/*++ BUILD Version: 0004    // Increment this if a change has global effects
Copyright (c) 1985-96, Microsoft Corporation
Module Name:
    gl.h
Abstract:
    Procedure declarations, constant definitions and macros for the OpenGL
    component.
--*/

#ifndef __gl_h_
#ifndef __GL_H__

#define __gl_h_
#define __GL_H__

/*
** Copyright 1996 Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/

#define GLenum unsigned int
#define GLboolean unsigned char
#define GLbitfield unsigned int
#define GLbyte signed char
#define GLshort short
#define GLint int
#define GLsizei int
#define GLubyte unsigned char
#define GLushort unsigned short
#define GLuint unsigned int
#define GLfloat float
#define GLclampf float
#define GLdouble double
#define GLclampd double
#define GLvoid void

/*************************************************************/

/* Version */
#define GL_VERSION_1_1                    1

/* AccumOp */
#define GL_ACCUM                          0x0100
#define GL_LOAD                           0x0101
#define GL_RETURN                         0x0102
#define GL_MULT                           0x0103
#define GL_ADD                            0x0104

/* AlphaFunction */
#define GL_NEVER                          0x0200
#define GL_LESS                           0x0201
#define GL_EQUAL                          0x0202
#define GL_LEQUAL                         0x0203
#define GL_GREATER                        0x0204
#define GL_NOTEQUAL                       0x0205
#define GL_GEQUAL                         0x0206
#define GL_ALWAYS                         0x0207

/* AttribMask */
#define GL_CURRENT_BIT                    0x00000001
#define GL_POINT_BIT                      0x00000002
#define GL_LINE_BIT                       0x00000004
#define GL_POLYGON_BIT                    0x00000008
#define GL_POLYGON_STIPPLE_BIT            0x00000010
#define GL_PIXEL_MODE_BIT                 0x00000020
#define GL_LIGHTING_BIT                   0x00000040
#define GL_FOG_BIT                        0x00000080
#define GL_DEPTH_BUFFER_BIT               0x00000100
#define GL_ACCUM_BUFFER_BIT               0x00000200
#define GL_STENCIL_BUFFER_BIT             0x00000400
#define GL_VIEWPORT_BIT                   0x00000800
#define GL_TRANSFORM_BIT                  0x00001000
#define GL_ENABLE_BIT                     0x00002000
#define GL_COLOR_BUFFER_BIT               0x00004000
#define GL_HINT_BIT                       0x00008000
#define GL_EVAL_BIT                       0x00010000
#define GL_LIST_BIT                       0x00020000
#define GL_TEXTURE_BIT                    0x00040000
#define GL_SCISSOR_BIT                    0x00080000
#define GL_ALL_ATTRIB_BITS                0x000fffff

/* BeginMode */
#define GL_POINTS                         0x0000
#define GL_LINES                          0x0001
#define GL_LINE_LOOP                      0x0002
#define GL_LINE_STRIP                     0x0003
#define GL_TRIANGLES                      0x0004
#define GL_TRIANGLE_STRIP                 0x0005
#define GL_TRIANGLE_FAN                   0x0006
#define GL_QUADS                          0x0007
#define GL_QUAD_STRIP                     0x0008
#define GL_POLYGON                        0x0009

/* BlendingFactorDest */
#define GL_ZERO                           0
#define GL_ONE                            1
#define GL_SRC_COLOR                      0x0300
#define GL_ONE_MINUS_SRC_COLOR            0x0301
#define GL_SRC_ALPHA                      0x0302
#define GL_ONE_MINUS_SRC_ALPHA            0x0303
#define GL_DST_ALPHA                      0x0304
#define GL_ONE_MINUS_DST_ALPHA            0x0305

/* BlendingFactorSrc */
#define GL_DST_COLOR                      0x0306
#define GL_ONE_MINUS_DST_COLOR            0x0307
#define GL_SRC_ALPHA_SATURATE             0x0308

/* Boolean */
#define GL_TRUE                           1
#define GL_FALSE                          0

/* ClipPlaneName */
#define GL_CLIP_PLANE0                    0x3000
#define GL_CLIP_PLANE1                    0x3001
#define GL_CLIP_PLANE2                    0x3002
#define GL_CLIP_PLANE3                    0x3003
#define GL_CLIP_PLANE4                    0x3004
#define GL_CLIP_PLANE5                    0x3005

/* DataType */
#define GL_BYTE                           0x1400
#define GL_UNSIGNED_BYTE                  0x1401
#define GL_SHORT                          0x1402
#define GL_UNSIGNED_SHORT                 0x1403
#define GL_INT                            0x1404
#define GL_UNSIGNED_INT                   0x1405
#define GL_FLOAT                          0x1406
#define GL_2_BYTES                        0x1407
#define GL_3_BYTES                        0x1408
#define GL_4_BYTES                        0x1409
#define GL_DOUBLE                         0x140A

/* DrawBufferMode */
#define GL_NONE                           0
#define GL_FRONT_LEFT                     0x0400
#define GL_FRONT_RIGHT                    0x0401
#define GL_BACK_LEFT                      0x0402
#define GL_BACK_RIGHT                     0x0403
#define GL_FRONT                          0x0404
#define GL_BACK                           0x0405
#define GL_LEFT                           0x0406
#define GL_RIGHT                          0x0407
#define GL_FRONT_AND_BACK                 0x0408
#define GL_AUX0                           0x0409
#define GL_AUX1                           0x040A
#define GL_AUX2                           0x040B
#define GL_AUX3                           0x040C

/* ErrorCode */
#define GL_NO_ERROR                       0
#define GL_INVALID_ENUM                   0x0500
#define GL_INVALID_VALUE                  0x0501
#define GL_INVALID_OPERATION              0x0502
#define GL_STACK_OVERFLOW                 0x0503
#define GL_STACK_UNDERFLOW                0x0504
#define GL_OUT_OF_MEMORY                  0x0505

/* FeedBackMode */
#define GL_2D                             0x0600
#define GL_3D                             0x0601
#define GL_3D_COLOR                       0x0602
#define GL_3D_COLOR_TEXTURE               0x0603
#define GL_4D_COLOR_TEXTURE               0x0604

/* FeedBackToken */
#define GL_PASS_THROUGH_TOKEN             0x0700
#define GL_POINT_TOKEN                    0x0701
#define GL_LINE_TOKEN                     0x0702
#define GL_POLYGON_TOKEN                  0x0703
#define GL_BITMAP_TOKEN                   0x0704
#define GL_DRAW_PIXEL_TOKEN               0x0705
#define GL_COPY_PIXEL_TOKEN               0x0706
#define GL_LINE_RESET_TOKEN               0x0707

/* FogMode */
#define GL_EXP                            0x0800
#define GL_EXP2                           0x0801

/* FrontFaceDirection */
#define GL_CW                             0x0900
#define GL_CCW                            0x0901

/* GetMapTarget */
#define GL_COEFF                          0x0A00
#define GL_ORDER                          0x0A01
#define GL_DOMAIN                         0x0A02

/* GetTarget */
#define GL_CURRENT_COLOR                  0x0B00
#define GL_CURRENT_INDEX                  0x0B01
#define GL_CURRENT_NORMAL                 0x0B02
#define GL_CURRENT_TEXTURE_COORDS         0x0B03
#define GL_CURRENT_RASTER_COLOR           0x0B04
#define GL_CURRENT_RASTER_INDEX           0x0B05
#define GL_CURRENT_RASTER_TEXTURE_COORDS  0x0B06
#define GL_CURRENT_RASTER_POSITION        0x0B07
#define GL_CURRENT_RASTER_POSITION_VALID  0x0B08
#define GL_CURRENT_RASTER_DISTANCE        0x0B09
#define GL_POINT_SMOOTH                   0x0B10
#define GL_POINT_SIZE                     0x0B11
#define GL_POINT_SIZE_RANGE               0x0B12
#define GL_POINT_SIZE_GRANULARITY         0x0B13
#define GL_LINE_SMOOTH                    0x0B20
#define GL_LINE_WIDTH                     0x0B21
#define GL_LINE_WIDTH_RANGE               0x0B22
#define GL_LINE_WIDTH_GRANULARITY         0x0B23
#define GL_LINE_STIPPLE                   0x0B24
#define GL_LINE_STIPPLE_PATTERN           0x0B25
#define GL_LINE_STIPPLE_REPEAT            0x0B26
#define GL_LIST_MODE                      0x0B30
#define GL_MAX_LIST_NESTING               0x0B31
#define GL_LIST_BASE                      0x0B32
#define GL_LIST_INDEX                     0x0B33
#define GL_POLYGON_MODE                   0x0B40
#define GL_POLYGON_SMOOTH                 0x0B41
#define GL_POLYGON_STIPPLE                0x0B42
#define GL_EDGE_FLAG                      0x0B43
#define GL_CULL_FACE                      0x0B44
#define GL_CULL_FACE_MODE                 0x0B45
#define GL_FRONT_FACE                     0x0B46
#define GL_LIGHTING                       0x0B50
#define GL_LIGHT_MODEL_LOCAL_VIEWER       0x0B51
#define GL_LIGHT_MODEL_TWO_SIDE           0x0B52
#define GL_LIGHT_MODEL_AMBIENT            0x0B53
#define GL_SHADE_MODEL                    0x0B54
#define GL_COLOR_MATERIAL_FACE            0x0B55
#define GL_COLOR_MATERIAL_PARAMETER       0x0B56
#define GL_COLOR_MATERIAL                 0x0B57
#define GL_FOG                            0x0B60
#define GL_FOG_INDEX                      0x0B61
#define GL_FOG_DENSITY                    0x0B62
#define GL_FOG_START                      0x0B63
#define GL_FOG_END                        0x0B64
#define GL_FOG_MODE                       0x0B65
#define GL_FOG_COLOR                      0x0B66
#define GL_DEPTH_RANGE                    0x0B70
#define GL_DEPTH_TEST                     0x0B71
#define GL_DEPTH_WRITEMASK                0x0B72
#define GL_DEPTH_CLEAR_VALUE              0x0B73
#define GL_DEPTH_FUNC                     0x0B74
#define GL_ACCUM_CLEAR_VALUE              0x0B80
#define GL_STENCIL_TEST                   0x0B90
#define GL_STENCIL_CLEAR_VALUE            0x0B91
#define GL_STENCIL_FUNC                   0x0B92
#define GL_STENCIL_VALUE_MASK             0x0B93
#define GL_STENCIL_FAIL                   0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL        0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS        0x0B96
#define GL_STENCIL_REF                    0x0B97
#define GL_STENCIL_WRITEMASK              0x0B98
#define GL_MATRIX_MODE                    0x0BA0
#define GL_NORMALIZE                      0x0BA1
#define GL_VIEWPORT                       0x0BA2
#define GL_MODELVIEW_STACK_DEPTH          0x0BA3
#define GL_PROJECTION_STACK_DEPTH         0x0BA4
#define GL_TEXTURE_STACK_DEPTH            0x0BA5
#define GL_MODELVIEW_MATRIX               0x0BA6
#define GL_PROJECTION_MATRIX              0x0BA7
#define GL_TEXTURE_MATRIX                 0x0BA8
#define GL_ATTRIB_STACK_DEPTH             0x0BB0
#define GL_CLIENT_ATTRIB_STACK_DEPTH      0x0BB1
#define GL_ALPHA_TEST                     0x0BC0
#define GL_ALPHA_TEST_FUNC                0x0BC1
#define GL_ALPHA_TEST_REF                 0x0BC2
#define GL_DITHER                         0x0BD0
#define GL_BLEND_DST                      0x0BE0
#define GL_BLEND_SRC                      0x0BE1
#define GL_BLEND                          0x0BE2
#define GL_LOGIC_OP_MODE                  0x0BF0
#define GL_INDEX_LOGIC_OP                 0x0BF1
#define GL_COLOR_LOGIC_OP                 0x0BF2
#define GL_AUX_BUFFERS                    0x0C00
#define GL_DRAW_BUFFER                    0x0C01
#define GL_READ_BUFFER                    0x0C02
#define GL_SCISSOR_BOX                    0x0C10
#define GL_SCISSOR_TEST                   0x0C11
#define GL_INDEX_CLEAR_VALUE              0x0C20
#define GL_INDEX_WRITEMASK                0x0C21
#define GL_COLOR_CLEAR_VALUE              0x0C22
#define GL_COLOR_WRITEMASK                0x0C23
#define GL_INDEX_MODE                     0x0C30
#define GL_RGBA_MODE                      0x0C31
#define GL_DOUBLEBUFFER                   0x0C32
#define GL_STEREO                         0x0C33
#define GL_RENDER_MODE                    0x0C40
#define GL_PERSPECTIVE_CORRECTION_HINT    0x0C50
#define GL_POINT_SMOOTH_HINT              0x0C51
#define GL_LINE_SMOOTH_HINT               0x0C52
#define GL_POLYGON_SMOOTH_HINT            0x0C53
#define GL_FOG_HINT                       0x0C54
#define GL_TEXTURE_GEN_S                  0x0C60
#define GL_TEXTURE_GEN_T                  0x0C61
#define GL_TEXTURE_GEN_R                  0x0C62
#define GL_TEXTURE_GEN_Q                  0x0C63
#define GL_PIXEL_MAP_I_TO_I               0x0C70
#define GL_PIXEL_MAP_S_TO_S               0x0C71
#define GL_PIXEL_MAP_I_TO_R               0x0C72
#define GL_PIXEL_MAP_I_TO_G               0x0C73
#define GL_PIXEL_MAP_I_TO_B               0x0C74
#define GL_PIXEL_MAP_I_TO_A               0x0C75
#define GL_PIXEL_MAP_R_TO_R               0x0C76
#define GL_PIXEL_MAP_G_TO_G               0x0C77
#define GL_PIXEL_MAP_B_TO_B               0x0C78
#define GL_PIXEL_MAP_A_TO_A               0x0C79
#define GL_PIXEL_MAP_I_TO_I_SIZE          0x0CB0
#define GL_PIXEL_MAP_S_TO_S_SIZE          0x0CB1
#define GL_PIXEL_MAP_I_TO_R_SIZE          0x0CB2
#define GL_PIXEL_MAP_I_TO_G_SIZE          0x0CB3
#define GL_PIXEL_MAP_I_TO_B_SIZE          0x0CB4
#define GL_PIXEL_MAP_I_TO_A_SIZE          0x0CB5
#define GL_PIXEL_MAP_R_TO_R_SIZE          0x0CB6
#define GL_PIXEL_MAP_G_TO_G_SIZE          0x0CB7
#define GL_PIXEL_MAP_B_TO_B_SIZE          0x0CB8
#define GL_PIXEL_MAP_A_TO_A_SIZE          0x0CB9
#define GL_UNPACK_SWAP_BYTES              0x0CF0
#define GL_UNPACK_LSB_FIRST               0x0CF1
#define GL_UNPACK_ROW_LENGTH              0x0CF2
#define GL_UNPACK_SKIP_ROWS               0x0CF3
#define GL_UNPACK_SKIP_PIXELS             0x0CF4
#define GL_UNPACK_ALIGNMENT               0x0CF5
#define GL_PACK_SWAP_BYTES                0x0D00
#define GL_PACK_LSB_FIRST                 0x0D01
#define GL_PACK_ROW_LENGTH                0x0D02
#define GL_PACK_SKIP_ROWS                 0x0D03
#define GL_PACK_SKIP_PIXELS               0x0D04
#define GL_PACK_ALIGNMENT                 0x0D05
#define GL_MAP_COLOR                      0x0D10
#define GL_MAP_STENCIL                    0x0D11
#define GL_INDEX_SHIFT                    0x0D12
#define GL_INDEX_OFFSET                   0x0D13
#define GL_RED_SCALE                      0x0D14
#define GL_RED_BIAS                       0x0D15
#define GL_ZOOM_X                         0x0D16
#define GL_ZOOM_Y                         0x0D17
#define GL_GREEN_SCALE                    0x0D18
#define GL_GREEN_BIAS                     0x0D19
#define GL_BLUE_SCALE                     0x0D1A
#define GL_BLUE_BIAS                      0x0D1B
#define GL_ALPHA_SCALE                    0x0D1C
#define GL_ALPHA_BIAS                     0x0D1D
#define GL_DEPTH_SCALE                    0x0D1E
#define GL_DEPTH_BIAS                     0x0D1F
#define GL_MAX_EVAL_ORDER                 0x0D30
#define GL_MAX_LIGHTS                     0x0D31
#define GL_MAX_CLIP_PLANES                0x0D32
#define GL_MAX_TEXTURE_SIZE               0x0D33
#define GL_MAX_PIXEL_MAP_TABLE            0x0D34
#define GL_MAX_ATTRIB_STACK_DEPTH         0x0D35
#define GL_MAX_MODELVIEW_STACK_DEPTH      0x0D36
#define GL_MAX_NAME_STACK_DEPTH           0x0D37
#define GL_MAX_PROJECTION_STACK_DEPTH     0x0D38
#define GL_MAX_TEXTURE_STACK_DEPTH        0x0D39
#define GL_MAX_VIEWPORT_DIMS              0x0D3A
#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH  0x0D3B
#define GL_SUBPIXEL_BITS                  0x0D50
#define GL_INDEX_BITS                     0x0D51
#define GL_RED_BITS                       0x0D52
#define GL_GREEN_BITS                     0x0D53
#define GL_BLUE_BITS                      0x0D54
#define GL_ALPHA_BITS                     0x0D55
#define GL_DEPTH_BITS                     0x0D56
#define GL_STENCIL_BITS                   0x0D57
#define GL_ACCUM_RED_BITS                 0x0D58
#define GL_ACCUM_GREEN_BITS               0x0D59
#define GL_ACCUM_BLUE_BITS                0x0D5A
#define GL_ACCUM_ALPHA_BITS               0x0D5B
#define GL_NAME_STACK_DEPTH               0x0D70
#define GL_AUTO_NORMAL                    0x0D80
#define GL_MAP1_COLOR_4                   0x0D90
#define GL_MAP1_INDEX                     0x0D91
#define GL_MAP1_NORMAL                    0x0D92
#define GL_MAP1_TEXTURE_COORD_1           0x0D93
#define GL_MAP1_TEXTURE_COORD_2           0x0D94
#define GL_MAP1_TEXTURE_COORD_3           0x0D95
#define GL_MAP1_TEXTURE_COORD_4           0x0D96
#define GL_MAP1_VERTEX_3                  0x0D97
#define GL_MAP1_VERTEX_4                  0x0D98
#define GL_MAP2_COLOR_4                   0x0DB0
#define GL_MAP2_INDEX                     0x0DB1
#define GL_MAP2_NORMAL                    0x0DB2
#define GL_MAP2_TEXTURE_COORD_1           0x0DB3
#define GL_MAP2_TEXTURE_COORD_2           0x0DB4
#define GL_MAP2_TEXTURE_COORD_3           0x0DB5
#define GL_MAP2_TEXTURE_COORD_4           0x0DB6
#define GL_MAP2_VERTEX_3                  0x0DB7
#define GL_MAP2_VERTEX_4                  0x0DB8
#define GL_MAP1_GRID_DOMAIN               0x0DD0
#define GL_MAP1_GRID_SEGMENTS             0x0DD1
#define GL_MAP2_GRID_DOMAIN               0x0DD2
#define GL_MAP2_GRID_SEGMENTS             0x0DD3
#define GL_TEXTURE_1D                     0x0DE0
#define GL_TEXTURE_2D                     0x0DE1
#define GL_FEEDBACK_BUFFER_POINTER        0x0DF0
#define GL_FEEDBACK_BUFFER_SIZE           0x0DF1
#define GL_FEEDBACK_BUFFER_TYPE           0x0DF2
#define GL_SELECTION_BUFFER_POINTER       0x0DF3
#define GL_SELECTION_BUFFER_SIZE          0x0DF4

/* GetTextureParameter */
#define GL_TEXTURE_WIDTH                  0x1000
#define GL_TEXTURE_HEIGHT                 0x1001
#define GL_TEXTURE_INTERNAL_FORMAT        0x1003
#define GL_TEXTURE_BORDER_COLOR           0x1004
#define GL_TEXTURE_BORDER                 0x1005

/* HintMode */
#define GL_DONT_CARE                      0x1100
#define GL_FASTEST                        0x1101
#define GL_NICEST                         0x1102

/* LightName */
#define GL_LIGHT0                         0x4000
#define GL_LIGHT1                         0x4001
#define GL_LIGHT2                         0x4002
#define GL_LIGHT3                         0x4003
#define GL_LIGHT4                         0x4004
#define GL_LIGHT5                         0x4005
#define GL_LIGHT6                         0x4006
#define GL_LIGHT7                         0x4007

/* LightParameter */
#define GL_AMBIENT                        0x1200
#define GL_DIFFUSE                        0x1201
#define GL_SPECULAR                       0x1202
#define GL_POSITION                       0x1203
#define GL_SPOT_DIRECTION                 0x1204
#define GL_SPOT_EXPONENT                  0x1205
#define GL_SPOT_CUTOFF                    0x1206
#define GL_CONSTANT_ATTENUATION           0x1207
#define GL_LINEAR_ATTENUATION             0x1208
#define GL_QUADRATIC_ATTENUATION          0x1209

/* ListMode */
#define GL_COMPILE                        0x1300
#define GL_COMPILE_AND_EXECUTE            0x1301

/* LogicOp */
#define GL_CLEAR                          0x1500
#define GL_AND                            0x1501
#define GL_AND_REVERSE                    0x1502
#define GL_COPY                           0x1503
#define GL_AND_INVERTED                   0x1504
#define GL_NOOP                           0x1505
#define GL_XOR                            0x1506
#define GL_OR                             0x1507
#define GL_NOR                            0x1508
#define GL_EQUIV                          0x1509
#define GL_INVERT                         0x150A
#define GL_OR_REVERSE                     0x150B
#define GL_COPY_INVERTED                  0x150C
#define GL_OR_INVERTED                    0x150D
#define GL_NAND                           0x150E
#define GL_SET                            0x150F

/* MaterialParameter */
#define GL_EMISSION                       0x1600
#define GL_SHININESS                      0x1601
#define GL_AMBIENT_AND_DIFFUSE            0x1602
#define GL_COLOR_INDEXES                  0x1603

/* MatrixMode */
#define GL_MODELVIEW                      0x1700
#define GL_PROJECTION                     0x1701
#define GL_TEXTURE                        0x1702

/* PixelCopyType */
#define GL_COLOR                          0x1800
#define GL_DEPTH                          0x1801
#define GL_STENCIL                        0x1802

/* PixelFormat */
#define GL_COLOR_INDEX                    0x1900
#define GL_STENCIL_INDEX                  0x1901
#define GL_DEPTH_COMPONENT                0x1902
#define GL_RED                            0x1903
#define GL_GREEN                          0x1904
#define GL_BLUE                           0x1905
#define GL_ALPHA                          0x1906
#define GL_RGB                            0x1907
#define GL_RGBA                           0x1908
#define GL_LUMINANCE                      0x1909
#define GL_LUMINANCE_ALPHA                0x190A

/* PixelType */
#define GL_BITMAP                         0x1A00

/* PolygonMode */
#define GL_POINT                          0x1B00
#define GL_LINE                           0x1B01
#define GL_FILL                           0x1B02

/* RenderingMode */
#define GL_RENDER                         0x1C00
#define GL_FEEDBACK                       0x1C01
#define GL_SELECT                         0x1C02

/* ShadingModel */
#define GL_FLAT                           0x1D00
#define GL_SMOOTH                         0x1D01

/* StencilOp */
#define GL_KEEP                           0x1E00
#define GL_REPLACE                        0x1E01
#define GL_INCR                           0x1E02
#define GL_DECR                           0x1E03

/* StringName */
#define GL_VENDOR                         0x1F00
#define GL_RENDERER                       0x1F01
#define GL_VERSION                        0x1F02
#define GL_EXTENSIONS                     0x1F03

/* TextureCoordName */
#define GL_S                              0x2000
#define GL_T                              0x2001
#define GL_R                              0x2002
#define GL_Q                              0x2003

/* TextureEnvMode */
#define GL_MODULATE                       0x2100
#define GL_DECAL                          0x2101

/* TextureEnvParameter */
#define GL_TEXTURE_ENV_MODE               0x2200
#define GL_TEXTURE_ENV_COLOR              0x2201

/* TextureEnvTarget */
#define GL_TEXTURE_ENV                    0x2300

/* TextureGenMode */
#define GL_EYE_LINEAR                     0x2400
#define GL_OBJECT_LINEAR                  0x2401
#define GL_SPHERE_MAP                     0x2402

/* TextureGenParameter */
#define GL_TEXTURE_GEN_MODE               0x2500
#define GL_OBJECT_PLANE                   0x2501
#define GL_EYE_PLANE                      0x2502

/* TextureMagFilter */
#define GL_NEAREST                        0x2600
#define GL_LINEAR                         0x2601

/* TextureMinFilter */
#define GL_NEAREST_MIPMAP_NEAREST         0x2700
#define GL_LINEAR_MIPMAP_NEAREST          0x2701
#define GL_NEAREST_MIPMAP_LINEAR          0x2702
#define GL_LINEAR_MIPMAP_LINEAR           0x2703

/* TextureParameterName */
#define GL_TEXTURE_MAG_FILTER             0x2800
#define GL_TEXTURE_MIN_FILTER             0x2801
#define GL_TEXTURE_WRAP_S                 0x2802
#define GL_TEXTURE_WRAP_T                 0x2803

/* TextureWrapMode */
#define GL_CLAMP                          0x2900
#define GL_REPEAT                         0x2901

/* ClientAttribMask */
#define GL_CLIENT_PIXEL_STORE_BIT         0x00000001
#define GL_CLIENT_VERTEX_ARRAY_BIT        0x00000002
#define GL_CLIENT_ALL_ATTRIB_BITS         0xffffffff

/* polygon_offset */
#define GL_POLYGON_OFFSET_FACTOR          0x8038
#define GL_POLYGON_OFFSET_UNITS           0x2A00
#define GL_POLYGON_OFFSET_POINT           0x2A01
#define GL_POLYGON_OFFSET_LINE            0x2A02
#define GL_POLYGON_OFFSET_FILL            0x8037

/* texture */
#define GL_ALPHA4                         0x803B
#define GL_ALPHA8                         0x803C
#define GL_ALPHA12                        0x803D
#define GL_ALPHA16                        0x803E
#define GL_LUMINANCE4                     0x803F
#define GL_LUMINANCE8                     0x8040
#define GL_LUMINANCE12                    0x8041
#define GL_LUMINANCE16                    0x8042
#define GL_LUMINANCE4_ALPHA4              0x8043
#define GL_LUMINANCE6_ALPHA2              0x8044
#define GL_LUMINANCE8_ALPHA8              0x8045
#define GL_LUMINANCE12_ALPHA4             0x8046
#define GL_LUMINANCE12_ALPHA12            0x8047
#define GL_LUMINANCE16_ALPHA16            0x8048
#define GL_INTENSITY                      0x8049
#define GL_INTENSITY4                     0x804A
#define GL_INTENSITY8                     0x804B
#define GL_INTENSITY12                    0x804C
#define GL_INTENSITY16                    0x804D
#define GL_R3_G3_B2                       0x2A10
#define GL_RGB4                           0x804F
#define GL_RGB5                           0x8050
#define GL_RGB8                           0x8051
#define GL_RGB10                          0x8052
#define GL_RGB12                          0x8053
#define GL_RGB16                          0x8054
#define GL_RGBA2                          0x8055
#define GL_RGBA4                          0x8056
#define GL_RGB5_A1                        0x8057
#define GL_RGBA8                          0x8058
#define GL_RGB10_A2                       0x8059
#define GL_RGBA12                         0x805A
#define GL_RGBA16                         0x805B
#define GL_TEXTURE_RED_SIZE               0x805C
#define GL_TEXTURE_GREEN_SIZE             0x805D
#define GL_TEXTURE_BLUE_SIZE              0x805E
#define GL_TEXTURE_ALPHA_SIZE             0x805F
#define GL_TEXTURE_LUMINANCE_SIZE         0x8060
#define GL_TEXTURE_INTENSITY_SIZE         0x8061
#define GL_PROXY_TEXTURE_1D               0x8063
#define GL_PROXY_TEXTURE_2D               0x8064

/* texture_object */
#define GL_TEXTURE_PRIORITY               0x8066
#define GL_TEXTURE_RESIDENT               0x8067
#define GL_TEXTURE_BINDING_1D             0x8068
#define GL_TEXTURE_BINDING_2D             0x8069

/* vertex_array */
#define GL_VERTEX_ARRAY                   0x8074
#define GL_NORMAL_ARRAY                   0x8075
#define GL_COLOR_ARRAY                    0x8076
#define GL_INDEX_ARRAY                    0x8077
#define GL_TEXTURE_COORD_ARRAY            0x8078
#define GL_EDGE_FLAG_ARRAY                0x8079
#define GL_VERTEX_ARRAY_SIZE              0x807A
#define GL_VERTEX_ARRAY_TYPE              0x807B
#define GL_VERTEX_ARRAY_STRIDE            0x807C
#define GL_NORMAL_ARRAY_TYPE              0x807E
#define GL_NORMAL_ARRAY_STRIDE            0x807F
#define GL_COLOR_ARRAY_SIZE               0x8081
#define GL_COLOR_ARRAY_TYPE               0x8082
#define GL_COLOR_ARRAY_STRIDE             0x8083
#define GL_INDEX_ARRAY_TYPE               0x8085
#define GL_INDEX_ARRAY_STRIDE             0x8086
#define GL_TEXTURE_COORD_ARRAY_SIZE       0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE       0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE     0x808A
#define GL_EDGE_FLAG_ARRAY_STRIDE         0x808C
#define GL_VERTEX_ARRAY_POINTER           0x808E
#define GL_NORMAL_ARRAY_POINTER           0x808F
#define GL_COLOR_ARRAY_POINTER            0x8090
#define GL_INDEX_ARRAY_POINTER            0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER    0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER        0x8093
#define GL_V2F                            0x2A20
#define GL_V3F                            0x2A21
#define GL_C4UB_V2F                       0x2A22
#define GL_C4UB_V3F                       0x2A23
#define GL_C3F_V3F                        0x2A24
#define GL_N3F_V3F                        0x2A25
#define GL_C4F_N3F_V3F                    0x2A26
#define GL_T2F_V3F                        0x2A27
#define GL_T4F_V4F                        0x2A28
#define GL_T2F_C4UB_V3F                   0x2A29
#define GL_T2F_C3F_V3F                    0x2A2A
#define GL_T2F_N3F_V3F                    0x2A2B
#define GL_T2F_C4F_N3F_V3F                0x2A2C
#define GL_T4F_C4F_N3F_V4F                0x2A2D

/* Extensions */
#define GL_EXT_vertex_array               1
#define GL_EXT_bgra                       1
#define GL_EXT_paletted_texture           1
#define GL_WIN_swap_hint                  1
#define GL_WIN_draw_range_elements        1

/* EXT_vertex_array */
#define GL_VERTEX_ARRAY_EXT               0x8074
#define GL_NORMAL_ARRAY_EXT               0x8075
#define GL_COLOR_ARRAY_EXT                0x8076
#define GL_INDEX_ARRAY_EXT                0x8077
#define GL_TEXTURE_COORD_ARRAY_EXT        0x8078
#define GL_EDGE_FLAG_ARRAY_EXT            0x8079
#define GL_VERTEX_ARRAY_SIZE_EXT          0x807A
#define GL_VERTEX_ARRAY_TYPE_EXT          0x807B
#define GL_VERTEX_ARRAY_STRIDE_EXT        0x807C
#define GL_VERTEX_ARRAY_COUNT_EXT         0x807D
#define GL_NORMAL_ARRAY_TYPE_EXT          0x807E
#define GL_NORMAL_ARRAY_STRIDE_EXT        0x807F
#define GL_NORMAL_ARRAY_COUNT_EXT         0x8080
#define GL_COLOR_ARRAY_SIZE_EXT           0x8081
#define GL_COLOR_ARRAY_TYPE_EXT           0x8082
#define GL_COLOR_ARRAY_STRIDE_EXT         0x8083
#define GL_COLOR_ARRAY_COUNT_EXT          0x8084
#define GL_INDEX_ARRAY_TYPE_EXT           0x8085
#define GL_INDEX_ARRAY_STRIDE_EXT         0x8086
#define GL_INDEX_ARRAY_COUNT_EXT          0x8087
#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT   0x8088
#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT   0x8089
#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT  0x808B
#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT     0x808C
#define GL_EDGE_FLAG_ARRAY_COUNT_EXT      0x808D
#define GL_VERTEX_ARRAY_POINTER_EXT       0x808E
#define GL_NORMAL_ARRAY_POINTER_EXT       0x808F
#define GL_COLOR_ARRAY_POINTER_EXT        0x8090
#define GL_INDEX_ARRAY_POINTER_EXT        0x8091
#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
#define GL_EDGE_FLAG_ARRAY_POINTER_EXT    0x8093
#define GL_DOUBLE_EXT                     GL_DOUBLE

/* EXT_bgra */
#define GL_BGR_EXT                        0x80E0
#define GL_BGRA_EXT                       0x80E1

/* EXT_paletted_texture */

/* These must match the GL_COLOR_TABLE_*_SGI enumerants */
#define GL_COLOR_TABLE_FORMAT_EXT         0x80D8
#define GL_COLOR_TABLE_WIDTH_EXT          0x80D9
#define GL_COLOR_TABLE_RED_SIZE_EXT       0x80DA
#define GL_COLOR_TABLE_GREEN_SIZE_EXT     0x80DB
#define GL_COLOR_TABLE_BLUE_SIZE_EXT      0x80DC
#define GL_COLOR_TABLE_ALPHA_SIZE_EXT     0x80DD
#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT 0x80DE
#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT 0x80DF

#define GL_COLOR_INDEX1_EXT               0x80E2
#define GL_COLOR_INDEX2_EXT               0x80E3
#define GL_COLOR_INDEX4_EXT               0x80E4
#define GL_COLOR_INDEX8_EXT               0x80E5
#define GL_COLOR_INDEX12_EXT              0x80E6
#define GL_COLOR_INDEX16_EXT              0x80E7

/* WIN_draw_range_elements */
#define GL_MAX_ELEMENTS_VERTICES_WIN      0x80E8
#define GL_MAX_ELEMENTS_INDICES_WIN       0x80E9

/* WIN_phong_shading */
#define GL_PHONG_WIN                      0x80EA
#define GL_PHONG_HINT_WIN                 0x80EB

/* WIN_specular_fog */
#define GL_FOG_SPECULAR_TEXTURE_WIN       0x80EC

/* For compatibility with OpenGL v1.0 */
#define GL_LOGIC_OP GL_INDEX_LOGIC_OP
#define GL_TEXTURE_COMPONENTS GL_TEXTURE_INTERNAL_FORMAT

/*************************************************************/

extern WINAPI "OPENGL32.DLL"{
	void glAccum(GLenum op,GLfloat value);
	void glAlphaFunc(GLenum func,GLclampf ref);
	GLboolean glAreTexturesResident(GLsizei n,dword textures,dword residences);
	void glArrayElement(GLint i);
	void glBegin(GLenum mode);
	void glBindTexture(GLenum target,GLuint texture);
	void glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,dword bitmap);
	void glBlendFunc(GLenum sfactor,GLenum dfactor);
	void glCallList(GLuint list);
	void glCallLists(GLsizei n,GLenum type,dword lists);
	void glClear(GLbitfield mask);
	void glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha);
	void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha);
	void glClearDepth(GLclampd depth);
	void glClearIndex(GLfloat c);
	void glClearStencil(GLint s);
	void glClipPlane(GLenum plane,dword equation);
	void glColor3b(GLbyte red,GLbyte green,GLbyte blue);
	void glColor3bv(dword v);
	void glColor3d(GLdouble red,GLdouble green,GLdouble blue);
	void glColor3dv(dword v);
	void glColor3f(GLfloat red,GLfloat green,GLfloat blue);
	void glColor3fv(dword v);
	void glColor3i(GLint red,GLint green,GLint blue);
	void glColor3iv(dword v);
	void glColor3s(GLshort red,GLshort green,GLshort blue);
	void glColor3sv(dword v);
	void glColor3ub(GLubyte red,GLubyte green,GLubyte blue);
	void glColor3ubv(dword v);
	void glColor3ui(GLuint red,GLuint green,GLuint blue);
	void glColor3uiv(dword v);
	void glColor3us(GLushort red,GLushort green,GLushort blue);
	void glColor3usv(dword v);
	void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha);
	void glColor4bv(dword v);
	void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha);
	void glColor4dv(dword v);
	void glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha);
	void glColor4fv(dword v);
	void glColor4i(GLint red,GLint green,GLint blue,GLint alpha);
	void glColor4iv(dword v);
	void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha);
	void glColor4sv(dword v);
	void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha);
	void glColor4ubv(dword v);
	void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha);
	void glColor4uiv(dword v);
	void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha);
	void glColor4usv(dword v);
	void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha);
	void glColorMaterial(GLenum face,GLenum mode);
	void glColorPointer(GLint size,GLenum type,GLsizei stride,dword pointer);
	void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type);
	void glCopyTexImage1D(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLint border);
	void glCopyTexImage2D(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border);
	void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width);
	void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height);
	void glCullFace(GLenum mode);
	void glDeleteLists(GLuint list,GLsizei range);
	void glDeleteTextures(GLsizei n,dword textures);
	void glDepthFunc(GLenum func);
	void glDepthMask(GLboolean flag);
	void glDepthRange(GLclampd zNear,GLclampd zFar);
	void glDisable(GLenum cap);
	void glDisableClientState(GLenum array);
	void glDrawArrays(GLenum mode,GLint first,GLsizei count);
	void glDrawBuffer(GLenum mode);
	void glDrawElements(GLenum mode,GLsizei count,GLenum type,dword indices);
	void glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,dword pixels);
	void glEdgeFlag(GLboolean flag);
	void glEdgeFlagPointer(GLsizei stride,dword pointer);
	void glEdgeFlagv(dword flag);
	void glEnable(GLenum cap);
	void glEnableClientState(GLenum array);
	void glEnd(void);
	void glEndList(void);
	void glEvalCoord1d(GLdouble u);
	void glEvalCoord1dv(dword u);
	void glEvalCoord1f(GLfloat u);
	void glEvalCoord1fv(dword u);
	void glEvalCoord2d(GLdouble u,GLdouble v);
	void glEvalCoord2dv(dword u);
	void glEvalCoord2f(GLfloat u,GLfloat v);
	void glEvalCoord2fv(dword u);
	void glEvalMesh1(GLenum mode,GLint i1,GLint i2);
	void glEvalMesh2(GLenum mode,GLint i1,GLint i2,GLint j1,GLint j2);
	void glEvalPoint1(GLint i);
	void glEvalPoint2(GLint i,GLint j);
	void glFeedbackBuffer(GLsizei size,GLenum type,dword buffer);
	void glFinish(void);
	void glFlush(void);
	void glFogf(GLenum pname,GLfloat param);
	void glFogfv(GLenum pname,dword params);
	void glFogi(GLenum pname,GLint param);
	void glFogiv(GLenum pname,dword params);
	void glFrontFace(GLenum mode);
	void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar);
	GLuint glGenLists(GLsizei range);
	void glGenTextures(GLsizei n,dword textures);
	void glGetBooleanv(GLenum pname,dword params);
	void glGetClipPlane(GLenum plane,dword equation);
	void glGetDoublev(GLenum pname,dword params);
	GLenum glGetError(void);
	void glGetFloatv(GLenum pname,dword params);
	void glGetIntegerv(GLenum pname,dword params);
	void glGetLightfv(GLenum light,GLenum pname,dword params);
	void glGetLightiv(GLenum light,GLenum pname,dword params);
	void glGetMapdv(GLenum target,GLenum query,dword v);
	void glGetMapfv(GLenum target,GLenum query,dword v);
	void glGetMapiv(GLenum target,GLenum query,dword v);
	void glGetMaterialfv(GLenum face,GLenum pname,dword params);
	void glGetMaterialiv(GLenum face,GLenum pname,dword params);
	void glGetPixelMapfv(GLenum map,dword values);
	void glGetPixelMapuiv(GLenum map,dword values);
	void glGetPixelMapusv(GLenum map,dword values);
	void glGetPointerv(GLenum pname,dword params);
	void glGetPolygonStipple(dword mask);
	dword glGetString(GLenum name);
	void glGetTexEnvfv(GLenum target,GLenum pname,dword params);
	void glGetTexEnviv(GLenum target,GLenum pname,dword params);
	void glGetTexGendv(GLenum coord,GLenum pname,dword params);
	void glGetTexGenfv(GLenum coord,GLenum pname,dword params);
	void glGetTexGeniv(GLenum coord,GLenum pname,dword params);
	void glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,dword pixels);
	void glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,dword params);
	void glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,dword params);
	void glGetTexParameterfv(GLenum target,GLenum pname,dword params);
	void glGetTexParameteriv(GLenum target,GLenum pname,dword params);
	void glHint(GLenum target,GLenum mode);
	void glIndexMask(GLuint mask);
	void glIndexPointer(GLenum type,GLsizei stride,dword pointer);
	void glIndexd(GLdouble c);
	void glIndexdv(dword c);
	void glIndexf(GLfloat c);
	void glIndexfv(dword c);
	void glIndexi(GLint c);
	void glIndexiv(dword c);
	void glIndexs(GLshort c);
	void glIndexsv(dword c);
	void glIndexub(GLubyte c);
	void glIndexubv(dword c);
	void glInitNames(void);
	void glInterleavedArrays(GLenum format,GLsizei stride,dword pointer);
	GLboolean glIsEnabled(GLenum cap);
	GLboolean glIsList(GLuint list);
	GLboolean glIsTexture(GLuint texture);
	void glLightModelf(GLenum pname,GLfloat param);
	void glLightModelfv(GLenum pname,dword params);
	void glLightModeli(GLenum pname,GLint param);
	void glLightModeliv(GLenum pname,dword params);
	void glLightf(GLenum light,GLenum pname,GLfloat param);
	void glLightfv(GLenum light,GLenum pname,dword params);
	void glLighti(GLenum light,GLenum pname,GLint param);
	void glLightiv(GLenum light,GLenum pname,dword params);
	void glLineStipple(GLint factor,GLushort pattern);
	void glLineWidth(GLfloat width);
	void glListBase(GLuint base);
	void glLoadIdentity(void);
	void glLoadMatrixd(dword m);
	void glLoadMatrixf(dword m);
	void glLoadName(GLuint name);
	void glLogicOp(GLenum opcode);
	void glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,dword points);
	void glMap1f(GLenum target,GLfloat u1,GLfloat u2,GLint stride,GLint order,dword points);
	void glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder, GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,dword points);
	void glMap2f(GLenum target,GLfloat u1,GLfloat u2,GLint ustride,GLint uorder,GLfloat v1,GLfloat v2,GLint vstride,GLint vorder,dword points);
	void glMapGrid1d(GLint un,GLdouble u1,GLdouble u2);
	void glMapGrid1f(GLint un,GLfloat u1,GLfloat u2);
	void glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2);
	void glMapGrid2f(GLint un,GLfloat u1,GLfloat u2,GLint vn,GLfloat v1,GLfloat v2);
	void glMaterialf(GLenum face,GLenum pname,GLfloat param);
	void glMaterialfv(GLenum face,GLenum pname,dword params);
	void glMateriali(GLenum face,GLenum pname,GLint param);
	void glMaterialiv(GLenum face,GLenum pname,dword params);
	void glMatrixMode(GLenum mode);
	void glMultMatrixd(dword m);
	void glMultMatrixf(dword m);
	void glNewList(GLuint list,GLenum mode);
	void glNormal3b(GLbyte nx,GLbyte ny,GLbyte nz);
	void glNormal3bv(dword v);
	void glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz);
	void glNormal3dv(dword v);
	void glNormal3f(GLfloat nx,GLfloat ny,GLfloat nz);
	void glNormal3fv(dword v);
	void glNormal3i(GLint nx,GLint ny,GLint nz);
	void glNormal3iv(dword v);
	void glNormal3s(GLshort nx,GLshort ny,GLshort nz);
	void glNormal3sv(dword v);
	void glNormalPointer(GLenum type,GLsizei stride,dword pointer);
	void glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar);
	void glPassThrough(GLfloat token);
	void glPixelMapfv(GLenum map,GLsizei mapsize,dword values);
	void glPixelMapuiv(GLenum map,GLsizei mapsize,dword values);
	void glPixelMapusv(GLenum map,GLsizei mapsize,dword values);
	void glPixelStoref(GLenum pname,GLfloat param);
	void glPixelStorei(GLenum pname,GLint param);
	void glPixelTransferf(GLenum pname,GLfloat param);
	void glPixelTransferi(GLenum pname,GLint param);
	void glPixelZoom(GLfloat xfactor,GLfloat yfactor);
	void glPointSize(GLfloat size);
	void glPolygonMode(GLenum face,GLenum mode);
	void glPolygonOffset(GLfloat factor,GLfloat units);
	void glPolygonStipple(dword mask);
	void glPopAttrib(void);
	void glPopClientAttrib(void);
	void glPopMatrix(void);
	void glPopName(void);
	void glPrioritizeTextures(GLsizei n,dword textures,dword priorities);
	void glPushAttrib(GLbitfield mask);
	void glPushClientAttrib(GLbitfield mask);
	void glPushMatrix(void);
	void glPushName(GLuint name);
	void glRasterPos2d(GLdouble x,GLdouble y);
	void glRasterPos2dv(dword v);
	void glRasterPos2f(GLfloat x,GLfloat y);
	void glRasterPos2fv(dword v);
	void glRasterPos2i(GLint x,GLint y);
	void glRasterPos2iv(dword v);
	void glRasterPos2s(GLshort x,GLshort y);
	void glRasterPos2sv(dword v);
	void glRasterPos3d(GLdouble x,GLdouble y,GLdouble z);
	void glRasterPos3dv(dword v);
	void glRasterPos3f(GLfloat x,GLfloat y,GLfloat z);
	void glRasterPos3fv(dword v);
	void glRasterPos3i(GLint x,GLint y,GLint z);
	void glRasterPos3iv(dword v);
	void glRasterPos3s(GLshort x,GLshort y,GLshort z);
	void glRasterPos3sv(dword v);
	void glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w);
	void glRasterPos4dv(dword v);
	void glRasterPos4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w);
	void glRasterPos4fv(dword v);
	void glRasterPos4i(GLint x,GLint y,GLint z,GLint w);
	void glRasterPos4iv(dword v);
	void glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w);
	void glRasterPos4sv(dword v);
	void glReadBuffer(GLenum mode);
	void glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,dword pixels);
	void glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2);
	void glRectdv(dword v1,dword v2);
	void glRectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2);
	void glRectfv(dword v1,dword v2);
	void glRecti(GLint x1,GLint y1,GLint x2,GLint y2);
	void glRectiv(dword v1,dword v2);
	void glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2);
	void glRectsv(dword v1,dword v2);
	GLint glRenderMode(GLenum mode);
	void glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z);
	void glRotatef(GLfloat angle,GLfloat x,GLfloat y,GLfloat z);
	void glScaled(GLdouble x,GLdouble y,GLdouble z);
	void glScalef(GLfloat x,GLfloat y,GLfloat z);
	void glScissor(GLint x,GLint y,GLsizei width,GLsizei height);
	void glSelectBuffer(GLsizei size,dword buffer);
	void glShadeModel(GLenum mode);
	void glStencilFunc(GLenum func,GLint ref,GLuint mask);
	void glStencilMask(GLuint mask);
	void glStencilOp(GLenum fail,GLenum zfail,GLenum zpass);
	void glTexCoord1d(GLdouble s);
	void glTexCoord1dv(dword v);
	void glTexCoord1f(GLfloat s);
	void glTexCoord1fv(dword v);
	void glTexCoord1i(GLint s);
	void glTexCoord1iv(dword v);
	void glTexCoord1s(GLshort s);
	void glTexCoord1sv(dword v);
	void glTexCoord2d(GLdouble s,GLdouble t);
	void glTexCoord2dv(dword v);
	void glTexCoord2f(GLfloat s,GLfloat t);
	void glTexCoord2fv(dword v);
	void glTexCoord2i(GLint s,GLint t);
	void glTexCoord2iv(dword v);
	void glTexCoord2s(GLshort s,GLshort t);
	void glTexCoord2sv(dword v);
	void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r);
	void glTexCoord3dv(dword v);
	void glTexCoord3f(GLfloat s,GLfloat t,GLfloat r);
	void glTexCoord3fv(dword v);
	void glTexCoord3i(GLint s,GLint t,GLint r);
	void glTexCoord3iv(dword v);
	void glTexCoord3s(GLshort s,GLshort t,GLshort r);
	void glTexCoord3sv(dword v);
	void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q);
	void glTexCoord4dv(dword v);
	void glTexCoord4f(GLfloat s,GLfloat t,GLfloat r,GLfloat q);
	void glTexCoord4fv(dword v);
	void glTexCoord4i(GLint s,GLint t,GLint r,GLint q);
	void glTexCoord4iv(dword v);
	void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q);
	void glTexCoord4sv(dword v);
	void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,dword pointer);
	void glTexEnvf(GLenum target,GLenum pname,GLfloat param);
	void glTexEnvfv(GLenum target,GLenum pname,dword params);
	void glTexEnvi(GLenum target,GLenum pname,GLint param);
	void glTexEnviv(GLenum target,GLenum pname,dword params);
	void glTexGend(GLenum coord,GLenum pname,GLdouble param);
	void glTexGendv(GLenum coord,GLenum pname,dword params);
	void glTexGenf(GLenum coord,GLenum pname,GLfloat param);
	void glTexGenfv(GLenum coord,GLenum pname,dword params);
	void glTexGeni(GLenum coord,GLenum pname,GLint param);
	void glTexGeniv(GLenum coord,GLenum pname,dword params);
	void glTexImage1D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLint border,GLenum format,GLenum type,dword pixels);
	void glTexImage2D(GLenum target,GLint level,GLint internalformat,GLsizei width, GLsizei height,GLint border,GLenum format,GLenum type,dword pixels);
	void glTexParameterf(GLenum target,GLenum pname,GLfloat param);
	void glTexParameterfv(GLenum target,GLenum pname,dword params);
	void glTexParameteri(GLenum target,GLenum pname,GLint param);
	void glTexParameteriv(GLenum target,GLenum pname,dword params);
	void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,dword pixels);
	void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,dword pixels);
	void glTranslated(GLdouble x,GLdouble y,GLdouble z);
	void glTranslatef(GLfloat x,GLfloat y,GLfloat z);
	void glVertex2d(GLdouble x,GLdouble y);
	void glVertex2dv(dword v);
	void glVertex2f(GLfloat x,GLfloat y);
	void glVertex2fv(dword v);
	void glVertex2i(GLint x,GLint y);
	void glVertex2iv(dword v);
	void glVertex2s(GLshort x,GLshort y);
	void glVertex2sv(dword v);
	void glVertex3d(GLdouble x,GLdouble y,GLdouble z);
	void glVertex3dv(dword v);
	void glVertex3f(GLfloat x,GLfloat y,GLfloat z);
	void glVertex3fv(dword v);
	void glVertex3i(GLint x,GLint y,GLint z);
	void glVertex3iv(dword v);
	void glVertex3s(GLshort x,GLshort y,GLshort z);
	void glVertex3sv(dword v);
	void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w);
	void glVertex4dv(dword v);
	void glVertex4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w);
	void glVertex4fv(dword v);
	void glVertex4i(GLint x,GLint y,GLint z,GLint w);
	void glVertex4iv(dword v);
	void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w);
	void glVertex4sv(dword v);
	void glVertexPointer(GLint size,GLenum type,GLsizei stride,dword pointer);
	void glViewport(GLint x,GLint y,GLsizei width,GLsizei height);
}

#endif /* __GL_H__ */
#endif /* __gl_h_ */
