GLenum pname, GLint param ) {
ENTER_GL();
- glTexGend(coord, pname, param);
+ glPixelTransferi( pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glTexGenf
+ * glPixelZoom
*/
-void WINAPI wine_glTexGenf(GLenum coord, GLenum pname, GLfloat param ) {
+void WINAPI wine_glPixelZoom( GLfloat xfactor, GLfloat yfactor ) {
ENTER_GL();
- glTexGenf(coord, pname, param);
+ glPixelZoom( xfactor, yfactor );
LEAVE_GL();
}
/***********************************************************************
- * glTexGeni
+ * glPointSize
*/
-void WINAPI wine_glTexGeni(GLenum coord, GLenum pname, GLint param ) {
+void WINAPI wine_glPointSize( GLfloat size ) {
ENTER_GL();
- glTexGeni(coord, pname, param);
+ glPointSize( size );
LEAVE_GL();
}
/***********************************************************************
- * glTexGendv
+ * glPolygonMode
*/
-void WINAPI wine_glTexGendv(GLenum coord, GLenum pname, const GLdouble *params ) {
+void WINAPI wine_glPolygonMode( GLenum face, GLenum mode ) {
ENTER_GL();
- glTexGendv(coord, pname, params);
+ glPolygonMode( face, mode );
LEAVE_GL();
}
/***********************************************************************
- * glTexGenfv
+ * glPolygonOffset
*/
-void WINAPI wine_glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glPolygonOffset( GLfloat factor, GLfloat units ) {
ENTER_GL();
- glTexGenfv(coord, pname, params);
+ glPolygonOffset( factor, units );
LEAVE_GL();
}
/***********************************************************************
- * glTexGeniv
+ * glPolygonStipple
*/
-void WINAPI wine_glTexGeniv(GLenum coord, GLenum pname, const GLint *params ) {
+void WINAPI wine_glPolygonStipple( GLubyte* mask ) {
ENTER_GL();
- glTexGeniv(coord, pname, params);
+ glPolygonStipple( mask );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexGendv
+ * glPopAttrib
*/
-void WINAPI wine_glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params ) {
+void WINAPI wine_glPopAttrib( ) {
ENTER_GL();
- glGetTexGendv(coord, pname, params);
+ glPopAttrib( );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexGenfv
+ * glPopClientAttrib
*/
-void WINAPI wine_glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glPopClientAttrib( ) {
ENTER_GL();
- glGetTexGenfv(coord, pname, params);
+ glPopClientAttrib( );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexGeniv
+ * glPopMatrix
*/
-void WINAPI wine_glGetTexGeniv(GLenum coord, GLenum pname, GLint *params ) {
+void WINAPI wine_glPopMatrix( ) {
ENTER_GL();
- glGetTexGeniv(coord, pname, params);
+ glPopMatrix( );
LEAVE_GL();
}
/***********************************************************************
- * glTexEnvf
+ * glPopName
*/
-void WINAPI wine_glTexEnvf(GLenum target, GLenum pname, GLfloat param ) {
+void WINAPI wine_glPopName( ) {
ENTER_GL();
- glTexEnvf(target, pname, param);
+ glPopName( );
LEAVE_GL();
}
/***********************************************************************
- * glTexEnvi
+ * glPrioritizeTextures
*/
-void WINAPI wine_glTexEnvi(GLenum target, GLenum pname, GLint param ) {
+void WINAPI wine_glPrioritizeTextures( GLsizei n, GLuint* textures, GLclampf* priorities ) {
ENTER_GL();
- glTexEnvi(target, pname, param);
+ glPrioritizeTextures( n, textures, priorities );
LEAVE_GL();
}
/***********************************************************************
- * glTexEnvfv
+ * glPushAttrib
*/
-void WINAPI wine_glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glPushAttrib( GLbitfield mask ) {
ENTER_GL();
- glTexEnvfv(target, pname, params);
+ glPushAttrib( mask );
LEAVE_GL();
}
/***********************************************************************
- * glTexEnviv
+ * glPushClientAttrib
*/
-void WINAPI wine_glTexEnviv(GLenum target, GLenum pname, const GLint *params ) {
+void WINAPI wine_glPushClientAttrib( GLbitfield mask ) {
ENTER_GL();
- glTexEnviv(target, pname, params);
+ glPushClientAttrib( mask );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexEnvfv
+ * glPushMatrix
*/
-void WINAPI wine_glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glPushMatrix( ) {
ENTER_GL();
- glGetTexEnvfv(target, pname, params);
+ glPushMatrix( );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexEnviv
+ * glPushName
*/
-void WINAPI wine_glGetTexEnviv(GLenum target, GLenum pname, GLint *params ) {
+void WINAPI wine_glPushName( GLuint name ) {
ENTER_GL();
- glGetTexEnviv(target, pname, params);
+ glPushName( name );
LEAVE_GL();
}
/***********************************************************************
- * glTexParameterf
+ * glRasterPos2d
*/
-void WINAPI wine_glTexParameterf(GLenum target, GLenum pname, GLfloat param ) {
+void WINAPI wine_glRasterPos2d( GLdouble x, GLdouble y ) {
ENTER_GL();
- glTexParameterf(target, pname, param);
+ glRasterPos2d( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glTexParameteri
+ * glRasterPos2dv
*/
-void WINAPI wine_glTexParameteri(GLenum target, GLenum pname, GLint param ) {
+void WINAPI wine_glRasterPos2dv( GLdouble* v ) {
ENTER_GL();
- glTexParameteri(target, pname, param);
+ glRasterPos2dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glTexParameterfv
+ * glRasterPos2f
*/
-void WINAPI wine_glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glRasterPos2f( GLfloat x, GLfloat y ) {
ENTER_GL();
- glTexParameterfv(target, pname, params);
+ glRasterPos2f( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glTexParameteriv
+ * glRasterPos2fv
*/
-void WINAPI wine_glTexParameteriv(GLenum target, GLenum pname, const GLint *params ) {
+void WINAPI wine_glRasterPos2fv( GLfloat* v ) {
ENTER_GL();
- glTexParameteriv(target, pname, params);
+ glRasterPos2fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexParameterfv
+ * glRasterPos2i
*/
-void WINAPI wine_glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {
+void WINAPI wine_glRasterPos2i( GLint x, GLint y ) {
ENTER_GL();
- glGetTexParameterfv(target, pname, params);
+ glRasterPos2i( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexParameteriv
+ * glRasterPos2iv
*/
-void WINAPI wine_glGetTexParameteriv(GLenum target, GLenum pname, GLint *params ) {
+void WINAPI wine_glRasterPos2iv( GLint* v ) {
ENTER_GL();
- glGetTexParameteriv(target, pname, params);
+ glRasterPos2iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexLevelParameterfv
+ * glRasterPos2s
*/
-void WINAPI wine_glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glRasterPos2s( GLshort x, GLshort y ) {
ENTER_GL();
- glGetTexLevelParameterfv(target, level, pname, params);
+ glRasterPos2s( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexLevelParameteriv
+ * glRasterPos2sv
*/
-void WINAPI wine_glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params ) {
+void WINAPI wine_glRasterPos2sv( GLshort* v ) {
ENTER_GL();
- glGetTexLevelParameteriv(target, level, pname, params);
+ glRasterPos2sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glTexImage1D
+ * glRasterPos3d
*/
-void WINAPI wine_glTexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) {
+void WINAPI wine_glRasterPos3d( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
- glTexImage1D(target, level, internalFormat, width, border, format, type, pixels);
+ glRasterPos3d( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glTexImage2D
+ * glRasterPos3dv
*/
-void WINAPI wine_glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) {
+void WINAPI wine_glRasterPos3dv( GLdouble* v ) {
ENTER_GL();
- glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);
+ glRasterPos3dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetTexImage
+ * glRasterPos3f
*/
-void WINAPI wine_glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels ) {
+void WINAPI wine_glRasterPos3f( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
- glGetTexImage(target, level, format, type, pixels);
+ glRasterPos3f( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glGenTextures
+ * glRasterPos3fv
*/
-void WINAPI wine_glGenTextures(GLsizei n, GLuint *textures ) {
+void WINAPI wine_glRasterPos3fv( GLfloat* v ) {
ENTER_GL();
- glGenTextures(n, textures);
+ glRasterPos3fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glDeleteTextures
+ * glRasterPos3i
*/
-void WINAPI wine_glDeleteTextures(GLsizei n, const GLuint *textures) {
+void WINAPI wine_glRasterPos3i( GLint x, GLint y, GLint z ) {
ENTER_GL();
- glDeleteTextures(n, textures);
+ glRasterPos3i( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glBindTexture
+ * glRasterPos3iv
*/
-void WINAPI wine_glBindTexture(GLenum target, GLuint texture ) {
+void WINAPI wine_glRasterPos3iv( GLint* v ) {
ENTER_GL();
- glBindTexture(target, texture);
+ glRasterPos3iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPrioritizeTextures
+ * glRasterPos3s
*/
-void WINAPI wine_glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities ) {
+void WINAPI wine_glRasterPos3s( GLshort x, GLshort y, GLshort z ) {
ENTER_GL();
- glPrioritizeTextures(n, textures, priorities);
+ glRasterPos3s( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glAreTexturesResident
+ * glRasterPos3sv
*/
-GLboolean WINAPI wine_glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences ) {
- GLboolean ret;
+void WINAPI wine_glRasterPos3sv( GLshort* v ) {
ENTER_GL();
- ret = glAreTexturesResident(n, textures, residences);
+ glRasterPos3sv( v );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glIsTexture
+ * glRasterPos4d
*/
-GLboolean WINAPI wine_glIsTexture(GLuint texture ) {
- GLboolean ret;
+void WINAPI wine_glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
ENTER_GL();
- ret = glIsTexture(texture);
+ glRasterPos4d( x, y, z, w );
LEAVE_GL();
- return ret;
}
/***********************************************************************
- * glTexSubImage1D
+ * glRasterPos4dv
*/
-void WINAPI wine_glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels ) {
+void WINAPI wine_glRasterPos4dv( GLdouble* v ) {
ENTER_GL();
- glTexSubImage1D(target, level, xoffset, width, format, type, pixels);
+ glRasterPos4dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glTexSubImage2D
+ * glRasterPos4f
*/
-void WINAPI wine_glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ) {
+void WINAPI wine_glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
ENTER_GL();
- glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
+ glRasterPos4f( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
- * glCopyTexImage1D
+ * glRasterPos4fv
*/
-void WINAPI wine_glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ) {
+void WINAPI wine_glRasterPos4fv( GLfloat* v ) {
ENTER_GL();
- glCopyTexImage1D(target, level, internalformat, x, y, width, border);
+ glRasterPos4fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glCopyTexImage2D
+ * glRasterPos4i
*/
-void WINAPI wine_glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) {
+void WINAPI wine_glRasterPos4i( GLint x, GLint y, GLint z, GLint w ) {
ENTER_GL();
- glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+ glRasterPos4i( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
- * glCopyTexSubImage1D
+ * glRasterPos4iv
*/
-void WINAPI wine_glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ) {
+void WINAPI wine_glRasterPos4iv( GLint* v ) {
ENTER_GL();
- glCopyTexSubImage1D(target, level, xoffset, x, y, width);
+ glRasterPos4iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glCopyTexSubImage2D
+ * glRasterPos4s
*/
-void WINAPI wine_glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
+void WINAPI wine_glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w ) {
ENTER_GL();
- glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
+ glRasterPos4s( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
- * glMap1d
+ * glRasterPos4sv
*/
-void WINAPI wine_glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points ) {
+void WINAPI wine_glRasterPos4sv( GLshort* v ) {
ENTER_GL();
- glMap1d(target, u1, u2, stride, order, points);
+ glRasterPos4sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMap1f
+ * glReadBuffer
*/
-void WINAPI wine_glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points ) {
+void WINAPI wine_glReadBuffer( GLenum mode ) {
ENTER_GL();
- glMap1f(target, u1, u2, stride, order, points);
+ glReadBuffer( mode );
LEAVE_GL();
}
/***********************************************************************
- * glMap2d
+ * glReadPixels
*/
-void WINAPI wine_glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points ) {
+void WINAPI wine_glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glMap2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
+ glReadPixels( x, y, width, height, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glMap2f
+ * glRectd
*/
-void WINAPI wine_glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points ) {
+void WINAPI wine_glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ) {
ENTER_GL();
- glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
+ glRectd( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
- * glGetMapdv
+ * glRectdv
*/
-void WINAPI wine_glGetMapdv(GLenum target, GLenum query, GLdouble *v ) {
+void WINAPI wine_glRectdv( GLdouble* v1, GLdouble* v2 ) {
ENTER_GL();
- glGetMapdv(target, query, v);
+ glRectdv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
- * glGetMapfv
+ * glRectf
*/
-void WINAPI wine_glGetMapfv(GLenum target, GLenum query, GLfloat *v ) {
+void WINAPI wine_glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) {
ENTER_GL();
- glGetMapfv(target, query, v);
+ glRectf( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
- * glGetMapiv
+ * glRectfv
*/
-void WINAPI wine_glGetMapiv(GLenum target, GLenum query, GLint *v ) {
+void WINAPI wine_glRectfv( GLfloat* v1, GLfloat* v2 ) {
ENTER_GL();
- glGetMapiv(target, query, v);
+ glRectfv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
- * glEvalCoord1d
+ * glRecti
*/
-void WINAPI wine_glEvalCoord1d(GLdouble u ) {
+void WINAPI wine_glRecti( GLint x1, GLint y1, GLint x2, GLint y2 ) {
ENTER_GL();
- glEvalCoord1d(u);
+ glRecti( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
- * glEvalCoord1f
+ * glRectiv
*/
-void WINAPI wine_glEvalCoord1f(GLfloat u ) {
+void WINAPI wine_glRectiv( GLint* v1, GLint* v2 ) {
ENTER_GL();
- glEvalCoord1f(u);
+ glRectiv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
- * glEvalCoord1dv
+ * glRects
*/
-void WINAPI wine_glEvalCoord1dv(const GLdouble *u ) {
+void WINAPI wine_glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ) {
ENTER_GL();
- glEvalCoord1dv(u);
+ glRects( x1, y1, x2, y2 );
LEAVE_GL();
}
/***********************************************************************
- * glEvalCoord1fv
+ * glRectsv
*/
-void WINAPI wine_glEvalCoord1fv(const GLfloat *u ) {
+void WINAPI wine_glRectsv( GLshort* v1, GLshort* v2 ) {
ENTER_GL();
- glEvalCoord1fv(u);
+ glRectsv( v1, v2 );
LEAVE_GL();
}
/***********************************************************************
- * glEvalCoord2d
+ * glRenderMode
*/
-void WINAPI wine_glEvalCoord2d(GLdouble u, GLdouble v ) {
+GLint WINAPI wine_glRenderMode( GLenum mode ) {
+ GLint ret_value;
ENTER_GL();
- glEvalCoord2d(u, v);
+ ret_value = glRenderMode( mode );
LEAVE_GL();
+ return ret_value;
}
/***********************************************************************
- * glEvalCoord2f
+ * glResetHistogram
*/
-void WINAPI wine_glEvalCoord2f(GLfloat u, GLfloat v ) {
+void WINAPI wine_glResetHistogram( GLenum target ) {
ENTER_GL();
- glEvalCoord2f(u, v);
+ glResetHistogram( target );
LEAVE_GL();
}
/***********************************************************************
- * glEvalCoord2dv
+ * glResetMinmax
*/
-void WINAPI wine_glEvalCoord2dv(const GLdouble *u ) {
+void WINAPI wine_glResetMinmax( GLenum target ) {
ENTER_GL();
- glEvalCoord2dv(u);
+ glResetMinmax( target );
LEAVE_GL();
}
/***********************************************************************
- * glEvalCoord2fv
+ * glRotated
*/
-void WINAPI wine_glEvalCoord2fv(const GLfloat *u ) {
+void WINAPI wine_glRotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
- glEvalCoord2fv(u);
+ glRotated( angle, x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMapGrid1d
+ * glRotatef
*/
-void WINAPI wine_glMapGrid1d(GLint un, GLdouble u1, GLdouble u2 ) {
+void WINAPI wine_glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
- glMapGrid1d(un, u1, u2);
+ glRotatef( angle, x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMapGrid1f
+ * glScaled
*/
-void WINAPI wine_glMapGrid1f(GLint un, GLfloat u1, GLfloat u2 ) {
+void WINAPI wine_glScaled( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
- glMapGrid1f(un, u1, u2);
+ glScaled( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMapGrid2d
+ * glScalef
*/
-void WINAPI wine_glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ) {
+void WINAPI wine_glScalef( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
- glMapGrid2d(un, u1, u2, vn, v1, v2);
+ glScalef( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMapGrid2f
+ * glScissor
*/
-void WINAPI wine_glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) {
+void WINAPI wine_glScissor( GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
- glMapGrid2f(un, u1, u2, vn, v1, v2);
+ glScissor( x, y, width, height );
LEAVE_GL();
}
/***********************************************************************
- * glEvalPoint1
+ * glSelectBuffer
*/
-void WINAPI wine_glEvalPoint1(GLint i ) {
+void WINAPI wine_glSelectBuffer( GLsizei size, GLuint* buffer ) {
ENTER_GL();
- glEvalPoint1(i);
+ glSelectBuffer( size, buffer );
LEAVE_GL();
}
/***********************************************************************
- * glEvalPoint2
+ * glSeparableFilter2D
*/
-void WINAPI wine_glEvalPoint2(GLint i, GLint j ) {
+void WINAPI wine_glSeparableFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* row, GLvoid* column ) {
ENTER_GL();
- glEvalPoint2(i, j);
+ glSeparableFilter2D( target, internalformat, width, height, format, type, row, column );
LEAVE_GL();
}
/***********************************************************************
- * glEvalMesh1
+ * glShadeModel
*/
-void WINAPI wine_glEvalMesh1(GLenum mode, GLint i1, GLint i2 ) {
+void WINAPI wine_glShadeModel( GLenum mode ) {
ENTER_GL();
- glEvalMesh1(mode, i1, i2);
+ glShadeModel( mode );
LEAVE_GL();
}
/***********************************************************************
- * glEvalMesh2
+ * glStencilFunc
*/
-void WINAPI wine_glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ) {
+void WINAPI wine_glStencilFunc( GLenum func, GLint ref, GLuint mask ) {
ENTER_GL();
- glEvalMesh2(mode, i1, i2, j1, j2);
+ glStencilFunc( func, ref, mask );
LEAVE_GL();
}
/***********************************************************************
- * glFogf
+ * glStencilMask
*/
-void WINAPI wine_glFogf(GLenum pname, GLfloat param ) {
+void WINAPI wine_glStencilMask( GLuint mask ) {
ENTER_GL();
- glFogf(pname, param);
+ glStencilMask( mask );
LEAVE_GL();
}
/***********************************************************************
- * glFogi
+ * glStencilOp
*/
-void WINAPI wine_glFogi(GLenum pname, GLint param ) {
+void WINAPI wine_glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ) {
ENTER_GL();
- glFogi(pname, param);
+ glStencilOp( fail, zfail, zpass );
LEAVE_GL();
}
/***********************************************************************
- * glFogfv
+ * glTexCoord1d
*/
-void WINAPI wine_glFogfv(GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glTexCoord1d( GLdouble s ) {
ENTER_GL();
- glFogfv(pname, params);
+ glTexCoord1d( s );
LEAVE_GL();
}
/***********************************************************************
- * glFogiv
+ * glTexCoord1dv
*/
-void WINAPI wine_glFogiv(GLenum pname, const GLint *params ) {
+void WINAPI wine_glTexCoord1dv( GLdouble* v ) {
ENTER_GL();
- glFogiv(pname, params);
+ glTexCoord1dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glFeedbackBuffer
+ * glTexCoord1f
*/
-void WINAPI wine_glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer ) {
+void WINAPI wine_glTexCoord1f( GLfloat s ) {
ENTER_GL();
- glFeedbackBuffer(size, type, buffer);
+ glTexCoord1f( s );
LEAVE_GL();
}
/***********************************************************************
- * glPassThrough
+ * glTexCoord1fv
*/
-void WINAPI wine_glPassThrough(GLfloat token ) {
+void WINAPI wine_glTexCoord1fv( GLfloat* v ) {
ENTER_GL();
- glPassThrough(token);
+ glTexCoord1fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glSelectBuffer
+ * glTexCoord1i
*/
-void WINAPI wine_glSelectBuffer(GLsizei size, GLuint *buffer ) {
+void WINAPI wine_glTexCoord1i( GLint s ) {
ENTER_GL();
- glSelectBuffer(size, buffer);
+ glTexCoord1i( s );
LEAVE_GL();
}
/***********************************************************************
- * glInitNames
+ * glTexCoord1iv
*/
-void WINAPI wine_glInitNames(void ) {
+void WINAPI wine_glTexCoord1iv( GLint* v ) {
ENTER_GL();
- glInitNames();
+ glTexCoord1iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glLoadName
+ * glTexCoord1s
*/
-void WINAPI wine_glLoadName(GLuint name ) {
+void WINAPI wine_glTexCoord1s( GLshort s ) {
ENTER_GL();
- glLoadName(name);
+ glTexCoord1s( s );
LEAVE_GL();
}
/***********************************************************************
- * glPushName
+ * glTexCoord1sv
*/
-void WINAPI wine_glPushName(GLuint name ) {
+void WINAPI wine_glTexCoord1sv( GLshort* v ) {
ENTER_GL();
- glPushName(name);
+ glTexCoord1sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glPopName
+ * glTexCoord2d
*/
-void WINAPI wine_glPopName(void ) {
+void WINAPI wine_glTexCoord2d( GLdouble s, GLdouble t ) {
ENTER_GL();
- glPopName();
+ glTexCoord2d( s, t );
LEAVE_GL();
}
/***********************************************************************
- * glDrawRangeElements
+ * glTexCoord2dv
*/
-void WINAPI wine_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ) {
+void WINAPI wine_glTexCoord2dv( GLdouble* v ) {
ENTER_GL();
- glDrawRangeElements(mode, start, end, count, type, indices);
+ glTexCoord2dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glTexImage3D
+ * glTexCoord2f
*/
-void WINAPI wine_glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) {
+void WINAPI wine_glTexCoord2f( GLfloat s, GLfloat t ) {
ENTER_GL();
- glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, pixels);
+ glTexCoord2f( s, t );
LEAVE_GL();
}
/***********************************************************************
- * glTexSubImage3D
+ * glTexCoord2fv
*/
-void WINAPI wine_glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) {
+void WINAPI wine_glTexCoord2fv( GLfloat* v ) {
ENTER_GL();
- glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
+ glTexCoord2fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glCopyTexSubImage3D
+ * glTexCoord2i
*/
-void WINAPI wine_glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
+void WINAPI wine_glTexCoord2i( GLint s, GLint t ) {
ENTER_GL();
- glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
+ glTexCoord2i( s, t );
LEAVE_GL();
}
/***********************************************************************
- * glColorTable
+ * glTexCoord2iv
*/
-void WINAPI wine_glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table ) {
+void WINAPI wine_glTexCoord2iv( GLint* v ) {
ENTER_GL();
- glColorTable(target, internalformat, width, format, type, table);
+ glTexCoord2iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glColorSubTable
+ * glTexCoord2s
*/
-void WINAPI wine_glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data ) {
+void WINAPI wine_glTexCoord2s( GLshort s, GLshort t ) {
ENTER_GL();
- glColorSubTable(target, start, count, format, type, data);
+ glTexCoord2s( s, t );
LEAVE_GL();
}
/***********************************************************************
- * glColorTableParameteriv
+ * glTexCoord2sv
*/
-void WINAPI wine_glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params) {
+void WINAPI wine_glTexCoord2sv( GLshort* v ) {
ENTER_GL();
- glColorTableParameteriv(target, pname, params);
+ glTexCoord2sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glColorTableParameterfv
+ * glTexCoord3d
*/
-void WINAPI wine_glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params) {
+void WINAPI wine_glTexCoord3d( GLdouble s, GLdouble t, GLdouble r ) {
ENTER_GL();
- glColorTableParameterfv(target, pname, params);
+ glTexCoord3d( s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glCopyColorSubTable
+ * glTexCoord3dv
*/
-void WINAPI wine_glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width ) {
+void WINAPI wine_glTexCoord3dv( GLdouble* v ) {
ENTER_GL();
- glCopyColorSubTable(target, start, x, y, width);
+ glTexCoord3dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glCopyColorTable
+ * glTexCoord3f
*/
-void WINAPI wine_glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
+void WINAPI wine_glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ) {
ENTER_GL();
- glCopyColorTable(target, internalformat, x, y, width);
+ glTexCoord3f( s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glGetColorTable
+ * glTexCoord3fv
*/
-void WINAPI wine_glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table ) {
+void WINAPI wine_glTexCoord3fv( GLfloat* v ) {
ENTER_GL();
- glGetColorTable(target, format, type, table);
+ glTexCoord3fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetColorTableParameterfv
+ * glTexCoord3i
*/
-void WINAPI wine_glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glTexCoord3i( GLint s, GLint t, GLint r ) {
ENTER_GL();
- glGetColorTableParameterfv(target, pname, params);
+ glTexCoord3i( s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glGetColorTableParameteriv
+ * glTexCoord3iv
*/
-void WINAPI wine_glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params ) {
+void WINAPI wine_glTexCoord3iv( GLint* v ) {
ENTER_GL();
- glGetColorTableParameteriv(target, pname, params);
+ glTexCoord3iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glBlendEquation
+ * glTexCoord3s
*/
-void WINAPI wine_glBlendEquation(GLenum mode ) {
+void WINAPI wine_glTexCoord3s( GLshort s, GLshort t, GLshort r ) {
ENTER_GL();
- glBlendEquation(mode);
+ glTexCoord3s( s, t, r );
LEAVE_GL();
}
/***********************************************************************
- * glBlendColor
+ * glTexCoord3sv
*/
-void WINAPI wine_glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
+void WINAPI wine_glTexCoord3sv( GLshort* v ) {
ENTER_GL();
- glBlendColor(red, green, blue, alpha);
+ glTexCoord3sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glHistogram
+ * glTexCoord4d
*/
-void WINAPI wine_glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink ) {
+void WINAPI wine_glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ) {
ENTER_GL();
- glHistogram(target, width, internalformat, sink);
+ glTexCoord4d( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glResetHistogram
+ * glTexCoord4dv
*/
-void WINAPI wine_glResetHistogram(GLenum target ) {
+void WINAPI wine_glTexCoord4dv( GLdouble* v ) {
ENTER_GL();
- glResetHistogram(target);
+ glTexCoord4dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetHistogram
+ * glTexCoord4f
*/
-void WINAPI wine_glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values ) {
+void WINAPI wine_glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {
ENTER_GL();
- glGetHistogram(target, reset, format, type, values);
+ glTexCoord4f( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glGetHistogramParameterfv
+ * glTexCoord4fv
*/
-void WINAPI wine_glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glTexCoord4fv( GLfloat* v ) {
ENTER_GL();
- glGetHistogramParameterfv(target, pname, params);
+ glTexCoord4fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetHistogramParameteriv
+ * glTexCoord4i
*/
-void WINAPI wine_glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params ) {
+void WINAPI wine_glTexCoord4i( GLint s, GLint t, GLint r, GLint q ) {
ENTER_GL();
- glGetHistogramParameteriv(target, pname, params);
+ glTexCoord4i( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glMinmax
+ * glTexCoord4iv
*/
-void WINAPI wine_glMinmax(GLenum target, GLenum internalformat, GLboolean sink ) {
+void WINAPI wine_glTexCoord4iv( GLint* v ) {
ENTER_GL();
- glMinmax(target, internalformat, sink);
+ glTexCoord4iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glResetMinmax
+ * glTexCoord4s
*/
-void WINAPI wine_glResetMinmax(GLenum target ) {
+void WINAPI wine_glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ) {
ENTER_GL();
- glResetMinmax(target);
+ glTexCoord4s( s, t, r, q );
LEAVE_GL();
}
/***********************************************************************
- * glGetMinmax
+ * glTexCoord4sv
*/
-void WINAPI wine_glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values ) {
+void WINAPI wine_glTexCoord4sv( GLshort* v ) {
ENTER_GL();
- glGetMinmax(target, reset, format, types, values);
+ glTexCoord4sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glGetMinmaxParameterfv
+ * glTexCoordPointer
*/
-void WINAPI wine_glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glTexCoordPointer( GLint size, GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
- glGetMinmaxParameterfv(target, pname, params);
+ glTexCoordPointer( size, type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
- * glGetMinmaxParameteriv
+ * glTexEnvf
*/
-void WINAPI wine_glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params ) {
+void WINAPI wine_glTexEnvf( GLenum target, GLenum pname, GLfloat param ) {
ENTER_GL();
- glGetMinmaxParameteriv(target, pname, params);
+ glTexEnvf( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glConvolutionFilter1D
+ * glTexEnvfv
*/
-void WINAPI wine_glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image ) {
+void WINAPI wine_glTexEnvfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glConvolutionFilter1D(target, internalformat, width, format, type, image);
+ glTexEnvfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glConvolutionFilter2D
+ * glTexEnvi
*/
-void WINAPI wine_glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image ) {
+void WINAPI wine_glTexEnvi( GLenum target, GLenum pname, GLint param ) {
ENTER_GL();
- glConvolutionFilter2D(target, internalformat, width, height, format, type, image);
+ glTexEnvi( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glConvolutionParameterf
+ * glTexEnviv
*/
-void WINAPI wine_glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params ) {
+void WINAPI wine_glTexEnviv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glConvolutionParameterf(target, pname, params);
+ glTexEnviv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glConvolutionParameterfv
+ * glTexGend
*/
-void WINAPI wine_glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params ) {
+void WINAPI wine_glTexGend( GLenum coord, GLenum pname, GLdouble param ) {
ENTER_GL();
- glConvolutionParameterfv(target, pname, params);
+ glTexGend( coord, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glConvolutionParameteri
+ * glTexGendv
*/
-void WINAPI wine_glConvolutionParameteri(GLenum target, GLenum pname, GLint params ) {
+void WINAPI wine_glTexGendv( GLenum coord, GLenum pname, GLdouble* params ) {
ENTER_GL();
- glConvolutionParameteri(target, pname, params);
+ glTexGendv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glConvolutionParameteriv
+ * glTexGenf
*/
-void WINAPI wine_glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params ) {
+void WINAPI wine_glTexGenf( GLenum coord, GLenum pname, GLfloat param ) {
ENTER_GL();
- glConvolutionParameteriv(target, pname, params);
+ glTexGenf( coord, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glCopyConvolutionFilter1D
+ * glTexGenfv
*/
-void WINAPI wine_glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
+void WINAPI wine_glTexGenfv( GLenum coord, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glCopyConvolutionFilter1D(target, internalformat, x, y, width);
+ glTexGenfv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glCopyConvolutionFilter2D
+ * glTexGeni
*/
-void WINAPI wine_glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height) {
+void WINAPI wine_glTexGeni( GLenum coord, GLenum pname, GLint param ) {
ENTER_GL();
- glCopyConvolutionFilter2D(target, internalformat, x, y, width, height);
+ glTexGeni( coord, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glGetConvolutionFilter
+ * glTexGeniv
*/
-void WINAPI wine_glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image ) {
+void WINAPI wine_glTexGeniv( GLenum coord, GLenum pname, GLint* params ) {
ENTER_GL();
- glGetConvolutionFilter(target, format, type, image);
+ glTexGeniv( coord, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glGetConvolutionParameterfv
+ * glTexImage1D
*/
-void WINAPI wine_glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
+void WINAPI wine_glTexImage1D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glGetConvolutionParameterfv(target, pname, params);
+ glTexImage1D( target, level, internalformat, width, border, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glGetConvolutionParameteriv
+ * glTexImage2D
*/
-void WINAPI wine_glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params ) {
+void WINAPI wine_glTexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glGetConvolutionParameteriv(target, pname, params);
+ glTexImage2D( target, level, internalformat, width, height, border, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glSeparableFilter2D
+ * glTexImage3D
*/
-void WINAPI wine_glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column ) {
+void WINAPI wine_glTexImage3D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glSeparableFilter2D(target, internalformat, width, height, format, type, row, column);
+ glTexImage3D( target, level, internalformat, width, height, depth, border, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glGetSeparableFilter
+ * glTexParameterf
*/
-void WINAPI wine_glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span ) {
+void WINAPI wine_glTexParameterf( GLenum target, GLenum pname, GLfloat param ) {
ENTER_GL();
- glGetSeparableFilter(target, format, type, row, column, span);
+ glTexParameterf( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glActiveTextureARB
+ * glTexParameterfv
*/
-void WINAPI wine_glActiveTextureARB(GLenum texture) {
+void WINAPI wine_glTexParameterfv( GLenum target, GLenum pname, GLfloat* params ) {
ENTER_GL();
- glActiveTextureARB(texture);
+ glTexParameterfv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glClientActiveTextureARB
+ * glTexParameteri
*/
-void WINAPI wine_glClientActiveTextureARB(GLenum texture) {
+void WINAPI wine_glTexParameteri( GLenum target, GLenum pname, GLint param ) {
ENTER_GL();
- glClientActiveTextureARB(texture);
+ glTexParameteri( target, pname, param );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1dARB
+ * glTexParameteriv
*/
-void WINAPI wine_glMultiTexCoord1dARB(GLenum target, GLdouble s) {
+void WINAPI wine_glTexParameteriv( GLenum target, GLenum pname, GLint* params ) {
ENTER_GL();
- glMultiTexCoord1dARB(target, s);
+ glTexParameteriv( target, pname, params );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1dvARB
+ * glTexSubImage1D
*/
-void WINAPI wine_glMultiTexCoord1dvARB(GLenum target, const GLdouble *v) {
+void WINAPI wine_glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glMultiTexCoord1dvARB(target, v);
+ glTexSubImage1D( target, level, xoffset, width, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1fARB
+ * glTexSubImage2D
*/
-void WINAPI wine_glMultiTexCoord1fARB(GLenum target, GLfloat s) {
+void WINAPI wine_glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glMultiTexCoord1fARB(target, s);
+ glTexSubImage2D( target, level, xoffset, yoffset, width, height, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1fvARB
+ * glTexSubImage3D
*/
-void WINAPI wine_glMultiTexCoord1fvARB(GLenum target, const GLfloat *v) {
+void WINAPI wine_glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid* pixels ) {
ENTER_GL();
- glMultiTexCoord1fvARB(target, v);
+ glTexSubImage3D( target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1iARB
+ * glTranslated
*/
-void WINAPI wine_glMultiTexCoord1iARB(GLenum target, GLint s) {
+void WINAPI wine_glTranslated( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
- glMultiTexCoord1iARB(target, s);
+ glTranslated( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1ivARB
+ * glTranslatef
*/
-void WINAPI wine_glMultiTexCoord1ivARB(GLenum target, const GLint *v) {
+void WINAPI wine_glTranslatef( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
- glMultiTexCoord1ivARB(target, v);
+ glTranslatef( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1sARB
+ * glVertex2d
*/
-void WINAPI wine_glMultiTexCoord1sARB(GLenum target, GLshort s) {
+void WINAPI wine_glVertex2d( GLdouble x, GLdouble y ) {
ENTER_GL();
- glMultiTexCoord1sARB(target, s);
+ glVertex2d( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord1svARB
+ * glVertex2dv
*/
-void WINAPI wine_glMultiTexCoord1svARB(GLenum target, const GLshort *v) {
+void WINAPI wine_glVertex2dv( GLdouble* v ) {
ENTER_GL();
- glMultiTexCoord1svARB(target, v);
+ glVertex2dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2dARB
+ * glVertex2f
*/
-void WINAPI wine_glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t) {
+void WINAPI wine_glVertex2f( GLfloat x, GLfloat y ) {
ENTER_GL();
- glMultiTexCoord2dARB(target, s, t);
+ glVertex2f( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2dvARB
+ * glVertex2fv
*/
-void WINAPI wine_glMultiTexCoord2dvARB(GLenum target, const GLdouble *v) {
+void WINAPI wine_glVertex2fv( GLfloat* v ) {
ENTER_GL();
- glMultiTexCoord2dvARB(target, v);
+ glVertex2fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2fARB
+ * glVertex2i
*/
-void WINAPI wine_glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t) {
+void WINAPI wine_glVertex2i( GLint x, GLint y ) {
ENTER_GL();
- glMultiTexCoord2fARB(target, s, t);
+ glVertex2i( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2fvARB
+ * glVertex2iv
*/
-void WINAPI wine_glMultiTexCoord2fvARB(GLenum target, const GLfloat *v) {
+void WINAPI wine_glVertex2iv( GLint* v ) {
ENTER_GL();
- glMultiTexCoord2fvARB(target, v);
+ glVertex2iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2iARB
+ * glVertex2s
*/
-void WINAPI wine_glMultiTexCoord2iARB(GLenum target, GLint s, GLint t) {
+void WINAPI wine_glVertex2s( GLshort x, GLshort y ) {
ENTER_GL();
- glMultiTexCoord2iARB(target, s, t);
+ glVertex2s( x, y );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2ivARB
+ * glVertex2sv
*/
-void WINAPI wine_glMultiTexCoord2ivARB(GLenum target, const GLint *v) {
+void WINAPI wine_glVertex2sv( GLshort* v ) {
ENTER_GL();
- glMultiTexCoord2ivARB(target, v);
+ glVertex2sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2sARB
+ * glVertex3d
*/
-void WINAPI wine_glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t) {
+void WINAPI wine_glVertex3d( GLdouble x, GLdouble y, GLdouble z ) {
ENTER_GL();
- glMultiTexCoord2sARB(target, s, t);
+ glVertex3d( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord2svARB
+ * glVertex3dv
*/
-void WINAPI wine_glMultiTexCoord2svARB(GLenum target, const GLshort *v) {
+void WINAPI wine_glVertex3dv( GLdouble* v ) {
ENTER_GL();
- glMultiTexCoord2svARB(target, v);
+ glVertex3dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3dARB
+ * glVertex3f
*/
-void WINAPI wine_glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r) {
+void WINAPI wine_glVertex3f( GLfloat x, GLfloat y, GLfloat z ) {
ENTER_GL();
- glMultiTexCoord3dARB(target, s, t, r);
+ glVertex3f( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3dvARB
+ * glVertex3fv
*/
-void WINAPI wine_glMultiTexCoord3dvARB(GLenum target, const GLdouble *v) {
+void WINAPI wine_glVertex3fv( GLfloat* v ) {
ENTER_GL();
- glMultiTexCoord3dvARB(target, v);
+ glVertex3fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3fARB
+ * glVertex3i
*/
-void WINAPI wine_glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r) {
+void WINAPI wine_glVertex3i( GLint x, GLint y, GLint z ) {
ENTER_GL();
- glMultiTexCoord3fARB(target, s, t, r);
+ glVertex3i( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3fvARB
+ * glVertex3iv
*/
-void WINAPI wine_glMultiTexCoord3fvARB(GLenum target, const GLfloat *v) {
+void WINAPI wine_glVertex3iv( GLint* v ) {
ENTER_GL();
- glMultiTexCoord3fvARB(target, v);
+ glVertex3iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3iARB
+ * glVertex3s
*/
-void WINAPI wine_glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r) {
+void WINAPI wine_glVertex3s( GLshort x, GLshort y, GLshort z ) {
ENTER_GL();
- glMultiTexCoord3iARB(target, s, t, r);
+ glVertex3s( x, y, z );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3ivARB
+ * glVertex3sv
*/
-void WINAPI wine_glMultiTexCoord3ivARB(GLenum target, const GLint *v) {
+void WINAPI wine_glVertex3sv( GLshort* v ) {
ENTER_GL();
- glMultiTexCoord3ivARB(target, v);
+ glVertex3sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3sARB
+ * glVertex4d
*/
-void WINAPI wine_glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r) {
+void WINAPI wine_glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
ENTER_GL();
- glMultiTexCoord3sARB(target, s, t, r);
+ glVertex4d( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord3svARB
+ * glVertex4dv
*/
-void WINAPI wine_glMultiTexCoord3svARB(GLenum target, const GLshort *v) {
+void WINAPI wine_glVertex4dv( GLdouble* v ) {
ENTER_GL();
- glMultiTexCoord3svARB(target, v);
+ glVertex4dv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4dARB
+ * glVertex4f
*/
-void WINAPI wine_glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) {
+void WINAPI wine_glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
ENTER_GL();
- glMultiTexCoord4dARB(target, s, t, r, q);
+ glVertex4f( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4dvARB
+ * glVertex4fv
*/
-void WINAPI wine_glMultiTexCoord4dvARB(GLenum target, const GLdouble *v) {
+void WINAPI wine_glVertex4fv( GLfloat* v ) {
ENTER_GL();
- glMultiTexCoord4dvARB(target, v);
+ glVertex4fv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4fARB
+ * glVertex4i
*/
-void WINAPI wine_glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {
+void WINAPI wine_glVertex4i( GLint x, GLint y, GLint z, GLint w ) {
ENTER_GL();
- glMultiTexCoord4fARB(target, s, t, r, q);
+ glVertex4i( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4fvARB
+ * glVertex4iv
*/
-void WINAPI wine_glMultiTexCoord4fvARB(GLenum target, const GLfloat *v) {
+void WINAPI wine_glVertex4iv( GLint* v ) {
ENTER_GL();
- glMultiTexCoord4fvARB(target, v);
+ glVertex4iv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4iARB
+ * glVertex4s
*/
-void WINAPI wine_glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q) {
+void WINAPI wine_glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w ) {
ENTER_GL();
- glMultiTexCoord4iARB(target, s, t, r, q);
+ glVertex4s( x, y, z, w );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4ivARB
+ * glVertex4sv
*/
-void WINAPI wine_glMultiTexCoord4ivARB(GLenum target, const GLint *v) {
+void WINAPI wine_glVertex4sv( GLshort* v ) {
ENTER_GL();
- glMultiTexCoord4ivARB(target, v);
+ glVertex4sv( v );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4sARB
+ * glVertexPointer
*/
-void WINAPI wine_glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) {
+void WINAPI wine_glVertexPointer( GLint size, GLenum type, GLsizei stride, GLvoid* pointer ) {
ENTER_GL();
- glMultiTexCoord4sARB(target, s, t, r, q);
+ glVertexPointer( size, type, stride, pointer );
LEAVE_GL();
}
/***********************************************************************
- * glMultiTexCoord4svARB
+ * glViewport
*/
-void WINAPI wine_glMultiTexCoord4svARB(GLenum target, const GLshort *v) {
+void WINAPI wine_glViewport( GLint x, GLint y, GLsizei width, GLsizei height ) {
ENTER_GL();
- glMultiTexCoord4svARB(target, v);
+ glViewport( x, y, width, height );
LEAVE_GL();
}