#ifndef PROC_NO_GL_1_3 #ifndef PROC_NO_GL_1_1 PROC(CLEAR, Clear) PROC(DELETETEXTURES, DeleteTextures) PROC(TEXIMAGE2D, TexImage2D) PROC(CLEARCOLOR, ClearColor) PROC(BINDTEXTURE, BindTexture) PROC(GENTEXTURES, GenTextures) PROC(TEXPARAMETERI, TexParameteri) PROC(PIXELSTOREI, PixelStorei) PROC(DRAWARRAYS, DrawArrays) #endif // PROC_NO_GL_1_1 PROC(ACTIVETEXTURE, ActiveTexture) #endif // PROC_NO_GL_1_3 PROC(DELETEPROGRAM, DeleteProgram) PROC(CREATESHADER, CreateShader) PROC(SHADERSOURCE, ShaderSource) PROC(COMPILESHADER, CompileShader) PROC(GETSHADERIV, GetShaderiv) #ifndef NDEBUG PROC(GETSHADERINFOLOG, GetShaderInfoLog) #endif PROC(DELETESHADER, DeleteShader) PROC(CREATEPROGRAM, CreateProgram) PROC(ATTACHSHADER, AttachShader) PROC(BINDATTRIBLOCATION, BindAttribLocation) PROC(LINKPROGRAM, LinkProgram) PROC(GETPROGRAMIV, GetProgramiv) #ifndef NDEBUG PROC(GETPROGRAMINFOLOG, GetProgramInfoLog) #endif PROC(USEPROGRAM, UseProgram) PROC(UNIFORM1I, Uniform1i) PROC(GETUNIFORMLOCATION, GetUniformLocation) PROC(DELETEBUFFERS, DeleteBuffers) PROC(GENBUFFERS, GenBuffers) PROC(UNIFORM1F, Uniform1f) PROC(BINDBUFFER, BindBuffer) PROC(BUFFERDATA, BufferData) PROC(ENABLEVERTEXATTRIBARRAY, EnableVertexAttribArray) PROC(VERTEXATTRIBPOINTER, VertexAttribPointer) #ifdef PACC_GL_3 PROC(DELETEVERTEXARRAYS, DeleteVertexArrays) PROC(GENVERTEXARRAYS, GenVertexArrays) PROC(BINDVERTEXARRAY, BindVertexArray) #endif