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#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
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