Fixed issues found by winapi_check.

diff --git a/dlls/opengl32/opengl_norm.c b/dlls/opengl32/opengl_norm.c
index 64d3b33..5112ce5 100644
--- a/dlls/opengl32/opengl_norm.c
+++ b/dlls/opengl32/opengl_norm.c
@@ -5,162 +5,243 @@
 #include "wine_gl.h"
 
 
+/***********************************************************************
+ *		glClearIndex
+ */
 void WINAPI wine_glClearIndex(GLfloat c ) {
   ENTER_GL();
   glClearIndex(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glClearColor
+ */
 void WINAPI wine_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
   ENTER_GL();
   glClearColor(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glClear
+ */
 void WINAPI wine_glClear(GLbitfield mask ) {
   ENTER_GL();
   glClear(mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexMask
+ */
 void WINAPI wine_glIndexMask(GLuint mask ) {
   ENTER_GL();
   glIndexMask(mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColorMask
+ */
 void WINAPI wine_glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) {
   ENTER_GL();
   glColorMask(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glAlphaFunc
+ */
 void WINAPI wine_glAlphaFunc(GLenum func, GLclampf ref ) {
   ENTER_GL();
   glAlphaFunc(func, ref);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glBlendFunc
+ */
 void WINAPI wine_glBlendFunc(GLenum sfactor, GLenum dfactor ) {
   ENTER_GL();
   glBlendFunc(sfactor, dfactor);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLogicOp
+ */
 void WINAPI wine_glLogicOp(GLenum opcode ) {
   ENTER_GL();
   glLogicOp(opcode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCullFace
+ */
 void WINAPI wine_glCullFace(GLenum mode ) {
   ENTER_GL();
   glCullFace(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFrontFace
+ */
 void WINAPI wine_glFrontFace(GLenum mode ) {
   ENTER_GL();
   glFrontFace(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPointSize
+ */
 void WINAPI wine_glPointSize(GLfloat size ) {
   ENTER_GL();
   glPointSize(size);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLineWidth
+ */
 void WINAPI wine_glLineWidth(GLfloat width ) {
   ENTER_GL();
   glLineWidth(width);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLineStipple
+ */
 void WINAPI wine_glLineStipple(GLint factor, GLushort pattern ) {
   ENTER_GL();
   glLineStipple(factor, pattern);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPolygonMode
+ */
 void WINAPI wine_glPolygonMode(GLenum face, GLenum mode ) {
   ENTER_GL();
   glPolygonMode(face, mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPolygonOffset
+ */
 void WINAPI wine_glPolygonOffset(GLfloat factor, GLfloat units ) {
   ENTER_GL();
   glPolygonOffset(factor, units);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPolygonStipple
+ */
 void WINAPI wine_glPolygonStipple(const GLubyte *mask ) {
   ENTER_GL();
   glPolygonStipple(mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetPolygonStipple
+ */
 void WINAPI wine_glGetPolygonStipple(GLubyte *mask ) {
   ENTER_GL();
   glGetPolygonStipple(mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEdgeFlag
+ */
 void WINAPI wine_glEdgeFlag(GLboolean flag ) {
   ENTER_GL();
   glEdgeFlag(flag);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEdgeFlagv
+ */
 void WINAPI wine_glEdgeFlagv(const GLboolean *flag ) {
   ENTER_GL();
   glEdgeFlagv(flag);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glScissor
+ */
 void WINAPI wine_glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
   ENTER_GL();
   glScissor(x, y, width, height);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glClipPlane
+ */
 void WINAPI wine_glClipPlane(GLenum plane, const GLdouble *equation ) {
   ENTER_GL();
   glClipPlane(plane, equation);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetClipPlane
+ */
 void WINAPI wine_glGetClipPlane(GLenum plane, GLdouble *equation ) {
   ENTER_GL();
   glGetClipPlane(plane, equation);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDrawBuffer
+ */
 void WINAPI wine_glDrawBuffer(GLenum mode ) {
   ENTER_GL();
   glDrawBuffer(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glReadBuffer
+ */
 void WINAPI wine_glReadBuffer(GLenum mode ) {
   ENTER_GL();
   glReadBuffer(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEnable
+ */
 void WINAPI wine_glEnable(GLenum cap ) {
   ENTER_GL();
   glEnable(cap);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDisable
+ */
 void WINAPI wine_glDisable(GLenum cap ) {
   ENTER_GL();
   glDisable(cap);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIsEnabled
+ */
 GLboolean WINAPI wine_glIsEnabled(GLenum cap ) {
   GLboolean ret;
   ENTER_GL();
@@ -169,66 +250,99 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glEnableClientState
+ */
 void WINAPI wine_glEnableClientState(GLenum cap ) {
   ENTER_GL();
   glEnableClientState(cap);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDisableClientState
+ */
 void WINAPI wine_glDisableClientState(GLenum cap ) {
   ENTER_GL();
   glDisableClientState(cap);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetBooleanv
+ */
 void WINAPI wine_glGetBooleanv(GLenum pname, GLboolean *params ) {
   ENTER_GL();
   glGetBooleanv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetDoublev
+ */
 void WINAPI wine_glGetDoublev(GLenum pname, GLdouble *params ) {
   ENTER_GL();
   glGetDoublev(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetFloatv
+ */
 void WINAPI wine_glGetFloatv(GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetFloatv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetIntegerv
+ */
 void WINAPI wine_glGetIntegerv(GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetIntegerv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPushAttrib
+ */
 void WINAPI wine_glPushAttrib(GLbitfield mask ) {
   ENTER_GL();
   glPushAttrib(mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPopAttrib
+ */
 void WINAPI wine_glPopAttrib(void ) {
   ENTER_GL();
   glPopAttrib();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPushClientAttrib
+ */
 void WINAPI wine_glPushClientAttrib(GLbitfield mask ) {
   ENTER_GL();
   glPushClientAttrib(mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPopClientAttrib
+ */
 void WINAPI wine_glPopClientAttrib(void ) {
   ENTER_GL();
   glPopClientAttrib();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRenderMode
+ */
 GLint WINAPI wine_glRenderMode(GLenum mode ) {
   GLint ret;
   ENTER_GL();
@@ -237,6 +351,9 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glGetError
+ */
 GLenum WINAPI wine_glGetError(void ) {
   GLenum ret;
   ENTER_GL();
@@ -245,6 +362,9 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glGetString
+ */
 const GLubyte* WINAPI wine_glGetString(GLenum name ) {
   const GLubyte* ret;
   ENTER_GL();
@@ -253,162 +373,243 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glFinish
+ */
 void WINAPI wine_glFinish(void ) {
   ENTER_GL();
   glFinish();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFlush
+ */
 void WINAPI wine_glFlush(void ) {
   ENTER_GL();
   glFlush();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glHint
+ */
 void WINAPI wine_glHint(GLenum target, GLenum mode ) {
   ENTER_GL();
   glHint(target, mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glClearDepth
+ */
 void WINAPI wine_glClearDepth(GLclampd depth ) {
   ENTER_GL();
   glClearDepth(depth);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDepthFunc
+ */
 void WINAPI wine_glDepthFunc(GLenum func ) {
   ENTER_GL();
   glDepthFunc(func);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDepthMask
+ */
 void WINAPI wine_glDepthMask(GLboolean flag ) {
   ENTER_GL();
   glDepthMask(flag);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDepthRange
+ */
 void WINAPI wine_glDepthRange(GLclampd near_val, GLclampd far_val ) {
   ENTER_GL();
   glDepthRange(near_val, far_val);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glClearAccum
+ */
 void WINAPI wine_glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
   ENTER_GL();
   glClearAccum(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glAccum
+ */
 void WINAPI wine_glAccum(GLenum op, GLfloat value ) {
   ENTER_GL();
   glAccum(op, value);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMatrixMode
+ */
 void WINAPI wine_glMatrixMode(GLenum mode ) {
   ENTER_GL();
   glMatrixMode(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glOrtho
+ */
 void WINAPI wine_glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ) {
   ENTER_GL();
   glOrtho(left, right, bottom, top, near_val, far_val);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFrustum
+ */
 void WINAPI wine_glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val ) {
   ENTER_GL();
   glFrustum(left, right, bottom, top, near_val, far_val);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glViewport
+ */
 void WINAPI wine_glViewport(GLint x, GLint y, GLsizei width, GLsizei height ) {
   ENTER_GL();
   glViewport(x, y, width, height);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPushMatrix
+ */
 void WINAPI wine_glPushMatrix(void ) {
   ENTER_GL();
   glPushMatrix();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPopMatrix
+ */
 void WINAPI wine_glPopMatrix(void ) {
   ENTER_GL();
   glPopMatrix();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLoadIdentity
+ */
 void WINAPI wine_glLoadIdentity(void ) {
   ENTER_GL();
   glLoadIdentity();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLoadMatrixd
+ */
 void WINAPI wine_glLoadMatrixd(const GLdouble *m ) {
   ENTER_GL();
   glLoadMatrixd(m);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLoadMatrixf
+ */
 void WINAPI wine_glLoadMatrixf(const GLfloat *m ) {
   ENTER_GL();
   glLoadMatrixf(m);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultMatrixd
+ */
 void WINAPI wine_glMultMatrixd(const GLdouble *m ) {
   ENTER_GL();
   glMultMatrixd(m);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultMatrixf
+ */
 void WINAPI wine_glMultMatrixf(const GLfloat *m ) {
   ENTER_GL();
   glMultMatrixf(m);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRotated
+ */
 void WINAPI wine_glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z ) {
   ENTER_GL();
   glRotated(angle, x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRotatef
+ */
 void WINAPI wine_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) {
   ENTER_GL();
   glRotatef(angle, x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glScaled
+ */
 void WINAPI wine_glScaled(GLdouble x, GLdouble y, GLdouble z ) {
   ENTER_GL();
   glScaled(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glScalef
+ */
 void WINAPI wine_glScalef(GLfloat x, GLfloat y, GLfloat z ) {
   ENTER_GL();
   glScalef(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTranslated
+ */
 void WINAPI wine_glTranslated(GLdouble x, GLdouble y, GLdouble z ) {
   ENTER_GL();
   glTranslated(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTranslatef
+ */
 void WINAPI wine_glTranslatef(GLfloat x, GLfloat y, GLfloat z ) {
   ENTER_GL();
   glTranslatef(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIsList
+ */
 GLboolean WINAPI wine_glIsList(GLuint list ) {
   GLboolean ret;
   ENTER_GL();
@@ -417,12 +618,18 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glDeleteLists
+ */
 void WINAPI wine_glDeleteLists(GLuint list, GLsizei range ) {
   ENTER_GL();
   glDeleteLists(list, range);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGenLists
+ */
 GLuint WINAPI wine_glGenLists(GLsizei range ) {
   GLuint ret;
   ENTER_GL();
@@ -431,1356 +638,2034 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glNewList
+ */
 void WINAPI wine_glNewList(GLuint list, GLenum mode ) {
   ENTER_GL();
   glNewList(list, mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEndList
+ */
 void WINAPI wine_glEndList(void ) {
   ENTER_GL();
   glEndList();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCallList
+ */
 void WINAPI wine_glCallList(GLuint list ) {
   ENTER_GL();
   glCallList(list);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCallLists
+ */
 void WINAPI wine_glCallLists(GLsizei n, GLenum type, const GLvoid *lists ) {
   ENTER_GL();
   glCallLists(n, type, lists);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glListBase
+ */
 void WINAPI wine_glListBase(GLuint base ) {
   ENTER_GL();
   glListBase(base);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glBegin
+ */
 void WINAPI wine_glBegin(GLenum mode ) {
   ENTER_GL();
   glBegin(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEnd
+ */
 void WINAPI wine_glEnd(void ) {
   ENTER_GL();
   glEnd();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2d
+ */
 void WINAPI wine_glVertex2d(GLdouble x, GLdouble y ) {
   ENTER_GL();
   glVertex2d(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2f
+ */
 void WINAPI wine_glVertex2f(GLfloat x, GLfloat y ) {
   ENTER_GL();
   glVertex2f(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2i
+ */
 void WINAPI wine_glVertex2i(GLint x, GLint y ) {
   ENTER_GL();
   glVertex2i(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2s
+ */
 void WINAPI wine_glVertex2s(GLshort x, GLshort y ) {
   ENTER_GL();
   glVertex2s(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3d
+ */
 void WINAPI wine_glVertex3d(GLdouble x, GLdouble y, GLdouble z ) {
   ENTER_GL();
   glVertex3d(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3f
+ */
 void WINAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z ) {
   ENTER_GL();
   glVertex3f(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3i
+ */
 void WINAPI wine_glVertex3i(GLint x, GLint y, GLint z ) {
   ENTER_GL();
   glVertex3i(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3s
+ */
 void WINAPI wine_glVertex3s(GLshort x, GLshort y, GLshort z ) {
   ENTER_GL();
   glVertex3s(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4d
+ */
 void WINAPI wine_glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
   ENTER_GL();
   glVertex4d(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4f
+ */
 void WINAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
   ENTER_GL();
   glVertex4f(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4i
+ */
 void WINAPI wine_glVertex4i(GLint x, GLint y, GLint z, GLint w ) {
   ENTER_GL();
   glVertex4i(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4s
+ */
 void WINAPI wine_glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w ) {
   ENTER_GL();
   glVertex4s(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2dv
+ */
 void WINAPI wine_glVertex2dv(const GLdouble *v ) {
   ENTER_GL();
   glVertex2dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2fv
+ */
 void WINAPI wine_glVertex2fv(const GLfloat *v ) {
   ENTER_GL();
   glVertex2fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2iv
+ */
 void WINAPI wine_glVertex2iv(const GLint *v ) {
   ENTER_GL();
   glVertex2iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex2sv
+ */
 void WINAPI wine_glVertex2sv(const GLshort *v ) {
   ENTER_GL();
   glVertex2sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3dv
+ */
 void WINAPI wine_glVertex3dv(const GLdouble *v ) {
   ENTER_GL();
   glVertex3dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3fv
+ */
 void WINAPI wine_glVertex3fv(const GLfloat *v ) {
   ENTER_GL();
   glVertex3fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3iv
+ */
 void WINAPI wine_glVertex3iv(const GLint *v ) {
   ENTER_GL();
   glVertex3iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex3sv
+ */
 void WINAPI wine_glVertex3sv(const GLshort *v ) {
   ENTER_GL();
   glVertex3sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4dv
+ */
 void WINAPI wine_glVertex4dv(const GLdouble *v ) {
   ENTER_GL();
   glVertex4dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4fv
+ */
 void WINAPI wine_glVertex4fv(const GLfloat *v ) {
   ENTER_GL();
   glVertex4fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4iv
+ */
 void WINAPI wine_glVertex4iv(const GLint *v ) {
   ENTER_GL();
   glVertex4iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertex4sv
+ */
 void WINAPI wine_glVertex4sv(const GLshort *v ) {
   ENTER_GL();
   glVertex4sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3b
+ */
 void WINAPI wine_glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz ) {
   ENTER_GL();
   glNormal3b(nx, ny, nz);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3d
+ */
 void WINAPI wine_glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz ) {
   ENTER_GL();
   glNormal3d(nx, ny, nz);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3f
+ */
 void WINAPI wine_glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz ) {
   ENTER_GL();
   glNormal3f(nx, ny, nz);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3i
+ */
 void WINAPI wine_glNormal3i(GLint nx, GLint ny, GLint nz ) {
   ENTER_GL();
   glNormal3i(nx, ny, nz);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3s
+ */
 void WINAPI wine_glNormal3s(GLshort nx, GLshort ny, GLshort nz ) {
   ENTER_GL();
   glNormal3s(nx, ny, nz);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3bv
+ */
 void WINAPI wine_glNormal3bv(const GLbyte *v ) {
   ENTER_GL();
   glNormal3bv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3dv
+ */
 void WINAPI wine_glNormal3dv(const GLdouble *v ) {
   ENTER_GL();
   glNormal3dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3fv
+ */
 void WINAPI wine_glNormal3fv(const GLfloat *v ) {
   ENTER_GL();
   glNormal3fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3iv
+ */
 void WINAPI wine_glNormal3iv(const GLint *v ) {
   ENTER_GL();
   glNormal3iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormal3sv
+ */
 void WINAPI wine_glNormal3sv(const GLshort *v ) {
   ENTER_GL();
   glNormal3sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexd
+ */
 void WINAPI wine_glIndexd(GLdouble c ) {
   ENTER_GL();
   glIndexd(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexf
+ */
 void WINAPI wine_glIndexf(GLfloat c ) {
   ENTER_GL();
   glIndexf(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexi
+ */
 void WINAPI wine_glIndexi(GLint c ) {
   ENTER_GL();
   glIndexi(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexs
+ */
 void WINAPI wine_glIndexs(GLshort c ) {
   ENTER_GL();
   glIndexs(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexub
+ */
 void WINAPI wine_glIndexub(GLubyte c ) {
   ENTER_GL();
   glIndexub(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexdv
+ */
 void WINAPI wine_glIndexdv(const GLdouble *c ) {
   ENTER_GL();
   glIndexdv(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexfv
+ */
 void WINAPI wine_glIndexfv(const GLfloat *c ) {
   ENTER_GL();
   glIndexfv(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexiv
+ */
 void WINAPI wine_glIndexiv(const GLint *c ) {
   ENTER_GL();
   glIndexiv(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexsv
+ */
 void WINAPI wine_glIndexsv(const GLshort *c ) {
   ENTER_GL();
   glIndexsv(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexubv
+ */
 void WINAPI wine_glIndexubv(const GLubyte *c ) {
   ENTER_GL();
   glIndexubv(c);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3b
+ */
 void WINAPI wine_glColor3b(GLbyte red, GLbyte green, GLbyte blue ) {
   ENTER_GL();
   glColor3b(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3d
+ */
 void WINAPI wine_glColor3d(GLdouble red, GLdouble green, GLdouble blue ) {
   ENTER_GL();
   glColor3d(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3f
+ */
 void WINAPI wine_glColor3f(GLfloat red, GLfloat green, GLfloat blue ) {
   ENTER_GL();
   glColor3f(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3i
+ */
 void WINAPI wine_glColor3i(GLint red, GLint green, GLint blue ) {
   ENTER_GL();
   glColor3i(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3s
+ */
 void WINAPI wine_glColor3s(GLshort red, GLshort green, GLshort blue ) {
   ENTER_GL();
   glColor3s(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3ub
+ */
 void WINAPI wine_glColor3ub(GLubyte red, GLubyte green, GLubyte blue ) {
   ENTER_GL();
   glColor3ub(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3ui
+ */
 void WINAPI wine_glColor3ui(GLuint red, GLuint green, GLuint blue ) {
   ENTER_GL();
   glColor3ui(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3us
+ */
 void WINAPI wine_glColor3us(GLushort red, GLushort green, GLushort blue ) {
   ENTER_GL();
   glColor3us(red, green, blue);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4b
+ */
 void WINAPI wine_glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha ) {
   ENTER_GL();
   glColor4b(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4d
+ */
 void WINAPI wine_glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha ) {
   ENTER_GL();
   glColor4d(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4f
+ */
 void WINAPI wine_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
   ENTER_GL();
   glColor4f(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4i
+ */
 void WINAPI wine_glColor4i(GLint red, GLint green, GLint blue, GLint alpha ) {
   ENTER_GL();
   glColor4i(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4s
+ */
 void WINAPI wine_glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha ) {
   ENTER_GL();
   glColor4s(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4ub
+ */
 void WINAPI wine_glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) {
   ENTER_GL();
   glColor4ub(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4ui
+ */
 void WINAPI wine_glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha ) {
   ENTER_GL();
   glColor4ui(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4us
+ */
 void WINAPI wine_glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha ) {
   ENTER_GL();
   glColor4us(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3bv
+ */
 void WINAPI wine_glColor3bv(const GLbyte *v ) {
   ENTER_GL();
   glColor3bv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3dv
+ */
 void WINAPI wine_glColor3dv(const GLdouble *v ) {
   ENTER_GL();
   glColor3dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3fv
+ */
 void WINAPI wine_glColor3fv(const GLfloat *v ) {
   ENTER_GL();
   glColor3fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3iv
+ */
 void WINAPI wine_glColor3iv(const GLint *v ) {
   ENTER_GL();
   glColor3iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3sv
+ */
 void WINAPI wine_glColor3sv(const GLshort *v ) {
   ENTER_GL();
   glColor3sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3ubv
+ */
 void WINAPI wine_glColor3ubv(const GLubyte *v ) {
   ENTER_GL();
   glColor3ubv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3uiv
+ */
 void WINAPI wine_glColor3uiv(const GLuint *v ) {
   ENTER_GL();
   glColor3uiv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor3usv
+ */
 void WINAPI wine_glColor3usv(const GLushort *v ) {
   ENTER_GL();
   glColor3usv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4bv
+ */
 void WINAPI wine_glColor4bv(const GLbyte *v ) {
   ENTER_GL();
   glColor4bv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4dv
+ */
 void WINAPI wine_glColor4dv(const GLdouble *v ) {
   ENTER_GL();
   glColor4dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4fv
+ */
 void WINAPI wine_glColor4fv(const GLfloat *v ) {
   ENTER_GL();
   glColor4fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4iv
+ */
 void WINAPI wine_glColor4iv(const GLint *v ) {
   ENTER_GL();
   glColor4iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4sv
+ */
 void WINAPI wine_glColor4sv(const GLshort *v ) {
   ENTER_GL();
   glColor4sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4ubv
+ */
 void WINAPI wine_glColor4ubv(const GLubyte *v ) {
   ENTER_GL();
   glColor4ubv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4uiv
+ */
 void WINAPI wine_glColor4uiv(const GLuint *v ) {
   ENTER_GL();
   glColor4uiv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColor4usv
+ */
 void WINAPI wine_glColor4usv(const GLushort *v ) {
   ENTER_GL();
   glColor4usv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1d
+ */
 void WINAPI wine_glTexCoord1d(GLdouble s ) {
   ENTER_GL();
   glTexCoord1d(s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1f
+ */
 void WINAPI wine_glTexCoord1f(GLfloat s ) {
   ENTER_GL();
   glTexCoord1f(s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1i
+ */
 void WINAPI wine_glTexCoord1i(GLint s ) {
   ENTER_GL();
   glTexCoord1i(s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1s
+ */
 void WINAPI wine_glTexCoord1s(GLshort s ) {
   ENTER_GL();
   glTexCoord1s(s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2d
+ */
 void WINAPI wine_glTexCoord2d(GLdouble s, GLdouble t ) {
   ENTER_GL();
   glTexCoord2d(s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2f
+ */
 void WINAPI wine_glTexCoord2f(GLfloat s, GLfloat t ) {
   ENTER_GL();
   glTexCoord2f(s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2i
+ */
 void WINAPI wine_glTexCoord2i(GLint s, GLint t ) {
   ENTER_GL();
   glTexCoord2i(s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2s
+ */
 void WINAPI wine_glTexCoord2s(GLshort s, GLshort t ) {
   ENTER_GL();
   glTexCoord2s(s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3d
+ */
 void WINAPI wine_glTexCoord3d(GLdouble s, GLdouble t, GLdouble r ) {
   ENTER_GL();
   glTexCoord3d(s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3f
+ */
 void WINAPI wine_glTexCoord3f(GLfloat s, GLfloat t, GLfloat r ) {
   ENTER_GL();
   glTexCoord3f(s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3i
+ */
 void WINAPI wine_glTexCoord3i(GLint s, GLint t, GLint r ) {
   ENTER_GL();
   glTexCoord3i(s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3s
+ */
 void WINAPI wine_glTexCoord3s(GLshort s, GLshort t, GLshort r ) {
   ENTER_GL();
   glTexCoord3s(s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4d
+ */
 void WINAPI wine_glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q ) {
   ENTER_GL();
   glTexCoord4d(s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4f
+ */
 void WINAPI wine_glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {
   ENTER_GL();
   glTexCoord4f(s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4i
+ */
 void WINAPI wine_glTexCoord4i(GLint s, GLint t, GLint r, GLint q ) {
   ENTER_GL();
   glTexCoord4i(s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4s
+ */
 void WINAPI wine_glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q ) {
   ENTER_GL();
   glTexCoord4s(s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1dv
+ */
 void WINAPI wine_glTexCoord1dv(const GLdouble *v ) {
   ENTER_GL();
   glTexCoord1dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1fv
+ */
 void WINAPI wine_glTexCoord1fv(const GLfloat *v ) {
   ENTER_GL();
   glTexCoord1fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1iv
+ */
 void WINAPI wine_glTexCoord1iv(const GLint *v ) {
   ENTER_GL();
   glTexCoord1iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord1sv
+ */
 void WINAPI wine_glTexCoord1sv(const GLshort *v ) {
   ENTER_GL();
   glTexCoord1sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2dv
+ */
 void WINAPI wine_glTexCoord2dv(const GLdouble *v ) {
   ENTER_GL();
   glTexCoord2dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2fv
+ */
 void WINAPI wine_glTexCoord2fv(const GLfloat *v ) {
   ENTER_GL();
   glTexCoord2fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2iv
+ */
 void WINAPI wine_glTexCoord2iv(const GLint *v ) {
   ENTER_GL();
   glTexCoord2iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord2sv
+ */
 void WINAPI wine_glTexCoord2sv(const GLshort *v ) {
   ENTER_GL();
   glTexCoord2sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3dv
+ */
 void WINAPI wine_glTexCoord3dv(const GLdouble *v ) {
   ENTER_GL();
   glTexCoord3dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3fv
+ */
 void WINAPI wine_glTexCoord3fv(const GLfloat *v ) {
   ENTER_GL();
   glTexCoord3fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3iv
+ */
 void WINAPI wine_glTexCoord3iv(const GLint *v ) {
   ENTER_GL();
   glTexCoord3iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord3sv
+ */
 void WINAPI wine_glTexCoord3sv(const GLshort *v ) {
   ENTER_GL();
   glTexCoord3sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4dv
+ */
 void WINAPI wine_glTexCoord4dv(const GLdouble *v ) {
   ENTER_GL();
   glTexCoord4dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4fv
+ */
 void WINAPI wine_glTexCoord4fv(const GLfloat *v ) {
   ENTER_GL();
   glTexCoord4fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4iv
+ */
 void WINAPI wine_glTexCoord4iv(const GLint *v ) {
   ENTER_GL();
   glTexCoord4iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoord4sv
+ */
 void WINAPI wine_glTexCoord4sv(const GLshort *v ) {
   ENTER_GL();
   glTexCoord4sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2d
+ */
 void WINAPI wine_glRasterPos2d(GLdouble x, GLdouble y ) {
   ENTER_GL();
   glRasterPos2d(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2f
+ */
 void WINAPI wine_glRasterPos2f(GLfloat x, GLfloat y ) {
   ENTER_GL();
   glRasterPos2f(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2i
+ */
 void WINAPI wine_glRasterPos2i(GLint x, GLint y ) {
   ENTER_GL();
   glRasterPos2i(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2s
+ */
 void WINAPI wine_glRasterPos2s(GLshort x, GLshort y ) {
   ENTER_GL();
   glRasterPos2s(x, y);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3d
+ */
 void WINAPI wine_glRasterPos3d(GLdouble x, GLdouble y, GLdouble z ) {
   ENTER_GL();
   glRasterPos3d(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3f
+ */
 void WINAPI wine_glRasterPos3f(GLfloat x, GLfloat y, GLfloat z ) {
   ENTER_GL();
   glRasterPos3f(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3i
+ */
 void WINAPI wine_glRasterPos3i(GLint x, GLint y, GLint z ) {
   ENTER_GL();
   glRasterPos3i(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3s
+ */
 void WINAPI wine_glRasterPos3s(GLshort x, GLshort y, GLshort z ) {
   ENTER_GL();
   glRasterPos3s(x, y, z);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4d
+ */
 void WINAPI wine_glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w ) {
   ENTER_GL();
   glRasterPos4d(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4f
+ */
 void WINAPI wine_glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
   ENTER_GL();
   glRasterPos4f(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4i
+ */
 void WINAPI wine_glRasterPos4i(GLint x, GLint y, GLint z, GLint w ) {
   ENTER_GL();
   glRasterPos4i(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4s
+ */
 void WINAPI wine_glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w ) {
   ENTER_GL();
   glRasterPos4s(x, y, z, w);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2dv
+ */
 void WINAPI wine_glRasterPos2dv(const GLdouble *v ) {
   ENTER_GL();
   glRasterPos2dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2fv
+ */
 void WINAPI wine_glRasterPos2fv(const GLfloat *v ) {
   ENTER_GL();
   glRasterPos2fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2iv
+ */
 void WINAPI wine_glRasterPos2iv(const GLint *v ) {
   ENTER_GL();
   glRasterPos2iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos2sv
+ */
 void WINAPI wine_glRasterPos2sv(const GLshort *v ) {
   ENTER_GL();
   glRasterPos2sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3dv
+ */
 void WINAPI wine_glRasterPos3dv(const GLdouble *v ) {
   ENTER_GL();
   glRasterPos3dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3fv
+ */
 void WINAPI wine_glRasterPos3fv(const GLfloat *v ) {
   ENTER_GL();
   glRasterPos3fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3iv
+ */
 void WINAPI wine_glRasterPos3iv(const GLint *v ) {
   ENTER_GL();
   glRasterPos3iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos3sv
+ */
 void WINAPI wine_glRasterPos3sv(const GLshort *v ) {
   ENTER_GL();
   glRasterPos3sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4dv
+ */
 void WINAPI wine_glRasterPos4dv(const GLdouble *v ) {
   ENTER_GL();
   glRasterPos4dv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4fv
+ */
 void WINAPI wine_glRasterPos4fv(const GLfloat *v ) {
   ENTER_GL();
   glRasterPos4fv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4iv
+ */
 void WINAPI wine_glRasterPos4iv(const GLint *v ) {
   ENTER_GL();
   glRasterPos4iv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRasterPos4sv
+ */
 void WINAPI wine_glRasterPos4sv(const GLshort *v ) {
   ENTER_GL();
   glRasterPos4sv(v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRectd
+ */
 void WINAPI wine_glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ) {
   ENTER_GL();
   glRectd(x1, y1, x2, y2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRectf
+ */
 void WINAPI wine_glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) {
   ENTER_GL();
   glRectf(x1, y1, x2, y2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRecti
+ */
 void WINAPI wine_glRecti(GLint x1, GLint y1, GLint x2, GLint y2 ) {
   ENTER_GL();
   glRecti(x1, y1, x2, y2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRects
+ */
 void WINAPI wine_glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2 ) {
   ENTER_GL();
   glRects(x1, y1, x2, y2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRectdv
+ */
 void WINAPI wine_glRectdv(const GLdouble *v1, const GLdouble *v2 ) {
   ENTER_GL();
   glRectdv(v1, v2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRectfv
+ */
 void WINAPI wine_glRectfv(const GLfloat *v1, const GLfloat *v2 ) {
   ENTER_GL();
   glRectfv(v1, v2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRectiv
+ */
 void WINAPI wine_glRectiv(const GLint *v1, const GLint *v2 ) {
   ENTER_GL();
   glRectiv(v1, v2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glRectsv
+ */
 void WINAPI wine_glRectsv(const GLshort *v1, const GLshort *v2 ) {
   ENTER_GL();
   glRectsv(v1, v2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glVertexPointer
+ */
 void WINAPI wine_glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) {
   ENTER_GL();
   glVertexPointer(size, type, stride, ptr);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glNormalPointer
+ */
 void WINAPI wine_glNormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr ) {
   ENTER_GL();
   glNormalPointer(type, stride, ptr);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColorPointer
+ */
 void WINAPI wine_glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) {
   ENTER_GL();
   glColorPointer(size, type, stride, ptr);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glIndexPointer
+ */
 void WINAPI wine_glIndexPointer(GLenum type, GLsizei stride, const GLvoid *ptr ) {
   ENTER_GL();
   glIndexPointer(type, stride, ptr);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexCoordPointer
+ */
 void WINAPI wine_glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) {
   ENTER_GL();
   glTexCoordPointer(size, type, stride, ptr);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEdgeFlagPointer
+ */
 void WINAPI wine_glEdgeFlagPointer(GLsizei stride, const GLvoid *ptr ) {
   ENTER_GL();
   glEdgeFlagPointer(stride, ptr);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetPointerv
+ */
 void WINAPI wine_glGetPointerv(GLenum pname, void **params ) {
   ENTER_GL();
   glGetPointerv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glArrayElement
+ */
 void WINAPI wine_glArrayElement(GLint i ) {
   ENTER_GL();
   glArrayElement(i);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDrawArrays
+ */
 void WINAPI wine_glDrawArrays(GLenum mode, GLint first, GLsizei count ) {
   ENTER_GL();
   glDrawArrays(mode, first, count);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDrawElements
+ */
 void WINAPI wine_glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ) {
   ENTER_GL();
   glDrawElements(mode, count, type, indices);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glInterleavedArrays
+ */
 void WINAPI wine_glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer ) {
   ENTER_GL();
   glInterleavedArrays(format, stride, pointer);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glShadeModel
+ */
 void WINAPI wine_glShadeModel(GLenum mode ) {
   ENTER_GL();
   glShadeModel(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLightf
+ */
 void WINAPI wine_glLightf(GLenum light, GLenum pname, GLfloat param ) {
   ENTER_GL();
   glLightf(light, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLighti
+ */
 void WINAPI wine_glLighti(GLenum light, GLenum pname, GLint param ) {
   ENTER_GL();
   glLighti(light, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLightfv
+ */
 void WINAPI wine_glLightfv(GLenum light, GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glLightfv(light, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLightiv
+ */
 void WINAPI wine_glLightiv(GLenum light, GLenum pname, const GLint *params ) {
   ENTER_GL();
   glLightiv(light, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetLightfv
+ */
 void WINAPI wine_glGetLightfv(GLenum light, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetLightfv(light, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetLightiv
+ */
 void WINAPI wine_glGetLightiv(GLenum light, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetLightiv(light, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLightModelf
+ */
 void WINAPI wine_glLightModelf(GLenum pname, GLfloat param ) {
   ENTER_GL();
   glLightModelf(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLightModeli
+ */
 void WINAPI wine_glLightModeli(GLenum pname, GLint param ) {
   ENTER_GL();
   glLightModeli(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLightModelfv
+ */
 void WINAPI wine_glLightModelfv(GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glLightModelfv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLightModeliv
+ */
 void WINAPI wine_glLightModeliv(GLenum pname, const GLint *params ) {
   ENTER_GL();
   glLightModeliv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMaterialf
+ */
 void WINAPI wine_glMaterialf(GLenum face, GLenum pname, GLfloat param ) {
   ENTER_GL();
   glMaterialf(face, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMateriali
+ */
 void WINAPI wine_glMateriali(GLenum face, GLenum pname, GLint param ) {
   ENTER_GL();
   glMateriali(face, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMaterialfv
+ */
 void WINAPI wine_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glMaterialfv(face, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMaterialiv
+ */
 void WINAPI wine_glMaterialiv(GLenum face, GLenum pname, const GLint *params ) {
   ENTER_GL();
   glMaterialiv(face, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMaterialfv
+ */
 void WINAPI wine_glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetMaterialfv(face, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMaterialiv
+ */
 void WINAPI wine_glGetMaterialiv(GLenum face, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetMaterialiv(face, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColorMaterial
+ */
 void WINAPI wine_glColorMaterial(GLenum face, GLenum mode ) {
   ENTER_GL();
   glColorMaterial(face, mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelZoom
+ */
 void WINAPI wine_glPixelZoom(GLfloat xfactor, GLfloat yfactor ) {
   ENTER_GL();
   glPixelZoom(xfactor, yfactor);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelStoref
+ */
 void WINAPI wine_glPixelStoref(GLenum pname, GLfloat param ) {
   ENTER_GL();
   glPixelStoref(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelStorei
+ */
 void WINAPI wine_glPixelStorei(GLenum pname, GLint param ) {
   ENTER_GL();
   glPixelStorei(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelTransferf
+ */
 void WINAPI wine_glPixelTransferf(GLenum pname, GLfloat param ) {
   ENTER_GL();
   glPixelTransferf(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelTransferi
+ */
 void WINAPI wine_glPixelTransferi(GLenum pname, GLint param ) {
   ENTER_GL();
   glPixelTransferi(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelMapfv
+ */
 void WINAPI wine_glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values ) {
   ENTER_GL();
   glPixelMapfv(map, mapsize, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelMapuiv
+ */
 void WINAPI wine_glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values ) {
   ENTER_GL();
   glPixelMapuiv(map, mapsize, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPixelMapusv
+ */
 void WINAPI wine_glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values ) {
   ENTER_GL();
   glPixelMapusv(map, mapsize, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetPixelMapfv
+ */
 void WINAPI wine_glGetPixelMapfv(GLenum map, GLfloat *values ) {
   ENTER_GL();
   glGetPixelMapfv(map, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetPixelMapuiv
+ */
 void WINAPI wine_glGetPixelMapuiv(GLenum map, GLuint *values ) {
   ENTER_GL();
   glGetPixelMapuiv(map, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetPixelMapusv
+ */
 void WINAPI wine_glGetPixelMapusv(GLenum map, GLushort *values ) {
   ENTER_GL();
   glGetPixelMapusv(map, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glBitmap
+ */
 void WINAPI wine_glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap ) {
   ENTER_GL();
   glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glReadPixels
+ */
 void WINAPI wine_glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels ) {
   ENTER_GL();
   glReadPixels(x, y, width, height, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDrawPixels
+ */
 void WINAPI wine_glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ) {
   ENTER_GL();
   glDrawPixels(width, height, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyPixels
+ */
 void WINAPI wine_glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ) {
   ENTER_GL();
   glCopyPixels(x, y, width, height, type);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glStencilFunc
+ */
 void WINAPI wine_glStencilFunc(GLenum func, GLint ref, GLuint mask ) {
   ENTER_GL();
   glStencilFunc(func, ref, mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glStencilMask
+ */
 void WINAPI wine_glStencilMask(GLuint mask ) {
   ENTER_GL();
   glStencilMask(mask);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glStencilOp
+ */
 void WINAPI wine_glStencilOp(GLenum fail, GLenum zfail, GLenum zpass ) {
   ENTER_GL();
   glStencilOp(fail, zfail, zpass);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glClearStencil
+ */
 void WINAPI wine_glClearStencil(GLint s ) {
   ENTER_GL();
   glClearStencil(s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexGend
+ */
 void WINAPI wine_glTexGend(GLenum coord, GLenum pname, GLdouble param ) {
   ENTER_GL();
   glTexGend(coord, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexGenf
+ */
 void WINAPI wine_glTexGenf(GLenum coord, GLenum pname, GLfloat param ) {
   ENTER_GL();
   glTexGenf(coord, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexGeni
+ */
 void WINAPI wine_glTexGeni(GLenum coord, GLenum pname, GLint param ) {
   ENTER_GL();
   glTexGeni(coord, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexGendv
+ */
 void WINAPI wine_glTexGendv(GLenum coord, GLenum pname, const GLdouble *params ) {
   ENTER_GL();
   glTexGendv(coord, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexGenfv
+ */
 void WINAPI wine_glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glTexGenfv(coord, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexGeniv
+ */
 void WINAPI wine_glTexGeniv(GLenum coord, GLenum pname, const GLint *params ) {
   ENTER_GL();
   glTexGeniv(coord, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexGendv
+ */
 void WINAPI wine_glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params ) {
   ENTER_GL();
   glGetTexGendv(coord, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexGenfv
+ */
 void WINAPI wine_glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetTexGenfv(coord, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexGeniv
+ */
 void WINAPI wine_glGetTexGeniv(GLenum coord, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetTexGeniv(coord, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexEnvf
+ */
 void WINAPI wine_glTexEnvf(GLenum target, GLenum pname, GLfloat param ) {
   ENTER_GL();
   glTexEnvf(target, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexEnvi
+ */
 void WINAPI wine_glTexEnvi(GLenum target, GLenum pname, GLint param ) {
   ENTER_GL();
   glTexEnvi(target, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexEnvfv
+ */
 void WINAPI wine_glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glTexEnvfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexEnviv
+ */
 void WINAPI wine_glTexEnviv(GLenum target, GLenum pname, const GLint *params ) {
   ENTER_GL();
   glTexEnviv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexEnvfv
+ */
 void WINAPI wine_glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetTexEnvfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexEnviv
+ */
 void WINAPI wine_glGetTexEnviv(GLenum target, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetTexEnviv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexParameterf
+ */
 void WINAPI wine_glTexParameterf(GLenum target, GLenum pname, GLfloat param ) {
   ENTER_GL();
   glTexParameterf(target, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexParameteri
+ */
 void WINAPI wine_glTexParameteri(GLenum target, GLenum pname, GLint param ) {
   ENTER_GL();
   glTexParameteri(target, pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexParameterfv
+ */
 void WINAPI wine_glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glTexParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexParameteriv
+ */
 void WINAPI wine_glTexParameteriv(GLenum target, GLenum pname, const GLint *params ) {
   ENTER_GL();
   glTexParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexParameterfv
+ */
 void WINAPI wine_glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) {
   ENTER_GL();
   glGetTexParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexParameteriv
+ */
 void WINAPI wine_glGetTexParameteriv(GLenum target, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetTexParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexLevelParameterfv
+ */
 void WINAPI wine_glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetTexLevelParameterfv(target, level, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexLevelParameteriv
+ */
 void WINAPI wine_glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetTexLevelParameteriv(target, level, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexImage1D
+ */
 void WINAPI wine_glTexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) {
   ENTER_GL();
   glTexImage1D(target, level, internalFormat, width, border, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexImage2D
+ */
 void WINAPI wine_glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) {
   ENTER_GL();
   glTexImage2D(target, level, internalFormat, width, height, border, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetTexImage
+ */
 void WINAPI wine_glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels ) {
   ENTER_GL();
   glGetTexImage(target, level, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGenTextures
+ */
 void WINAPI wine_glGenTextures(GLsizei n, GLuint *textures ) {
   ENTER_GL();
   glGenTextures(n, textures);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDeleteTextures
+ */
 void WINAPI wine_glDeleteTextures(GLsizei n, const GLuint *textures) {
   ENTER_GL();
   glDeleteTextures(n, textures);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glBindTexture
+ */
 void WINAPI wine_glBindTexture(GLenum target, GLuint texture ) {
   ENTER_GL();
   glBindTexture(target, texture);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPrioritizeTextures
+ */
 void WINAPI wine_glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities ) {
   ENTER_GL();
   glPrioritizeTextures(n, textures, priorities);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glAreTexturesResident
+ */
 GLboolean WINAPI wine_glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences ) {
   GLboolean ret;
   ENTER_GL();
@@ -1789,6 +2674,9 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glIsTexture
+ */
 GLboolean WINAPI wine_glIsTexture(GLuint texture ) {
   GLboolean ret;
   ENTER_GL();
@@ -1797,672 +2685,1008 @@
   return ret;
 }
 
+/***********************************************************************
+ *		glTexSubImage1D
+ */
 void WINAPI wine_glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels ) {
   ENTER_GL();
   glTexSubImage1D(target, level, xoffset, width, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexSubImage2D
+ */
 void WINAPI wine_glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ) {
   ENTER_GL();
   glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyTexImage1D
+ */
 void WINAPI wine_glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ) {
   ENTER_GL();
   glCopyTexImage1D(target, level, internalformat, x, y, width, border);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyTexImage2D
+ */
 void WINAPI wine_glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ) {
   ENTER_GL();
   glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyTexSubImage1D
+ */
 void WINAPI wine_glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ) {
   ENTER_GL();
   glCopyTexSubImage1D(target, level, xoffset, x, y, width);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyTexSubImage2D
+ */
 void WINAPI wine_glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
   ENTER_GL();
   glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMap1d
+ */
 void WINAPI wine_glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points ) {
   ENTER_GL();
   glMap1d(target, u1, u2, stride, order, points);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMap1f
+ */
 void WINAPI wine_glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points ) {
   ENTER_GL();
   glMap1f(target, u1, u2, stride, order, points);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMap2d
+ */
 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 ) {
   ENTER_GL();
   glMap2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMap2f
+ */
 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 ) {
   ENTER_GL();
   glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMapdv
+ */
 void WINAPI wine_glGetMapdv(GLenum target, GLenum query, GLdouble *v ) {
   ENTER_GL();
   glGetMapdv(target, query, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMapfv
+ */
 void WINAPI wine_glGetMapfv(GLenum target, GLenum query, GLfloat *v ) {
   ENTER_GL();
   glGetMapfv(target, query, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMapiv
+ */
 void WINAPI wine_glGetMapiv(GLenum target, GLenum query, GLint *v ) {
   ENTER_GL();
   glGetMapiv(target, query, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord1d
+ */
 void WINAPI wine_glEvalCoord1d(GLdouble u ) {
   ENTER_GL();
   glEvalCoord1d(u);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord1f
+ */
 void WINAPI wine_glEvalCoord1f(GLfloat u ) {
   ENTER_GL();
   glEvalCoord1f(u);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord1dv
+ */
 void WINAPI wine_glEvalCoord1dv(const GLdouble *u ) {
   ENTER_GL();
   glEvalCoord1dv(u);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord1fv
+ */
 void WINAPI wine_glEvalCoord1fv(const GLfloat *u ) {
   ENTER_GL();
   glEvalCoord1fv(u);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord2d
+ */
 void WINAPI wine_glEvalCoord2d(GLdouble u, GLdouble v ) {
   ENTER_GL();
   glEvalCoord2d(u, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord2f
+ */
 void WINAPI wine_glEvalCoord2f(GLfloat u, GLfloat v ) {
   ENTER_GL();
   glEvalCoord2f(u, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord2dv
+ */
 void WINAPI wine_glEvalCoord2dv(const GLdouble *u ) {
   ENTER_GL();
   glEvalCoord2dv(u);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalCoord2fv
+ */
 void WINAPI wine_glEvalCoord2fv(const GLfloat *u ) {
   ENTER_GL();
   glEvalCoord2fv(u);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMapGrid1d
+ */
 void WINAPI wine_glMapGrid1d(GLint un, GLdouble u1, GLdouble u2 ) {
   ENTER_GL();
   glMapGrid1d(un, u1, u2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMapGrid1f
+ */
 void WINAPI wine_glMapGrid1f(GLint un, GLfloat u1, GLfloat u2 ) {
   ENTER_GL();
   glMapGrid1f(un, u1, u2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMapGrid2d
+ */
 void WINAPI wine_glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ) {
   ENTER_GL();
   glMapGrid2d(un, u1, u2, vn, v1, v2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMapGrid2f
+ */
 void WINAPI wine_glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) {
   ENTER_GL();
   glMapGrid2f(un, u1, u2, vn, v1, v2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalPoint1
+ */
 void WINAPI wine_glEvalPoint1(GLint i ) {
   ENTER_GL();
   glEvalPoint1(i);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalPoint2
+ */
 void WINAPI wine_glEvalPoint2(GLint i, GLint j ) {
   ENTER_GL();
   glEvalPoint2(i, j);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalMesh1
+ */
 void WINAPI wine_glEvalMesh1(GLenum mode, GLint i1, GLint i2 ) {
   ENTER_GL();
   glEvalMesh1(mode, i1, i2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glEvalMesh2
+ */
 void WINAPI wine_glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ) {
   ENTER_GL();
   glEvalMesh2(mode, i1, i2, j1, j2);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFogf
+ */
 void WINAPI wine_glFogf(GLenum pname, GLfloat param ) {
   ENTER_GL();
   glFogf(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFogi
+ */
 void WINAPI wine_glFogi(GLenum pname, GLint param ) {
   ENTER_GL();
   glFogi(pname, param);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFogfv
+ */
 void WINAPI wine_glFogfv(GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glFogfv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFogiv
+ */
 void WINAPI wine_glFogiv(GLenum pname, const GLint *params ) {
   ENTER_GL();
   glFogiv(pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glFeedbackBuffer
+ */
 void WINAPI wine_glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer ) {
   ENTER_GL();
   glFeedbackBuffer(size, type, buffer);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPassThrough
+ */
 void WINAPI wine_glPassThrough(GLfloat token ) {
   ENTER_GL();
   glPassThrough(token);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glSelectBuffer
+ */
 void WINAPI wine_glSelectBuffer(GLsizei size, GLuint *buffer ) {
   ENTER_GL();
   glSelectBuffer(size, buffer);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glInitNames
+ */
 void WINAPI wine_glInitNames(void ) {
   ENTER_GL();
   glInitNames();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glLoadName
+ */
 void WINAPI wine_glLoadName(GLuint name ) {
   ENTER_GL();
   glLoadName(name);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPushName
+ */
 void WINAPI wine_glPushName(GLuint name ) {
   ENTER_GL();
   glPushName(name);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glPopName
+ */
 void WINAPI wine_glPopName(void ) {
   ENTER_GL();
   glPopName();
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glDrawRangeElements
+ */
 void WINAPI wine_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ) {
   ENTER_GL();
   glDrawRangeElements(mode, start, end, count, type, indices);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexImage3D
+ */
 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 ) {
   ENTER_GL();
   glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glTexSubImage3D
+ */
 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) {
   ENTER_GL();
   glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyTexSubImage3D
+ */
 void WINAPI wine_glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height ) {
   ENTER_GL();
   glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColorTable
+ */
 void WINAPI wine_glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table ) {
   ENTER_GL();
   glColorTable(target, internalformat, width, format, type, table);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColorSubTable
+ */
 void WINAPI wine_glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data ) {
   ENTER_GL();
   glColorSubTable(target, start, count, format, type, data);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColorTableParameteriv
+ */
 void WINAPI wine_glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params) {
   ENTER_GL();
   glColorTableParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glColorTableParameterfv
+ */
 void WINAPI wine_glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params) {
   ENTER_GL();
   glColorTableParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyColorSubTable
+ */
 void WINAPI wine_glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width ) {
   ENTER_GL();
   glCopyColorSubTable(target, start, x, y, width);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyColorTable
+ */
 void WINAPI wine_glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
   ENTER_GL();
   glCopyColorTable(target, internalformat, x, y, width);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetColorTable
+ */
 void WINAPI wine_glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table ) {
   ENTER_GL();
   glGetColorTable(target, format, type, table);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetColorTableParameterfv
+ */
 void WINAPI wine_glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetColorTableParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetColorTableParameteriv
+ */
 void WINAPI wine_glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetColorTableParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glBlendEquation
+ */
 void WINAPI wine_glBlendEquation(GLenum mode ) {
   ENTER_GL();
   glBlendEquation(mode);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glBlendColor
+ */
 void WINAPI wine_glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) {
   ENTER_GL();
   glBlendColor(red, green, blue, alpha);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glHistogram
+ */
 void WINAPI wine_glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink ) {
   ENTER_GL();
   glHistogram(target, width, internalformat, sink);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glResetHistogram
+ */
 void WINAPI wine_glResetHistogram(GLenum target ) {
   ENTER_GL();
   glResetHistogram(target);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetHistogram
+ */
 void WINAPI wine_glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values ) {
   ENTER_GL();
   glGetHistogram(target, reset, format, type, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetHistogramParameterfv
+ */
 void WINAPI wine_glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetHistogramParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetHistogramParameteriv
+ */
 void WINAPI wine_glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetHistogramParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMinmax
+ */
 void WINAPI wine_glMinmax(GLenum target, GLenum internalformat, GLboolean sink ) {
   ENTER_GL();
   glMinmax(target, internalformat, sink);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glResetMinmax
+ */
 void WINAPI wine_glResetMinmax(GLenum target ) {
   ENTER_GL();
   glResetMinmax(target);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMinmax
+ */
 void WINAPI wine_glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values ) {
   ENTER_GL();
   glGetMinmax(target, reset, format, types, values);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMinmaxParameterfv
+ */
 void WINAPI wine_glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetMinmaxParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetMinmaxParameteriv
+ */
 void WINAPI wine_glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetMinmaxParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glConvolutionFilter1D
+ */
 void WINAPI wine_glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image ) {
   ENTER_GL();
   glConvolutionFilter1D(target, internalformat, width, format, type, image);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glConvolutionFilter2D
+ */
 void WINAPI wine_glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image ) {
   ENTER_GL();
   glConvolutionFilter2D(target, internalformat, width, height, format, type, image);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glConvolutionParameterf
+ */
 void WINAPI wine_glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params ) {
   ENTER_GL();
   glConvolutionParameterf(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glConvolutionParameterfv
+ */
 void WINAPI wine_glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params ) {
   ENTER_GL();
   glConvolutionParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glConvolutionParameteri
+ */
 void WINAPI wine_glConvolutionParameteri(GLenum target, GLenum pname, GLint params ) {
   ENTER_GL();
   glConvolutionParameteri(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glConvolutionParameteriv
+ */
 void WINAPI wine_glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params ) {
   ENTER_GL();
   glConvolutionParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyConvolutionFilter1D
+ */
 void WINAPI wine_glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width ) {
   ENTER_GL();
   glCopyConvolutionFilter1D(target, internalformat, x, y, width);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glCopyConvolutionFilter2D
+ */
 void WINAPI wine_glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height) {
   ENTER_GL();
   glCopyConvolutionFilter2D(target, internalformat, x, y, width, height);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetConvolutionFilter
+ */
 void WINAPI wine_glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image ) {
   ENTER_GL();
   glGetConvolutionFilter(target, format, type, image);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetConvolutionParameterfv
+ */
 void WINAPI wine_glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params ) {
   ENTER_GL();
   glGetConvolutionParameterfv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetConvolutionParameteriv
+ */
 void WINAPI wine_glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params ) {
   ENTER_GL();
   glGetConvolutionParameteriv(target, pname, params);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glSeparableFilter2D
+ */
 void WINAPI wine_glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column ) {
   ENTER_GL();
   glSeparableFilter2D(target, internalformat, width, height, format, type, row, column);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glGetSeparableFilter
+ */
 void WINAPI wine_glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span ) {
   ENTER_GL();
   glGetSeparableFilter(target, format, type, row, column, span);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glActiveTextureARB
+ */
 void WINAPI wine_glActiveTextureARB(GLenum texture) {
   ENTER_GL();
   glActiveTextureARB(texture);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glClientActiveTextureARB
+ */
 void WINAPI wine_glClientActiveTextureARB(GLenum texture) {
   ENTER_GL();
   glClientActiveTextureARB(texture);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1dARB
+ */
 void WINAPI wine_glMultiTexCoord1dARB(GLenum target, GLdouble s) {
   ENTER_GL();
   glMultiTexCoord1dARB(target, s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1dvARB
+ */
 void WINAPI wine_glMultiTexCoord1dvARB(GLenum target, const GLdouble *v) {
   ENTER_GL();
   glMultiTexCoord1dvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1fARB
+ */
 void WINAPI wine_glMultiTexCoord1fARB(GLenum target, GLfloat s) {
   ENTER_GL();
   glMultiTexCoord1fARB(target, s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1fvARB
+ */
 void WINAPI wine_glMultiTexCoord1fvARB(GLenum target, const GLfloat *v) {
   ENTER_GL();
   glMultiTexCoord1fvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1iARB
+ */
 void WINAPI wine_glMultiTexCoord1iARB(GLenum target, GLint s) {
   ENTER_GL();
   glMultiTexCoord1iARB(target, s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1ivARB
+ */
 void WINAPI wine_glMultiTexCoord1ivARB(GLenum target, const GLint *v) {
   ENTER_GL();
   glMultiTexCoord1ivARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1sARB
+ */
 void WINAPI wine_glMultiTexCoord1sARB(GLenum target, GLshort s) {
   ENTER_GL();
   glMultiTexCoord1sARB(target, s);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord1svARB
+ */
 void WINAPI wine_glMultiTexCoord1svARB(GLenum target, const GLshort *v) {
   ENTER_GL();
   glMultiTexCoord1svARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2dARB
+ */
 void WINAPI wine_glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t) {
   ENTER_GL();
   glMultiTexCoord2dARB(target, s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2dvARB
+ */
 void WINAPI wine_glMultiTexCoord2dvARB(GLenum target, const GLdouble *v) {
   ENTER_GL();
   glMultiTexCoord2dvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2fARB
+ */
 void WINAPI wine_glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t) {
   ENTER_GL();
   glMultiTexCoord2fARB(target, s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2fvARB
+ */
 void WINAPI wine_glMultiTexCoord2fvARB(GLenum target, const GLfloat *v) {
   ENTER_GL();
   glMultiTexCoord2fvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2iARB
+ */
 void WINAPI wine_glMultiTexCoord2iARB(GLenum target, GLint s, GLint t) {
   ENTER_GL();
   glMultiTexCoord2iARB(target, s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2ivARB
+ */
 void WINAPI wine_glMultiTexCoord2ivARB(GLenum target, const GLint *v) {
   ENTER_GL();
   glMultiTexCoord2ivARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2sARB
+ */
 void WINAPI wine_glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t) {
   ENTER_GL();
   glMultiTexCoord2sARB(target, s, t);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord2svARB
+ */
 void WINAPI wine_glMultiTexCoord2svARB(GLenum target, const GLshort *v) {
   ENTER_GL();
   glMultiTexCoord2svARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3dARB
+ */
 void WINAPI wine_glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r) {
   ENTER_GL();
   glMultiTexCoord3dARB(target, s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3dvARB
+ */
 void WINAPI wine_glMultiTexCoord3dvARB(GLenum target, const GLdouble *v) {
   ENTER_GL();
   glMultiTexCoord3dvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3fARB
+ */
 void WINAPI wine_glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r) {
   ENTER_GL();
   glMultiTexCoord3fARB(target, s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3fvARB
+ */
 void WINAPI wine_glMultiTexCoord3fvARB(GLenum target, const GLfloat *v) {
   ENTER_GL();
   glMultiTexCoord3fvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3iARB
+ */
 void WINAPI wine_glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r) {
   ENTER_GL();
   glMultiTexCoord3iARB(target, s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3ivARB
+ */
 void WINAPI wine_glMultiTexCoord3ivARB(GLenum target, const GLint *v) {
   ENTER_GL();
   glMultiTexCoord3ivARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3sARB
+ */
 void WINAPI wine_glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r) {
   ENTER_GL();
   glMultiTexCoord3sARB(target, s, t, r);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord3svARB
+ */
 void WINAPI wine_glMultiTexCoord3svARB(GLenum target, const GLshort *v) {
   ENTER_GL();
   glMultiTexCoord3svARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4dARB
+ */
 void WINAPI wine_glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) {
   ENTER_GL();
   glMultiTexCoord4dARB(target, s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4dvARB
+ */
 void WINAPI wine_glMultiTexCoord4dvARB(GLenum target, const GLdouble *v) {
   ENTER_GL();
   glMultiTexCoord4dvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4fARB
+ */
 void WINAPI wine_glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) {
   ENTER_GL();
   glMultiTexCoord4fARB(target, s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4fvARB
+ */
 void WINAPI wine_glMultiTexCoord4fvARB(GLenum target, const GLfloat *v) {
   ENTER_GL();
   glMultiTexCoord4fvARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4iARB
+ */
 void WINAPI wine_glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q) {
   ENTER_GL();
   glMultiTexCoord4iARB(target, s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4ivARB
+ */
 void WINAPI wine_glMultiTexCoord4ivARB(GLenum target, const GLint *v) {
   ENTER_GL();
   glMultiTexCoord4ivARB(target, v);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4sARB
+ */
 void WINAPI wine_glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) {
   ENTER_GL();
   glMultiTexCoord4sARB(target, s, t, r, q);
   LEAVE_GL();
 }
 
+/***********************************************************************
+ *		glMultiTexCoord4svARB
+ */
 void WINAPI wine_glMultiTexCoord4svARB(GLenum target, const GLshort *v) {
   ENTER_GL();
   glMultiTexCoord4svARB(target, v);