#include <dlfcn.h>
#include "glxclient.h"
#include "apple_api.h"
#include "apple_glx_context.h"
struct apple_api __gl_api;
void glAccum(GLenum a, GLfloat b) {
__gl_api.Accum(a, b);
}
void glAlphaFunc(GLenum a, GLclampf b) {
__gl_api.AlphaFunc(a, b);
}
GLboolean glAreTexturesResident(GLsizei a, const GLuint * b, GLboolean * c) {
return __gl_api.AreTexturesResident(a, b, c);
}
void glArrayElement(GLint a) {
__gl_api.ArrayElement(a);
}
void glBegin(GLenum a) {
__gl_api.Begin(a);
}
void glBindTexture(GLenum a, GLuint b) {
__gl_api.BindTexture(a, b);
}
void glBitmap(GLsizei a, GLsizei b, GLfloat c, GLfloat d, GLfloat e, GLfloat f, const GLubyte * g) {
__gl_api.Bitmap(a, b, c, d, e, f, g);
}
void glBlendColor(GLclampf a, GLclampf b, GLclampf c, GLclampf d) {
__gl_api.BlendColor(a, b, c, d);
}
void glBlendEquation(GLenum a) {
__gl_api.BlendEquation(a);
}
void glBlendEquationSeparate(GLenum a, GLenum b) {
__gl_api.BlendEquationSeparate(a, b);
}
void glBlendFunc(GLenum a, GLenum b) {
__gl_api.BlendFunc(a, b);
}
void glCallList(GLuint a) {
__gl_api.CallList(a);
}
void glCallLists(GLsizei a, GLenum b, const GLvoid * c) {
__gl_api.CallLists(a, b, c);
}
void glClear(GLbitfield a) {
__gl_api.Clear(a);
}
void glClearAccum(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.ClearAccum(a, b, c, d);
}
void glClearColor(GLclampf a, GLclampf b, GLclampf c, GLclampf d) {
__gl_api.ClearColor(a, b, c, d);
}
void glClearDepth(GLclampd a) {
__gl_api.ClearDepth(a);
}
void glClearIndex(GLfloat a) {
__gl_api.ClearIndex(a);
}
void glClearStencil(GLint a) {
__gl_api.ClearStencil(a);
}
void glClipPlane(GLenum a, const GLdouble * b) {
__gl_api.ClipPlane(a, b);
}
void glColor3b(GLbyte a, GLbyte b, GLbyte c) {
__gl_api.Color3b(a, b, c);
}
void glColor3bv(const GLbyte * a) {
__gl_api.Color3bv(a);
}
void glColor3d(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.Color3d(a, b, c);
}
void glColor3dv(const GLdouble * a) {
__gl_api.Color3dv(a);
}
void glColor3f(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.Color3f(a, b, c);
}
void glColor3fv(const GLfloat * a) {
__gl_api.Color3fv(a);
}
void glColor3i(GLint a, GLint b, GLint c) {
__gl_api.Color3i(a, b, c);
}
void glColor3iv(const GLint * a) {
__gl_api.Color3iv(a);
}
void glColor3s(GLshort a, GLshort b, GLshort c) {
__gl_api.Color3s(a, b, c);
}
void glColor3sv(const GLshort * a) {
__gl_api.Color3sv(a);
}
void glColor3ub(GLubyte a, GLubyte b, GLubyte c) {
__gl_api.Color3ub(a, b, c);
}
void glColor3ubv(const GLubyte * a) {
__gl_api.Color3ubv(a);
}
void glColor3ui(GLuint a, GLuint b, GLuint c) {
__gl_api.Color3ui(a, b, c);
}
void glColor3uiv(const GLuint * a) {
__gl_api.Color3uiv(a);
}
void glColor3us(GLushort a, GLushort b, GLushort c) {
__gl_api.Color3us(a, b, c);
}
void glColor3usv(const GLushort * a) {
__gl_api.Color3usv(a);
}
void glColor4b(GLbyte a, GLbyte b, GLbyte c, GLbyte d) {
__gl_api.Color4b(a, b, c, d);
}
void glColor4bv(const GLbyte * a) {
__gl_api.Color4bv(a);
}
void glColor4d(GLdouble a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.Color4d(a, b, c, d);
}
void glColor4dv(const GLdouble * a) {
__gl_api.Color4dv(a);
}
void glColor4f(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.Color4f(a, b, c, d);
}
void glColor4fv(const GLfloat * a) {
__gl_api.Color4fv(a);
}
void glColor4i(GLint a, GLint b, GLint c, GLint d) {
__gl_api.Color4i(a, b, c, d);
}
void glColor4iv(const GLint * a) {
__gl_api.Color4iv(a);
}
void glColor4s(GLshort a, GLshort b, GLshort c, GLshort d) {
__gl_api.Color4s(a, b, c, d);
}
void glColor4sv(const GLshort * a) {
__gl_api.Color4sv(a);
}
void glColor4ub(GLubyte a, GLubyte b, GLubyte c, GLubyte d) {
__gl_api.Color4ub(a, b, c, d);
}
void glColor4ubv(const GLubyte * a) {
__gl_api.Color4ubv(a);
}
void glColor4ui(GLuint a, GLuint b, GLuint c, GLuint d) {
__gl_api.Color4ui(a, b, c, d);
}
void glColor4uiv(const GLuint * a) {
__gl_api.Color4uiv(a);
}
void glColor4us(GLushort a, GLushort b, GLushort c, GLushort d) {
__gl_api.Color4us(a, b, c, d);
}
void glColor4usv(const GLushort * a) {
__gl_api.Color4usv(a);
}
void glColorMask(GLboolean a, GLboolean b, GLboolean c, GLboolean d) {
__gl_api.ColorMask(a, b, c, d);
}
void glColorMaterial(GLenum a, GLenum b) {
__gl_api.ColorMaterial(a, b);
}
void glColorPointer(GLint a, GLenum b, GLsizei c, const GLvoid * d) {
__gl_api.ColorPointer(a, b, c, d);
}
void glColorSubTable(GLenum a, GLsizei b, GLsizei c, GLenum d, GLenum e, const GLvoid * f) {
__gl_api.ColorSubTable(a, b, c, d, e, f);
}
void glColorTable(GLenum a, GLenum b, GLsizei c, GLenum d, GLenum e, const GLvoid * f) {
__gl_api.ColorTable(a, b, c, d, e, f);
}
void glColorTableParameterfv(GLenum a, GLenum b, const GLfloat * c) {
__gl_api.ColorTableParameterfv(a, b, c);
}
void glColorTableParameteriv(GLenum a, GLenum b, const GLint * c) {
__gl_api.ColorTableParameteriv(a, b, c);
}
void glConvolutionFilter1D(GLenum a, GLenum b, GLsizei c, GLenum d, GLenum e, const GLvoid * f) {
__gl_api.ConvolutionFilter1D(a, b, c, d, e, f);
}
void glConvolutionFilter2D(GLenum a, GLenum b, GLsizei c, GLsizei d, GLenum e, GLenum f, const GLvoid * g) {
__gl_api.ConvolutionFilter2D(a, b, c, d, e, f, g);
}
void glConvolutionParameterf(GLenum a, GLenum b, GLfloat c) {
__gl_api.ConvolutionParameterf(a, b, c);
}
void glConvolutionParameterfv(GLenum a, GLenum b, const GLfloat * c) {
__gl_api.ConvolutionParameterfv(a, b, c);
}
void glConvolutionParameteri(GLenum a, GLenum b, GLint c) {
__gl_api.ConvolutionParameteri(a, b, c);
}
void glConvolutionParameteriv(GLenum a, GLenum b, const GLint * c) {
__gl_api.ConvolutionParameteriv(a, b, c);
}
void glCopyColorSubTable(GLenum a, GLsizei b, GLint c, GLint d, GLsizei e) {
__gl_api.CopyColorSubTable(a, b, c, d, e);
}
void glCopyColorTable(GLenum a, GLenum b, GLint c, GLint d, GLsizei e) {
__gl_api.CopyColorTable(a, b, c, d, e);
}
void glCopyConvolutionFilter1D(GLenum a, GLenum b, GLint c, GLint d, GLsizei e) {
__gl_api.CopyConvolutionFilter1D(a, b, c, d, e);
}
void glCopyConvolutionFilter2D(GLenum a, GLenum b, GLint c, GLint d, GLsizei e, GLsizei f) {
__gl_api.CopyConvolutionFilter2D(a, b, c, d, e, f);
}
void glCopyPixels(GLint a, GLint b, GLsizei c, GLsizei d, GLenum e) {
__gl_api.CopyPixels(a, b, c, d, e);
}
void glCopyTexImage1D(GLenum a, GLint b, GLenum c, GLint d, GLint e, GLsizei f, GLint g) {
__gl_api.CopyTexImage1D(a, b, c, d, e, f, g);
}
void glCopyTexImage2D(GLenum a, GLint b, GLenum c, GLint d, GLint e, GLsizei f, GLsizei g, GLint h) {
__gl_api.CopyTexImage2D(a, b, c, d, e, f, g, h);
}
void glCopyTexSubImage1D(GLenum a, GLint b, GLint c, GLint d, GLint e, GLsizei f) {
__gl_api.CopyTexSubImage1D(a, b, c, d, e, f);
}
void glCopyTexSubImage2D(GLenum a, GLint b, GLint c, GLint d, GLint e, GLint f, GLsizei g, GLsizei h) {
__gl_api.CopyTexSubImage2D(a, b, c, d, e, f, g, h);
}
void glCopyTexSubImage3D(GLenum a, GLint b, GLint c, GLint d, GLint e, GLint f, GLint g, GLsizei h, GLsizei i) {
__gl_api.CopyTexSubImage3D(a, b, c, d, e, f, g, h, i);
}
void glCullFace(GLenum a) {
__gl_api.CullFace(a);
}
void glDeleteLists(GLuint a, GLsizei b) {
__gl_api.DeleteLists(a, b);
}
void glDeleteTextures(GLsizei a, const GLuint * b) {
__gl_api.DeleteTextures(a, b);
}
void glDepthFunc(GLenum a) {
__gl_api.DepthFunc(a);
}
void glDepthMask(GLboolean a) {
__gl_api.DepthMask(a);
}
void glDepthRange(GLclampd a, GLclampd b) {
__gl_api.DepthRange(a, b);
}
void glDisable(GLenum a) {
__gl_api.Disable(a);
}
void glDisableClientState(GLenum a) {
__gl_api.DisableClientState(a);
}
void glDrawArrays(GLenum a, GLint b, GLsizei c) {
__gl_api.DrawArrays(a, b, c);
}
void glDrawBuffer(GLenum a) {
__gl_api.DrawBuffer(a);
}
void glDrawElements(GLenum a, GLsizei b, GLenum c, const GLvoid * d) {
__gl_api.DrawElements(a, b, c, d);
}
void glDrawPixels(GLsizei a, GLsizei b, GLenum c, GLenum d, const GLvoid * e) {
__gl_api.DrawPixels(a, b, c, d, e);
}
void glDrawRangeElements(GLenum a, GLuint b, GLuint c, GLsizei d, GLenum e, const GLvoid * f) {
__gl_api.DrawRangeElements(a, b, c, d, e, f);
}
void glEdgeFlag(GLboolean a) {
__gl_api.EdgeFlag(a);
}
void glEdgeFlagPointer(GLsizei a, const GLvoid * b) {
__gl_api.EdgeFlagPointer(a, b);
}
void glEdgeFlagv(const GLboolean * a) {
__gl_api.EdgeFlagv(a);
}
void glEnable(GLenum a) {
__gl_api.Enable(a);
}
void glEnableClientState(GLenum a) {
__gl_api.EnableClientState(a);
}
void glEnd() {
__gl_api.End();
}
void glEndList() {
__gl_api.EndList();
}
void glEvalCoord1d(GLdouble a) {
__gl_api.EvalCoord1d(a);
}
void glEvalCoord1dv(const GLdouble * a) {
__gl_api.EvalCoord1dv(a);
}
void glEvalCoord1f(GLfloat a) {
__gl_api.EvalCoord1f(a);
}
void glEvalCoord1fv(const GLfloat * a) {
__gl_api.EvalCoord1fv(a);
}
void glEvalCoord2d(GLdouble a, GLdouble b) {
__gl_api.EvalCoord2d(a, b);
}
void glEvalCoord2dv(const GLdouble * a) {
__gl_api.EvalCoord2dv(a);
}
void glEvalCoord2f(GLfloat a, GLfloat b) {
__gl_api.EvalCoord2f(a, b);
}
void glEvalCoord2fv(const GLfloat * a) {
__gl_api.EvalCoord2fv(a);
}
void glEvalMesh1(GLenum a, GLint b, GLint c) {
__gl_api.EvalMesh1(a, b, c);
}
void glEvalMesh2(GLenum a, GLint b, GLint c, GLint d, GLint e) {
__gl_api.EvalMesh2(a, b, c, d, e);
}
void glEvalPoint1(GLint a) {
__gl_api.EvalPoint1(a);
}
void glEvalPoint2(GLint a, GLint b) {
__gl_api.EvalPoint2(a, b);
}
void glFeedbackBuffer(GLsizei a, GLenum b, GLfloat * c) {
__gl_api.FeedbackBuffer(a, b, c);
}
void glFinish() {
__gl_api.Finish();
}
void glFlush() {
__gl_api.Flush();
}
void glFogf(GLenum a, GLfloat b) {
__gl_api.Fogf(a, b);
}
void glFogfv(GLenum a, const GLfloat * b) {
__gl_api.Fogfv(a, b);
}
void glFogi(GLenum a, GLint b) {
__gl_api.Fogi(a, b);
}
void glFogiv(GLenum a, const GLint * b) {
__gl_api.Fogiv(a, b);
}
void glFrontFace(GLenum a) {
__gl_api.FrontFace(a);
}
void glFrustum(GLdouble a, GLdouble b, GLdouble c, GLdouble d, GLdouble e, GLdouble f) {
__gl_api.Frustum(a, b, c, d, e, f);
}
GLuint glGenLists(GLsizei a) {
return __gl_api.GenLists(a);
}
void glGenTextures(GLsizei a, GLuint * b) {
__gl_api.GenTextures(a, b);
}
void glGetBooleanv(GLenum a, GLboolean * b) {
__gl_api.GetBooleanv(a, b);
}
void glGetClipPlane(GLenum a, GLdouble * b) {
__gl_api.GetClipPlane(a, b);
}
void glGetColorTable(GLenum a, GLenum b, GLenum c, GLvoid * d) {
__gl_api.GetColorTable(a, b, c, d);
}
void glGetColorTableParameterfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetColorTableParameterfv(a, b, c);
}
void glGetColorTableParameteriv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetColorTableParameteriv(a, b, c);
}
void glGetConvolutionFilter(GLenum a, GLenum b, GLenum c, GLvoid * d) {
__gl_api.GetConvolutionFilter(a, b, c, d);
}
void glGetConvolutionParameterfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetConvolutionParameterfv(a, b, c);
}
void glGetConvolutionParameteriv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetConvolutionParameteriv(a, b, c);
}
void glGetDoublev(GLenum a, GLdouble * b) {
__gl_api.GetDoublev(a, b);
}
GLenum glGetError() {
return __gl_api.GetError();
}
void glGetFloatv(GLenum a, GLfloat * b) {
__gl_api.GetFloatv(a, b);
}
void glGetHistogram(GLenum a, GLboolean b, GLenum c, GLenum d, GLvoid * e) {
__gl_api.GetHistogram(a, b, c, d, e);
}
void glGetHistogramParameterfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetHistogramParameterfv(a, b, c);
}
void glGetHistogramParameteriv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetHistogramParameteriv(a, b, c);
}
void glGetIntegerv(GLenum a, GLint * b) {
__gl_api.GetIntegerv(a, b);
}
void glGetLightfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetLightfv(a, b, c);
}
void glGetLightiv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetLightiv(a, b, c);
}
void glGetMapdv(GLenum a, GLenum b, GLdouble * c) {
__gl_api.GetMapdv(a, b, c);
}
void glGetMapfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetMapfv(a, b, c);
}
void glGetMapiv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetMapiv(a, b, c);
}
void glGetMaterialfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetMaterialfv(a, b, c);
}
void glGetMaterialiv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetMaterialiv(a, b, c);
}
void glGetMinmax(GLenum a, GLboolean b, GLenum c, GLenum d, GLvoid * e) {
__gl_api.GetMinmax(a, b, c, d, e);
}
void glGetMinmaxParameterfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetMinmaxParameterfv(a, b, c);
}
void glGetMinmaxParameteriv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetMinmaxParameteriv(a, b, c);
}
void glGetPixelMapfv(GLenum a, GLfloat * b) {
__gl_api.GetPixelMapfv(a, b);
}
void glGetPixelMapuiv(GLenum a, GLuint * b) {
__gl_api.GetPixelMapuiv(a, b);
}
void glGetPixelMapusv(GLenum a, GLushort * b) {
__gl_api.GetPixelMapusv(a, b);
}
void glGetPointerv(GLenum a, GLvoid * * b) {
__gl_api.GetPointerv(a, b);
}
void glGetPolygonStipple(GLubyte * a) {
__gl_api.GetPolygonStipple(a);
}
void glGetSeparableFilter(GLenum a, GLenum b, GLenum c, GLvoid * d, GLvoid * e, GLvoid * f) {
__gl_api.GetSeparableFilter(a, b, c, d, e, f);
}
const GLubyte * glGetString(GLenum a) {
return __gl_api.GetString(a);
}
void glGetTexEnvfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetTexEnvfv(a, b, c);
}
void glGetTexEnviv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetTexEnviv(a, b, c);
}
void glGetTexGendv(GLenum a, GLenum b, GLdouble * c) {
__gl_api.GetTexGendv(a, b, c);
}
void glGetTexGenfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetTexGenfv(a, b, c);
}
void glGetTexGeniv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetTexGeniv(a, b, c);
}
void glGetTexImage(GLenum a, GLint b, GLenum c, GLenum d, GLvoid * e) {
__gl_api.GetTexImage(a, b, c, d, e);
}
void glGetTexLevelParameterfv(GLenum a, GLint b, GLenum c, GLfloat * d) {
__gl_api.GetTexLevelParameterfv(a, b, c, d);
}
void glGetTexLevelParameteriv(GLenum a, GLint b, GLenum c, GLint * d) {
__gl_api.GetTexLevelParameteriv(a, b, c, d);
}
void glGetTexParameterfv(GLenum a, GLenum b, GLfloat * c) {
__gl_api.GetTexParameterfv(a, b, c);
}
void glGetTexParameteriv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetTexParameteriv(a, b, c);
}
void glHint(GLenum a, GLenum b) {
__gl_api.Hint(a, b);
}
void glHistogram(GLenum a, GLsizei b, GLenum c, GLboolean d) {
__gl_api.Histogram(a, b, c, d);
}
void glIndexMask(GLuint a) {
__gl_api.IndexMask(a);
}
void glIndexPointer(GLenum a, GLsizei b, const GLvoid * c) {
__gl_api.IndexPointer(a, b, c);
}
void glIndexd(GLdouble a) {
__gl_api.Indexd(a);
}
void glIndexdv(const GLdouble * a) {
__gl_api.Indexdv(a);
}
void glIndexf(GLfloat a) {
__gl_api.Indexf(a);
}
void glIndexfv(const GLfloat * a) {
__gl_api.Indexfv(a);
}
void glIndexi(GLint a) {
__gl_api.Indexi(a);
}
void glIndexiv(const GLint * a) {
__gl_api.Indexiv(a);
}
void glIndexs(GLshort a) {
__gl_api.Indexs(a);
}
void glIndexsv(const GLshort * a) {
__gl_api.Indexsv(a);
}
void glIndexub(GLubyte a) {
__gl_api.Indexub(a);
}
void glIndexubv(const GLubyte * a) {
__gl_api.Indexubv(a);
}
void glInitNames() {
__gl_api.InitNames();
}
void glInterleavedArrays(GLenum a, GLsizei b, const GLvoid * c) {
__gl_api.InterleavedArrays(a, b, c);
}
GLboolean glIsEnabled(GLenum a) {
return __gl_api.IsEnabled(a);
}
GLboolean glIsList(GLuint a) {
return __gl_api.IsList(a);
}
GLboolean glIsTexture(GLuint a) {
return __gl_api.IsTexture(a);
}
void glLightModelf(GLenum a, GLfloat b) {
__gl_api.LightModelf(a, b);
}
void glLightModelfv(GLenum a, const GLfloat * b) {
__gl_api.LightModelfv(a, b);
}
void glLightModeli(GLenum a, GLint b) {
__gl_api.LightModeli(a, b);
}
void glLightModeliv(GLenum a, const GLint * b) {
__gl_api.LightModeliv(a, b);
}
void glLightf(GLenum a, GLenum b, GLfloat c) {
__gl_api.Lightf(a, b, c);
}
void glLightfv(GLenum a, GLenum b, const GLfloat * c) {
__gl_api.Lightfv(a, b, c);
}
void glLighti(GLenum a, GLenum b, GLint c) {
__gl_api.Lighti(a, b, c);
}
void glLightiv(GLenum a, GLenum b, const GLint * c) {
__gl_api.Lightiv(a, b, c);
}
void glLineStipple(GLint a, GLushort b) {
__gl_api.LineStipple(a, b);
}
void glLineWidth(GLfloat a) {
__gl_api.LineWidth(a);
}
void glListBase(GLuint a) {
__gl_api.ListBase(a);
}
void glLoadIdentity() {
__gl_api.LoadIdentity();
}
void glLoadMatrixd(const GLdouble * a) {
__gl_api.LoadMatrixd(a);
}
void glLoadMatrixf(const GLfloat * a) {
__gl_api.LoadMatrixf(a);
}
void glLoadName(GLuint a) {
__gl_api.LoadName(a);
}
void glLogicOp(GLenum a) {
__gl_api.LogicOp(a);
}
void glMap1d(GLenum a, GLdouble b, GLdouble c, GLint d, GLint e, const GLdouble * f) {
__gl_api.Map1d(a, b, c, d, e, f);
}
void glMap1f(GLenum a, GLfloat b, GLfloat c, GLint d, GLint e, const GLfloat * f) {
__gl_api.Map1f(a, b, c, d, e, f);
}
void glMap2d(GLenum a, GLdouble b, GLdouble c, GLint d, GLint e, GLdouble f, GLdouble g, GLint h, GLint i, const GLdouble * j) {
__gl_api.Map2d(a, b, c, d, e, f, g, h, i, j);
}
void glMap2f(GLenum a, GLfloat b, GLfloat c, GLint d, GLint e, GLfloat f, GLfloat g, GLint h, GLint i, const GLfloat * j) {
__gl_api.Map2f(a, b, c, d, e, f, g, h, i, j);
}
void glMapGrid1d(GLint a, GLdouble b, GLdouble c) {
__gl_api.MapGrid1d(a, b, c);
}
void glMapGrid1f(GLint a, GLfloat b, GLfloat c) {
__gl_api.MapGrid1f(a, b, c);
}
void glMapGrid2d(GLint a, GLdouble b, GLdouble c, GLint d, GLdouble e, GLdouble f) {
__gl_api.MapGrid2d(a, b, c, d, e, f);
}
void glMapGrid2f(GLint a, GLfloat b, GLfloat c, GLint d, GLfloat e, GLfloat f) {
__gl_api.MapGrid2f(a, b, c, d, e, f);
}
void glMaterialf(GLenum a, GLenum b, GLfloat c) {
__gl_api.Materialf(a, b, c);
}
void glMaterialfv(GLenum a, GLenum b, const GLfloat * c) {
__gl_api.Materialfv(a, b, c);
}
void glMateriali(GLenum a, GLenum b, GLint c) {
__gl_api.Materiali(a, b, c);
}
void glMaterialiv(GLenum a, GLenum b, const GLint * c) {
__gl_api.Materialiv(a, b, c);
}
void glMatrixMode(GLenum a) {
__gl_api.MatrixMode(a);
}
void glMinmax(GLenum a, GLenum b, GLboolean c) {
__gl_api.Minmax(a, b, c);
}
void glMultMatrixd(const GLdouble * a) {
__gl_api.MultMatrixd(a);
}
void glMultMatrixf(const GLfloat * a) {
__gl_api.MultMatrixf(a);
}
void glNewList(GLuint a, GLenum b) {
__gl_api.NewList(a, b);
}
void glNormal3b(GLbyte a, GLbyte b, GLbyte c) {
__gl_api.Normal3b(a, b, c);
}
void glNormal3bv(const GLbyte * a) {
__gl_api.Normal3bv(a);
}
void glNormal3d(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.Normal3d(a, b, c);
}
void glNormal3dv(const GLdouble * a) {
__gl_api.Normal3dv(a);
}
void glNormal3f(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.Normal3f(a, b, c);
}
void glNormal3fv(const GLfloat * a) {
__gl_api.Normal3fv(a);
}
void glNormal3i(GLint a, GLint b, GLint c) {
__gl_api.Normal3i(a, b, c);
}
void glNormal3iv(const GLint * a) {
__gl_api.Normal3iv(a);
}
void glNormal3s(GLshort a, GLshort b, GLshort c) {
__gl_api.Normal3s(a, b, c);
}
void glNormal3sv(const GLshort * a) {
__gl_api.Normal3sv(a);
}
void glNormalPointer(GLenum a, GLsizei b, const GLvoid * c) {
__gl_api.NormalPointer(a, b, c);
}
void glOrtho(GLdouble a, GLdouble b, GLdouble c, GLdouble d, GLdouble e, GLdouble f) {
__gl_api.Ortho(a, b, c, d, e, f);
}
void glPassThrough(GLfloat a) {
__gl_api.PassThrough(a);
}
void glPixelMapfv(GLenum a, GLint b, const GLfloat * c) {
__gl_api.PixelMapfv(a, b, c);
}
void glPixelMapuiv(GLenum a, GLint b, const GLuint * c) {
__gl_api.PixelMapuiv(a, b, c);
}
void glPixelMapusv(GLenum a, GLint b, const GLushort * c) {
__gl_api.PixelMapusv(a, b, c);
}
void glPixelStoref(GLenum a, GLfloat b) {
__gl_api.PixelStoref(a, b);
}
void glPixelStorei(GLenum a, GLint b) {
__gl_api.PixelStorei(a, b);
}
void glPixelTransferf(GLenum a, GLfloat b) {
__gl_api.PixelTransferf(a, b);
}
void glPixelTransferi(GLenum a, GLint b) {
__gl_api.PixelTransferi(a, b);
}
void glPixelZoom(GLfloat a, GLfloat b) {
__gl_api.PixelZoom(a, b);
}
void glPointSize(GLfloat a) {
__gl_api.PointSize(a);
}
void glPolygonMode(GLenum a, GLenum b) {
__gl_api.PolygonMode(a, b);
}
void glPolygonOffset(GLfloat a, GLfloat b) {
__gl_api.PolygonOffset(a, b);
}
void glPolygonStipple(const GLubyte * a) {
__gl_api.PolygonStipple(a);
}
void glPopAttrib() {
__gl_api.PopAttrib();
}
void glPopClientAttrib() {
__gl_api.PopClientAttrib();
}
void glPopMatrix() {
__gl_api.PopMatrix();
}
void glPopName() {
__gl_api.PopName();
}
void glPrioritizeTextures(GLsizei a, const GLuint * b, const GLclampf * c) {
__gl_api.PrioritizeTextures(a, b, c);
}
void glPushAttrib(GLbitfield a) {
__gl_api.PushAttrib(a);
}
void glPushClientAttrib(GLbitfield a) {
__gl_api.PushClientAttrib(a);
}
void glPushMatrix() {
__gl_api.PushMatrix();
}
void glPushName(GLuint a) {
__gl_api.PushName(a);
}
void glRasterPos2d(GLdouble a, GLdouble b) {
__gl_api.RasterPos2d(a, b);
}
void glRasterPos2dv(const GLdouble * a) {
__gl_api.RasterPos2dv(a);
}
void glRasterPos2f(GLfloat a, GLfloat b) {
__gl_api.RasterPos2f(a, b);
}
void glRasterPos2fv(const GLfloat * a) {
__gl_api.RasterPos2fv(a);
}
void glRasterPos2i(GLint a, GLint b) {
__gl_api.RasterPos2i(a, b);
}
void glRasterPos2iv(const GLint * a) {
__gl_api.RasterPos2iv(a);
}
void glRasterPos2s(GLshort a, GLshort b) {
__gl_api.RasterPos2s(a, b);
}
void glRasterPos2sv(const GLshort * a) {
__gl_api.RasterPos2sv(a);
}
void glRasterPos3d(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.RasterPos3d(a, b, c);
}
void glRasterPos3dv(const GLdouble * a) {
__gl_api.RasterPos3dv(a);
}
void glRasterPos3f(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.RasterPos3f(a, b, c);
}
void glRasterPos3fv(const GLfloat * a) {
__gl_api.RasterPos3fv(a);
}
void glRasterPos3i(GLint a, GLint b, GLint c) {
__gl_api.RasterPos3i(a, b, c);
}
void glRasterPos3iv(const GLint * a) {
__gl_api.RasterPos3iv(a);
}
void glRasterPos3s(GLshort a, GLshort b, GLshort c) {
__gl_api.RasterPos3s(a, b, c);
}
void glRasterPos3sv(const GLshort * a) {
__gl_api.RasterPos3sv(a);
}
void glRasterPos4d(GLdouble a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.RasterPos4d(a, b, c, d);
}
void glRasterPos4dv(const GLdouble * a) {
__gl_api.RasterPos4dv(a);
}
void glRasterPos4f(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.RasterPos4f(a, b, c, d);
}
void glRasterPos4fv(const GLfloat * a) {
__gl_api.RasterPos4fv(a);
}
void glRasterPos4i(GLint a, GLint b, GLint c, GLint d) {
__gl_api.RasterPos4i(a, b, c, d);
}
void glRasterPos4iv(const GLint * a) {
__gl_api.RasterPos4iv(a);
}
void glRasterPos4s(GLshort a, GLshort b, GLshort c, GLshort d) {
__gl_api.RasterPos4s(a, b, c, d);
}
void glRasterPos4sv(const GLshort * a) {
__gl_api.RasterPos4sv(a);
}
void glReadBuffer(GLenum a) {
__gl_api.ReadBuffer(a);
}
void glReadPixels(GLint a, GLint b, GLsizei c, GLsizei d, GLenum e, GLenum f, GLvoid * g) {
__gl_api.ReadPixels(a, b, c, d, e, f, g);
}
void glRectd(GLdouble a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.Rectd(a, b, c, d);
}
void glRectdv(const GLdouble * a, const GLdouble * b) {
__gl_api.Rectdv(a, b);
}
void glRectf(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.Rectf(a, b, c, d);
}
void glRectfv(const GLfloat * a, const GLfloat * b) {
__gl_api.Rectfv(a, b);
}
void glRecti(GLint a, GLint b, GLint c, GLint d) {
__gl_api.Recti(a, b, c, d);
}
void glRectiv(const GLint * a, const GLint * b) {
__gl_api.Rectiv(a, b);
}
void glRects(GLshort a, GLshort b, GLshort c, GLshort d) {
__gl_api.Rects(a, b, c, d);
}
void glRectsv(const GLshort * a, const GLshort * b) {
__gl_api.Rectsv(a, b);
}
GLint glRenderMode(GLenum a) {
return __gl_api.RenderMode(a);
}
void glResetHistogram(GLenum a) {
__gl_api.ResetHistogram(a);
}
void glResetMinmax(GLenum a) {
__gl_api.ResetMinmax(a);
}
void glRotated(GLdouble a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.Rotated(a, b, c, d);
}
void glRotatef(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.Rotatef(a, b, c, d);
}
void glScaled(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.Scaled(a, b, c);
}
void glScalef(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.Scalef(a, b, c);
}
void glScissor(GLint a, GLint b, GLsizei c, GLsizei d) {
__gl_api.Scissor(a, b, c, d);
}
void glSelectBuffer(GLsizei a, GLuint * b) {
__gl_api.SelectBuffer(a, b);
}
void glSeparableFilter2D(GLenum a, GLenum b, GLsizei c, GLsizei d, GLenum e, GLenum f, const GLvoid * g, const GLvoid * h) {
__gl_api.SeparableFilter2D(a, b, c, d, e, f, g, h);
}
void glShadeModel(GLenum a) {
__gl_api.ShadeModel(a);
}
void glStencilFunc(GLenum a, GLint b, GLuint c) {
__gl_api.StencilFunc(a, b, c);
}
void glStencilMask(GLuint a) {
__gl_api.StencilMask(a);
}
void glStencilOp(GLenum a, GLenum b, GLenum c) {
__gl_api.StencilOp(a, b, c);
}
void glTexCoord1d(GLdouble a) {
__gl_api.TexCoord1d(a);
}
void glTexCoord1dv(const GLdouble * a) {
__gl_api.TexCoord1dv(a);
}
void glTexCoord1f(GLfloat a) {
__gl_api.TexCoord1f(a);
}
void glTexCoord1fv(const GLfloat * a) {
__gl_api.TexCoord1fv(a);
}
void glTexCoord1i(GLint a) {
__gl_api.TexCoord1i(a);
}
void glTexCoord1iv(const GLint * a) {
__gl_api.TexCoord1iv(a);
}
void glTexCoord1s(GLshort a) {
__gl_api.TexCoord1s(a);
}
void glTexCoord1sv(const GLshort * a) {
__gl_api.TexCoord1sv(a);
}
void glTexCoord2d(GLdouble a, GLdouble b) {
__gl_api.TexCoord2d(a, b);
}
void glTexCoord2dv(const GLdouble * a) {
__gl_api.TexCoord2dv(a);
}
void glTexCoord2f(GLfloat a, GLfloat b) {
__gl_api.TexCoord2f(a, b);
}
void glTexCoord2fv(const GLfloat * a) {
__gl_api.TexCoord2fv(a);
}
void glTexCoord2i(GLint a, GLint b) {
__gl_api.TexCoord2i(a, b);
}
void glTexCoord2iv(const GLint * a) {
__gl_api.TexCoord2iv(a);
}
void glTexCoord2s(GLshort a, GLshort b) {
__gl_api.TexCoord2s(a, b);
}
void glTexCoord2sv(const GLshort * a) {
__gl_api.TexCoord2sv(a);
}
void glTexCoord3d(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.TexCoord3d(a, b, c);
}
void glTexCoord3dv(const GLdouble * a) {
__gl_api.TexCoord3dv(a);
}
void glTexCoord3f(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.TexCoord3f(a, b, c);
}
void glTexCoord3fv(const GLfloat * a) {
__gl_api.TexCoord3fv(a);
}
void glTexCoord3i(GLint a, GLint b, GLint c) {
__gl_api.TexCoord3i(a, b, c);
}
void glTexCoord3iv(const GLint * a) {
__gl_api.TexCoord3iv(a);
}
void glTexCoord3s(GLshort a, GLshort b, GLshort c) {
__gl_api.TexCoord3s(a, b, c);
}
void glTexCoord3sv(const GLshort * a) {
__gl_api.TexCoord3sv(a);
}
void glTexCoord4d(GLdouble a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.TexCoord4d(a, b, c, d);
}
void glTexCoord4dv(const GLdouble * a) {
__gl_api.TexCoord4dv(a);
}
void glTexCoord4f(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.TexCoord4f(a, b, c, d);
}
void glTexCoord4fv(const GLfloat * a) {
__gl_api.TexCoord4fv(a);
}
void glTexCoord4i(GLint a, GLint b, GLint c, GLint d) {
__gl_api.TexCoord4i(a, b, c, d);
}
void glTexCoord4iv(const GLint * a) {
__gl_api.TexCoord4iv(a);
}
void glTexCoord4s(GLshort a, GLshort b, GLshort c, GLshort d) {
__gl_api.TexCoord4s(a, b, c, d);
}
void glTexCoord4sv(const GLshort * a) {
__gl_api.TexCoord4sv(a);
}
void glTexCoordPointer(GLint a, GLenum b, GLsizei c, const GLvoid * d) {
__gl_api.TexCoordPointer(a, b, c, d);
}
void glTexEnvf(GLenum a, GLenum b, GLfloat c) {
__gl_api.TexEnvf(a, b, c);
}
void glTexEnvfv(GLenum a, GLenum b, const GLfloat * c) {
__gl_api.TexEnvfv(a, b, c);
}
void glTexEnvi(GLenum a, GLenum b, GLint c) {
__gl_api.TexEnvi(a, b, c);
}
void glTexEnviv(GLenum a, GLenum b, const GLint * c) {
__gl_api.TexEnviv(a, b, c);
}
void glTexGend(GLenum a, GLenum b, GLdouble c) {
__gl_api.TexGend(a, b, c);
}
void glTexGendv(GLenum a, GLenum b, const GLdouble * c) {
__gl_api.TexGendv(a, b, c);
}
void glTexGenf(GLenum a, GLenum b, GLfloat c) {
__gl_api.TexGenf(a, b, c);
}
void glTexGenfv(GLenum a, GLenum b, const GLfloat * c) {
__gl_api.TexGenfv(a, b, c);
}
void glTexGeni(GLenum a, GLenum b, GLint c) {
__gl_api.TexGeni(a, b, c);
}
void glTexGeniv(GLenum a, GLenum b, const GLint * c) {
__gl_api.TexGeniv(a, b, c);
}
void glTexImage1D(GLenum a, GLint b, GLenum c, GLsizei d, GLint e, GLenum f, GLenum g, const GLvoid * h) {
__gl_api.TexImage1D(a, b, c, d, e, f, g, h);
}
void glTexImage2D(GLenum a, GLint b, GLenum c, GLsizei d, GLsizei e, GLint f, GLenum g, GLenum h, const GLvoid * i) {
__gl_api.TexImage2D(a, b, c, d, e, f, g, h, i);
}
void glTexImage3D(GLenum a, GLint b, GLenum c, GLsizei d, GLsizei e, GLsizei f, GLint g, GLenum h, GLenum i, const GLvoid * j) {
__gl_api.TexImage3D(a, b, c, d, e, f, g, h, i, j);
}
void glTexParameterf(GLenum a, GLenum b, GLfloat c) {
__gl_api.TexParameterf(a, b, c);
}
void glTexParameterfv(GLenum a, GLenum b, const GLfloat * c) {
__gl_api.TexParameterfv(a, b, c);
}
void glTexParameteri(GLenum a, GLenum b, GLint c) {
__gl_api.TexParameteri(a, b, c);
}
void glTexParameteriv(GLenum a, GLenum b, const GLint * c) {
__gl_api.TexParameteriv(a, b, c);
}
void glTexSubImage1D(GLenum a, GLint b, GLint c, GLsizei d, GLenum e, GLenum f, const GLvoid * g) {
__gl_api.TexSubImage1D(a, b, c, d, e, f, g);
}
void glTexSubImage2D(GLenum a, GLint b, GLint c, GLint d, GLsizei e, GLsizei f, GLenum g, GLenum h, const GLvoid * i) {
__gl_api.TexSubImage2D(a, b, c, d, e, f, g, h, i);
}
void glTexSubImage3D(GLenum a, GLint b, GLint c, GLint d, GLint e, GLsizei f, GLsizei g, GLsizei h, GLenum i, GLenum j, const GLvoid * k) {
__gl_api.TexSubImage3D(a, b, c, d, e, f, g, h, i, j, k);
}
void glTranslated(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.Translated(a, b, c);
}
void glTranslatef(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.Translatef(a, b, c);
}
void glVertex2d(GLdouble a, GLdouble b) {
__gl_api.Vertex2d(a, b);
}
void glVertex2dv(const GLdouble * a) {
__gl_api.Vertex2dv(a);
}
void glVertex2f(GLfloat a, GLfloat b) {
__gl_api.Vertex2f(a, b);
}
void glVertex2fv(const GLfloat * a) {
__gl_api.Vertex2fv(a);
}
void glVertex2i(GLint a, GLint b) {
__gl_api.Vertex2i(a, b);
}
void glVertex2iv(const GLint * a) {
__gl_api.Vertex2iv(a);
}
void glVertex2s(GLshort a, GLshort b) {
__gl_api.Vertex2s(a, b);
}
void glVertex2sv(const GLshort * a) {
__gl_api.Vertex2sv(a);
}
void glVertex3d(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.Vertex3d(a, b, c);
}
void glVertex3dv(const GLdouble * a) {
__gl_api.Vertex3dv(a);
}
void glVertex3f(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.Vertex3f(a, b, c);
}
void glVertex3fv(const GLfloat * a) {
__gl_api.Vertex3fv(a);
}
void glVertex3i(GLint a, GLint b, GLint c) {
__gl_api.Vertex3i(a, b, c);
}
void glVertex3iv(const GLint * a) {
__gl_api.Vertex3iv(a);
}
void glVertex3s(GLshort a, GLshort b, GLshort c) {
__gl_api.Vertex3s(a, b, c);
}
void glVertex3sv(const GLshort * a) {
__gl_api.Vertex3sv(a);
}
void glVertex4d(GLdouble a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.Vertex4d(a, b, c, d);
}
void glVertex4dv(const GLdouble * a) {
__gl_api.Vertex4dv(a);
}
void glVertex4f(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.Vertex4f(a, b, c, d);
}
void glVertex4fv(const GLfloat * a) {
__gl_api.Vertex4fv(a);
}
void glVertex4i(GLint a, GLint b, GLint c, GLint d) {
__gl_api.Vertex4i(a, b, c, d);
}
void glVertex4iv(const GLint * a) {
__gl_api.Vertex4iv(a);
}
void glVertex4s(GLshort a, GLshort b, GLshort c, GLshort d) {
__gl_api.Vertex4s(a, b, c, d);
}
void glVertex4sv(const GLshort * a) {
__gl_api.Vertex4sv(a);
}
void glVertexPointer(GLint a, GLenum b, GLsizei c, const GLvoid * d) {
__gl_api.VertexPointer(a, b, c, d);
}
void glViewport(GLint a, GLint b, GLsizei c, GLsizei d) {
__gl_api.Viewport(a, b, c, d);
}
void glSampleCoverage(GLclampf a, GLboolean b) {
__gl_api.SampleCoverage(a, b);
}
void glSamplePass(GLenum a) {
__gl_api.SamplePass(a);
}
void glLoadTransposeMatrixf(const GLfloat * a) {
__gl_api.LoadTransposeMatrixf(a);
}
void glLoadTransposeMatrixd(const GLdouble * a) {
__gl_api.LoadTransposeMatrixd(a);
}
void glMultTransposeMatrixf(const GLfloat * a) {
__gl_api.MultTransposeMatrixf(a);
}
void glMultTransposeMatrixd(const GLdouble * a) {
__gl_api.MultTransposeMatrixd(a);
}
void glCompressedTexImage3D(GLenum a, GLint b, GLenum c, GLsizei d, GLsizei e, GLsizei f, GLint g, GLsizei h, const GLvoid * i) {
__gl_api.CompressedTexImage3D(a, b, c, d, e, f, g, h, i);
}
void glCompressedTexImage2D(GLenum a, GLint b, GLenum c, GLsizei d, GLsizei e, GLint f, GLsizei g, const GLvoid * h) {
__gl_api.CompressedTexImage2D(a, b, c, d, e, f, g, h);
}
void glCompressedTexImage1D(GLenum a, GLint b, GLenum c, GLsizei d, GLint e, GLsizei f, const GLvoid * g) {
__gl_api.CompressedTexImage1D(a, b, c, d, e, f, g);
}
void glCompressedTexSubImage3D(GLenum a, GLint b, GLint c, GLint d, GLint e, GLsizei f, GLsizei g, GLsizei h, GLenum i, GLsizei j, const GLvoid * k) {
__gl_api.CompressedTexSubImage3D(a, b, c, d, e, f, g, h, i, j, k);
}
void glCompressedTexSubImage2D(GLenum a, GLint b, GLint c, GLint d, GLsizei e, GLsizei f, GLenum g, GLsizei h, const GLvoid * i) {
__gl_api.CompressedTexSubImage2D(a, b, c, d, e, f, g, h, i);
}
void glCompressedTexSubImage1D(GLenum a, GLint b, GLint c, GLsizei d, GLenum e, GLsizei f, const GLvoid * g) {
__gl_api.CompressedTexSubImage1D(a, b, c, d, e, f, g);
}
void glGetCompressedTexImage(GLenum a, GLint b, GLvoid * c) {
__gl_api.GetCompressedTexImage(a, b, c);
}
void glActiveTexture(GLenum a) {
__gl_api.ActiveTexture(a);
}
void glClientActiveTexture(GLenum a) {
__gl_api.ClientActiveTexture(a);
}
void glMultiTexCoord1d(GLenum a, GLdouble b) {
__gl_api.MultiTexCoord1d(a, b);
}
void glMultiTexCoord1dv(GLenum a, const GLdouble * b) {
__gl_api.MultiTexCoord1dv(a, b);
}
void glMultiTexCoord1f(GLenum a, GLfloat b) {
__gl_api.MultiTexCoord1f(a, b);
}
void glMultiTexCoord1fv(GLenum a, const GLfloat * b) {
__gl_api.MultiTexCoord1fv(a, b);
}
void glMultiTexCoord1i(GLenum a, GLint b) {
__gl_api.MultiTexCoord1i(a, b);
}
void glMultiTexCoord1iv(GLenum a, const GLint * b) {
__gl_api.MultiTexCoord1iv(a, b);
}
void glMultiTexCoord1s(GLenum a, GLshort b) {
__gl_api.MultiTexCoord1s(a, b);
}
void glMultiTexCoord1sv(GLenum a, const GLshort * b) {
__gl_api.MultiTexCoord1sv(a, b);
}
void glMultiTexCoord2d(GLenum a, GLdouble b, GLdouble c) {
__gl_api.MultiTexCoord2d(a, b, c);
}
void glMultiTexCoord2dv(GLenum a, const GLdouble * b) {
__gl_api.MultiTexCoord2dv(a, b);
}
void glMultiTexCoord2f(GLenum a, GLfloat b, GLfloat c) {
__gl_api.MultiTexCoord2f(a, b, c);
}
void glMultiTexCoord2fv(GLenum a, const GLfloat * b) {
__gl_api.MultiTexCoord2fv(a, b);
}
void glMultiTexCoord2i(GLenum a, GLint b, GLint c) {
__gl_api.MultiTexCoord2i(a, b, c);
}
void glMultiTexCoord2iv(GLenum a, const GLint * b) {
__gl_api.MultiTexCoord2iv(a, b);
}
void glMultiTexCoord2s(GLenum a, GLshort b, GLshort c) {
__gl_api.MultiTexCoord2s(a, b, c);
}
void glMultiTexCoord2sv(GLenum a, const GLshort * b) {
__gl_api.MultiTexCoord2sv(a, b);
}
void glMultiTexCoord3d(GLenum a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.MultiTexCoord3d(a, b, c, d);
}
void glMultiTexCoord3dv(GLenum a, const GLdouble * b) {
__gl_api.MultiTexCoord3dv(a, b);
}
void glMultiTexCoord3f(GLenum a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.MultiTexCoord3f(a, b, c, d);
}
void glMultiTexCoord3fv(GLenum a, const GLfloat * b) {
__gl_api.MultiTexCoord3fv(a, b);
}
void glMultiTexCoord3i(GLenum a, GLint b, GLint c, GLint d) {
__gl_api.MultiTexCoord3i(a, b, c, d);
}
void glMultiTexCoord3iv(GLenum a, const GLint * b) {
__gl_api.MultiTexCoord3iv(a, b);
}
void glMultiTexCoord3s(GLenum a, GLshort b, GLshort c, GLshort d) {
__gl_api.MultiTexCoord3s(a, b, c, d);
}
void glMultiTexCoord3sv(GLenum a, const GLshort * b) {
__gl_api.MultiTexCoord3sv(a, b);
}
void glMultiTexCoord4d(GLenum a, GLdouble b, GLdouble c, GLdouble d, GLdouble e) {
__gl_api.MultiTexCoord4d(a, b, c, d, e);
}
void glMultiTexCoord4dv(GLenum a, const GLdouble * b) {
__gl_api.MultiTexCoord4dv(a, b);
}
void glMultiTexCoord4f(GLenum a, GLfloat b, GLfloat c, GLfloat d, GLfloat e) {
__gl_api.MultiTexCoord4f(a, b, c, d, e);
}
void glMultiTexCoord4fv(GLenum a, const GLfloat * b) {
__gl_api.MultiTexCoord4fv(a, b);
}
void glMultiTexCoord4i(GLenum a, GLint b, GLint c, GLint d, GLint e) {
__gl_api.MultiTexCoord4i(a, b, c, d, e);
}
void glMultiTexCoord4iv(GLenum a, const GLint * b) {
__gl_api.MultiTexCoord4iv(a, b);
}
void glMultiTexCoord4s(GLenum a, GLshort b, GLshort c, GLshort d, GLshort e) {
__gl_api.MultiTexCoord4s(a, b, c, d, e);
}
void glMultiTexCoord4sv(GLenum a, const GLshort * b) {
__gl_api.MultiTexCoord4sv(a, b);
}
void glFogCoordf(GLfloat a) {
__gl_api.FogCoordf(a);
}
void glFogCoordfv(const GLfloat * a) {
__gl_api.FogCoordfv(a);
}
void glFogCoordd(GLdouble a) {
__gl_api.FogCoordd(a);
}
void glFogCoorddv(const GLdouble * a) {
__gl_api.FogCoorddv(a);
}
void glFogCoordPointer(GLenum a, GLsizei b, const GLvoid * c) {
__gl_api.FogCoordPointer(a, b, c);
}
void glSecondaryColor3b(GLbyte a, GLbyte b, GLbyte c) {
__gl_api.SecondaryColor3b(a, b, c);
}
void glSecondaryColor3bv(const GLbyte * a) {
__gl_api.SecondaryColor3bv(a);
}
void glSecondaryColor3d(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.SecondaryColor3d(a, b, c);
}
void glSecondaryColor3dv(const GLdouble * a) {
__gl_api.SecondaryColor3dv(a);
}
void glSecondaryColor3f(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.SecondaryColor3f(a, b, c);
}
void glSecondaryColor3fv(const GLfloat * a) {
__gl_api.SecondaryColor3fv(a);
}
void glSecondaryColor3i(GLint a, GLint b, GLint c) {
__gl_api.SecondaryColor3i(a, b, c);
}
void glSecondaryColor3iv(const GLint * a) {
__gl_api.SecondaryColor3iv(a);
}
void glSecondaryColor3s(GLshort a, GLshort b, GLshort c) {
__gl_api.SecondaryColor3s(a, b, c);
}
void glSecondaryColor3sv(const GLshort * a) {
__gl_api.SecondaryColor3sv(a);
}
void glSecondaryColor3ub(GLubyte a, GLubyte b, GLubyte c) {
__gl_api.SecondaryColor3ub(a, b, c);
}
void glSecondaryColor3ubv(const GLubyte * a) {
__gl_api.SecondaryColor3ubv(a);
}
void glSecondaryColor3ui(GLuint a, GLuint b, GLuint c) {
__gl_api.SecondaryColor3ui(a, b, c);
}
void glSecondaryColor3uiv(const GLuint * a) {
__gl_api.SecondaryColor3uiv(a);
}
void glSecondaryColor3us(GLushort a, GLushort b, GLushort c) {
__gl_api.SecondaryColor3us(a, b, c);
}
void glSecondaryColor3usv(const GLushort * a) {
__gl_api.SecondaryColor3usv(a);
}
void glSecondaryColorPointer(GLint a, GLenum b, GLsizei c, const GLvoid * d) {
__gl_api.SecondaryColorPointer(a, b, c, d);
}
void glPointParameterf(GLenum a, GLfloat b) {
__gl_api.PointParameterf(a, b);
}
void glPointParameterfv(GLenum a, const GLfloat * b) {
__gl_api.PointParameterfv(a, b);
}
void glPointParameteri(GLenum a, GLint b) {
__gl_api.PointParameteri(a, b);
}
void glPointParameteriv(GLenum a, const GLint * b) {
__gl_api.PointParameteriv(a, b);
}
void glBlendFuncSeparate(GLenum a, GLenum b, GLenum c, GLenum d) {
__gl_api.BlendFuncSeparate(a, b, c, d);
}
void glMultiDrawArrays(GLenum a, const GLint * b, const GLsizei * c, GLsizei d) {
__gl_api.MultiDrawArrays(a, b, c, d);
}
void glMultiDrawElements(GLenum a, const GLsizei * b, GLenum c, const GLvoid * * d, GLsizei e) {
__gl_api.MultiDrawElements(a, b, c, d, e);
}
void glWindowPos2d(GLdouble a, GLdouble b) {
__gl_api.WindowPos2d(a, b);
}
void glWindowPos2dv(const GLdouble * a) {
__gl_api.WindowPos2dv(a);
}
void glWindowPos2f(GLfloat a, GLfloat b) {
__gl_api.WindowPos2f(a, b);
}
void glWindowPos2fv(const GLfloat * a) {
__gl_api.WindowPos2fv(a);
}
void glWindowPos2i(GLint a, GLint b) {
__gl_api.WindowPos2i(a, b);
}
void glWindowPos2iv(const GLint * a) {
__gl_api.WindowPos2iv(a);
}
void glWindowPos2s(GLshort a, GLshort b) {
__gl_api.WindowPos2s(a, b);
}
void glWindowPos2sv(const GLshort * a) {
__gl_api.WindowPos2sv(a);
}
void glWindowPos3d(GLdouble a, GLdouble b, GLdouble c) {
__gl_api.WindowPos3d(a, b, c);
}
void glWindowPos3dv(const GLdouble * a) {
__gl_api.WindowPos3dv(a);
}
void glWindowPos3f(GLfloat a, GLfloat b, GLfloat c) {
__gl_api.WindowPos3f(a, b, c);
}
void glWindowPos3fv(const GLfloat * a) {
__gl_api.WindowPos3fv(a);
}
void glWindowPos3i(GLint a, GLint b, GLint c) {
__gl_api.WindowPos3i(a, b, c);
}
void glWindowPos3iv(const GLint * a) {
__gl_api.WindowPos3iv(a);
}
void glWindowPos3s(GLshort a, GLshort b, GLshort c) {
__gl_api.WindowPos3s(a, b, c);
}
void glWindowPos3sv(const GLshort * a) {
__gl_api.WindowPos3sv(a);
}
void glGenQueries(GLsizei a, GLuint * b) {
__gl_api.GenQueries(a, b);
}
void glDeleteQueries(GLsizei a, const GLuint * b) {
__gl_api.DeleteQueries(a, b);
}
GLboolean glIsQuery(GLuint a) {
return __gl_api.IsQuery(a);
}
void glBeginQuery(GLenum a, GLuint b) {
__gl_api.BeginQuery(a, b);
}
void glEndQuery(GLenum a) {
__gl_api.EndQuery(a);
}
void glGetQueryiv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetQueryiv(a, b, c);
}
void glGetQueryObjectiv(GLuint a, GLenum b, GLint * c) {
__gl_api.GetQueryObjectiv(a, b, c);
}
void glGetQueryObjectuiv(GLuint a, GLenum b, GLuint * c) {
__gl_api.GetQueryObjectuiv(a, b, c);
}
void glBindBuffer(GLenum a, GLuint b) {
__gl_api.BindBuffer(a, b);
}
void glDeleteBuffers(GLsizei a, const GLuint * b) {
__gl_api.DeleteBuffers(a, b);
}
void glGenBuffers(GLsizei a, GLuint * b) {
__gl_api.GenBuffers(a, b);
}
GLboolean glIsBuffer(GLuint a) {
return __gl_api.IsBuffer(a);
}
void glBufferData(GLenum a, GLsizeiptr b, const GLvoid * c, GLenum d) {
__gl_api.BufferData(a, b, c, d);
}
void glBufferSubData(GLenum a, GLintptr b, GLsizeiptr c, const GLvoid * d) {
__gl_api.BufferSubData(a, b, c, d);
}
void glGetBufferSubData(GLenum a, GLintptr b, GLsizeiptr c, GLvoid * d) {
__gl_api.GetBufferSubData(a, b, c, d);
}
GLvoid * glMapBuffer(GLenum a, GLenum b) {
return __gl_api.MapBuffer(a, b);
}
GLboolean glUnmapBuffer(GLenum a) {
return __gl_api.UnmapBuffer(a);
}
void glGetBufferParameteriv(GLenum a, GLenum b, GLint * c) {
__gl_api.GetBufferParameteriv(a, b, c);
}
void glGetBufferPointerv(GLenum a, GLenum b, GLvoid * * c) {
__gl_api.GetBufferPointerv(a, b, c);
}
void glDrawBuffers(GLsizei a, const GLenum * b) {
__gl_api.DrawBuffers(a, b);
}
void glVertexAttrib1d(GLuint a, GLdouble b) {
__gl_api.VertexAttrib1d(a, b);
}
void glVertexAttrib1dv(GLuint a, const GLdouble * b) {
__gl_api.VertexAttrib1dv(a, b);
}
void glVertexAttrib1f(GLuint a, GLfloat b) {
__gl_api.VertexAttrib1f(a, b);
}
void glVertexAttrib1fv(GLuint a, const GLfloat * b) {
__gl_api.VertexAttrib1fv(a, b);
}
void glVertexAttrib1s(GLuint a, GLshort b) {
__gl_api.VertexAttrib1s(a, b);
}
void glVertexAttrib1sv(GLuint a, const GLshort * b) {
__gl_api.VertexAttrib1sv(a, b);
}
void glVertexAttrib2d(GLuint a, GLdouble b, GLdouble c) {
__gl_api.VertexAttrib2d(a, b, c);
}
void glVertexAttrib2dv(GLuint a, const GLdouble * b) {
__gl_api.VertexAttrib2dv(a, b);
}
void glVertexAttrib2f(GLuint a, GLfloat b, GLfloat c) {
__gl_api.VertexAttrib2f(a, b, c);
}
void glVertexAttrib2fv(GLuint a, const GLfloat * b) {
__gl_api.VertexAttrib2fv(a, b);
}
void glVertexAttrib2s(GLuint a, GLshort b, GLshort c) {
__gl_api.VertexAttrib2s(a, b, c);
}
void glVertexAttrib2sv(GLuint a, const GLshort * b) {
__gl_api.VertexAttrib2sv(a, b);
}
void glVertexAttrib3d(GLuint a, GLdouble b, GLdouble c, GLdouble d) {
__gl_api.VertexAttrib3d(a, b, c, d);
}
void glVertexAttrib3dv(GLuint a, const GLdouble * b) {
__gl_api.VertexAttrib3dv(a, b);
}
void glVertexAttrib3f(GLuint a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.VertexAttrib3f(a, b, c, d);
}
void glVertexAttrib3fv(GLuint a, const GLfloat * b) {
__gl_api.VertexAttrib3fv(a, b);
}
void glVertexAttrib3s(GLuint a, GLshort b, GLshort c, GLshort d) {
__gl_api.VertexAttrib3s(a, b, c, d);
}
void glVertexAttrib3sv(GLuint a, const GLshort * b) {
__gl_api.VertexAttrib3sv(a, b);
}
void glVertexAttrib4Nbv(GLuint a, const GLbyte * b) {
__gl_api.VertexAttrib4Nbv(a, b);
}
void glVertexAttrib4Niv(GLuint a, const GLint * b) {
__gl_api.VertexAttrib4Niv(a, b);
}
void glVertexAttrib4Nsv(GLuint a, const GLshort * b) {
__gl_api.VertexAttrib4Nsv(a, b);
}
void glVertexAttrib4Nub(GLuint a, GLubyte b, GLubyte c, GLubyte d, GLubyte e) {
__gl_api.VertexAttrib4Nub(a, b, c, d, e);
}
void glVertexAttrib4Nubv(GLuint a, const GLubyte * b) {
__gl_api.VertexAttrib4Nubv(a, b);
}
void glVertexAttrib4Nuiv(GLuint a, const GLuint * b) {
__gl_api.VertexAttrib4Nuiv(a, b);
}
void glVertexAttrib4Nusv(GLuint a, const GLushort * b) {
__gl_api.VertexAttrib4Nusv(a, b);
}
void glVertexAttrib4bv(GLuint a, const GLbyte * b) {
__gl_api.VertexAttrib4bv(a, b);
}
void glVertexAttrib4d(GLuint a, GLdouble b, GLdouble c, GLdouble d, GLdouble e) {
__gl_api.VertexAttrib4d(a, b, c, d, e);
}
void glVertexAttrib4dv(GLuint a, const GLdouble * b) {
__gl_api.VertexAttrib4dv(a, b);
}
void glVertexAttrib4f(GLuint a, GLfloat b, GLfloat c, GLfloat d, GLfloat e) {
__gl_api.VertexAttrib4f(a, b, c, d, e);
}
void glVertexAttrib4fv(GLuint a, const GLfloat * b) {
__gl_api.VertexAttrib4fv(a, b);
}
void glVertexAttrib4iv(GLuint a, const GLint * b) {
__gl_api.VertexAttrib4iv(a, b);
}
void glVertexAttrib4s(GLuint a, GLshort b, GLshort c, GLshort d, GLshort e) {
__gl_api.VertexAttrib4s(a, b, c, d, e);
}
void glVertexAttrib4sv(GLuint a, const GLshort * b) {
__gl_api.VertexAttrib4sv(a, b);
}
void glVertexAttrib4ubv(GLuint a, const GLubyte * b) {
__gl_api.VertexAttrib4ubv(a, b);
}
void glVertexAttrib4uiv(GLuint a, const GLuint * b) {
__gl_api.VertexAttrib4uiv(a, b);
}
void glVertexAttrib4usv(GLuint a, const GLushort * b) {
__gl_api.VertexAttrib4usv(a, b);
}
void glVertexAttribPointer(GLuint a, GLint b, GLenum c, GLboolean d, GLsizei e, const GLvoid * f) {
__gl_api.VertexAttribPointer(a, b, c, d, e, f);
}
void glEnableVertexAttribArray(GLuint a) {
__gl_api.EnableVertexAttribArray(a);
}
void glDisableVertexAttribArray(GLuint a) {
__gl_api.DisableVertexAttribArray(a);
}
void glGetVertexAttribdv(GLuint a, GLenum b, GLdouble * c) {
__gl_api.GetVertexAttribdv(a, b, c);
}
void glGetVertexAttribfv(GLuint a, GLenum b, GLfloat * c) {
__gl_api.GetVertexAttribfv(a, b, c);
}
void glGetVertexAttribiv(GLuint a, GLenum b, GLint * c) {
__gl_api.GetVertexAttribiv(a, b, c);
}
void glGetVertexAttribPointerv(GLuint a, GLenum b, GLvoid * * c) {
__gl_api.GetVertexAttribPointerv(a, b, c);
}
void glDeleteShader(GLuint a) {
__gl_api.DeleteShader(a);
}
void glDetachShader(GLuint a, GLuint b) {
__gl_api.DetachShader(a, b);
}
GLuint glCreateShader(GLenum a) {
return __gl_api.CreateShader(a);
}
void glShaderSource(GLuint a, GLsizei b, const GLchar * * c, const GLint * d) {
__gl_api.ShaderSource(a, b, c, d);
}
void glCompileShader(GLuint a) {
__gl_api.CompileShader(a);
}
GLuint glCreateProgram() {
return __gl_api.CreateProgram();
}
void glAttachShader(GLuint a, GLuint b) {
__gl_api.AttachShader(a, b);
}
void glLinkProgram(GLuint a) {
__gl_api.LinkProgram(a);
}
void glUseProgram(GLuint a) {
__gl_api.UseProgram(a);
}
void glDeleteProgram(GLuint a) {
__gl_api.DeleteProgram(a);
}
void glValidateProgram(GLuint a) {
__gl_api.ValidateProgram(a);
}
void glUniform1f(GLint a, GLfloat b) {
__gl_api.Uniform1f(a, b);
}
void glUniform2f(GLint a, GLfloat b, GLfloat c) {
__gl_api.Uniform2f(a, b, c);
}
void glUniform3f(GLint a, GLfloat b, GLfloat c, GLfloat d) {
__gl_api.Uniform3f(a, b, c, d);
}
void glUniform4f(GLint a, GLfloat b, GLfloat c, GLfloat d, GLfloat e) {
__gl_api.Uniform4f(a, b, c, d, e);
}
void glUniform1i(GLint a, GLint b) {
__gl_api.Uniform1i(a, b);
}
void glUniform2i(GLint a, GLint b, GLint c) {
__gl_api.Uniform2i(a, b, c);
}
void glUniform3i(GLint a, GLint b, GLint c, GLint d) {
__gl_api.Uniform3i(a, b, c, d);
}
void glUniform4i(GLint a, GLint b, GLint c, GLint d, GLint e) {
__gl_api.Uniform4i(a, b, c, d, e);
}
void glUniform1fv(GLint a, GLsizei b, const GLfloat * c) {
__gl_api.Uniform1fv(a, b, c);
}
void glUniform2fv(GLint a, GLsizei b, const GLfloat * c) {
__gl_api.Uniform2fv(a, b, c);
}
void glUniform3fv(GLint a, GLsizei b, const GLfloat * c) {
__gl_api.Uniform3fv(a, b, c);
}
void glUniform4fv(GLint a, GLsizei b, const GLfloat * c) {
__gl_api.Uniform4fv(a, b, c);
}
void glUniform1iv(GLint a, GLsizei b, const GLint * c) {
__gl_api.Uniform1iv(a, b, c);
}
void glUniform2iv(GLint a, GLsizei b, const GLint * c) {
__gl_api.Uniform2iv(a, b, c);
}
void glUniform3iv(GLint a, GLsizei b, const GLint * c) {
__gl_api.Uniform3iv(a, b, c);
}
void glUniform4iv(GLint a, GLsizei b, const GLint * c) {
__gl_api.Uniform4iv(a, b, c);
}
void glUniformMatrix2fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix2fv(a, b, c, d);
}
void glUniformMatrix3fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix3fv(a, b, c, d);
}
void glUniformMatrix4fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix4fv(a, b, c, d);
}
GLboolean glIsShader(GLuint a) {
return __gl_api.IsShader(a);
}
GLboolean glIsProgram(GLuint a) {
return __gl_api.IsProgram(a);
}
void glGetShaderiv(GLuint a, GLenum b, GLint * c) {
__gl_api.GetShaderiv(a, b, c);
}
void glGetProgramiv(GLuint a, GLenum b, GLint * c) {
__gl_api.GetProgramiv(a, b, c);
}
void glGetAttachedShaders(GLuint a, GLsizei b, GLsizei * c, GLuint * d) {
__gl_api.GetAttachedShaders(a, b, c, d);
}
void glGetShaderInfoLog(GLuint a, GLsizei b, GLsizei * c, GLchar * d) {
__gl_api.GetShaderInfoLog(a, b, c, d);
}
void glGetProgramInfoLog(GLuint a, GLsizei b, GLsizei * c, GLchar * d) {
__gl_api.GetProgramInfoLog(a, b, c, d);
}
GLint glGetUniformLocation(GLuint a, const GLchar * b) {
return __gl_api.GetUniformLocation(a, b);
}
void glGetActiveUniform(GLuint a, GLuint b, GLsizei c, GLsizei * d, GLint * e, GLenum * f, GLchar * g) {
__gl_api.GetActiveUniform(a, b, c, d, e, f, g);
}
void glGetUniformfv(GLuint a, GLint b, GLfloat * c) {
__gl_api.GetUniformfv(a, b, c);
}
void glGetUniformiv(GLuint a, GLint b, GLint * c) {
__gl_api.GetUniformiv(a, b, c);
}
void glGetShaderSource(GLuint a, GLsizei b, GLsizei * c, GLchar * d) {
__gl_api.GetShaderSource(a, b, c, d);
}
void glBindAttribLocation(GLuint a, GLuint b, const GLchar * c) {
__gl_api.BindAttribLocation(a, b, c);
}
void glGetActiveAttrib(GLuint a, GLuint b, GLsizei c, GLsizei * d, GLint * e, GLenum * f, GLchar * g) {
__gl_api.GetActiveAttrib(a, b, c, d, e, f, g);
}
GLint glGetAttribLocation(GLuint a, const GLchar * b) {
return __gl_api.GetAttribLocation(a, b);
}
void glStencilFuncSeparate(GLenum a, GLenum b, GLint c, GLuint d) {
__gl_api.StencilFuncSeparate(a, b, c, d);
}
void glStencilOpSeparate(GLenum a, GLenum b, GLenum c, GLenum d) {
__gl_api.StencilOpSeparate(a, b, c, d);
}
void glStencilMaskSeparate(GLenum a, GLuint b) {
__gl_api.StencilMaskSeparate(a, b);
}
void glUniformMatrix2x3fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix2x3fv(a, b, c, d);
}
void glUniformMatrix3x2fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix3x2fv(a, b, c, d);
}
void glUniformMatrix2x4fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix2x4fv(a, b, c, d);
}
void glUniformMatrix4x2fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix4x2fv(a, b, c, d);
}
void glUniformMatrix3x4fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix3x4fv(a, b, c, d);
}
void glUniformMatrix4x3fv(GLint a, GLsizei b, GLboolean c, const GLfloat * d) {
__gl_api.UniformMatrix4x3fv(a, b, c, d);
}
void apple_api_init_direct(void) {
void *h;
#ifndef LIBGLNAME
#define LIBGLNAME "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"
#endif LIBGLNAME
(void)dlerror();
h = dlopen(LIBGLNAME, RTLD_NOW);
if(NULL == h) {
fprintf(stderr, "error: unable to dlopen " LIBGLNAME " : " "%s\n",
dlerror());
abort();
}
__gl_api.Accum = dlsym(h, "glAccum");
if(NULL == __gl_api.Accum) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glAccum", dlerror());
abort();
}
__gl_api.AlphaFunc = dlsym(h, "glAlphaFunc");
if(NULL == __gl_api.AlphaFunc) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glAlphaFunc", dlerror());
abort();
}
__gl_api.AreTexturesResident = dlsym(h, "glAreTexturesResident");
if(NULL == __gl_api.AreTexturesResident) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glAreTexturesResident", dlerror());
abort();
}
__gl_api.ArrayElement = dlsym(h, "glArrayElement");
if(NULL == __gl_api.ArrayElement) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glArrayElement", dlerror());
abort();
}
__gl_api.Begin = dlsym(h, "glBegin");
if(NULL == __gl_api.Begin) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBegin", dlerror());
abort();
}
__gl_api.BindTexture = dlsym(h, "glBindTexture");
if(NULL == __gl_api.BindTexture) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBindTexture", dlerror());
abort();
}
__gl_api.Bitmap = dlsym(h, "glBitmap");
if(NULL == __gl_api.Bitmap) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBitmap", dlerror());
abort();
}
__gl_api.BlendColor = dlsym(h, "glBlendColor");
if(NULL == __gl_api.BlendColor) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBlendColor", dlerror());
abort();
}
__gl_api.BlendEquation = dlsym(h, "glBlendEquation");
if(NULL == __gl_api.BlendEquation) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBlendEquation", dlerror());
abort();
}
__gl_api.BlendEquationSeparate = dlsym(h, "glBlendEquationSeparate");
if(NULL == __gl_api.BlendEquationSeparate) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBlendEquationSeparate", dlerror());
abort();
}
__gl_api.BlendFunc = dlsym(h, "glBlendFunc");
if(NULL == __gl_api.BlendFunc) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBlendFunc", dlerror());
abort();
}
__gl_api.CallList = dlsym(h, "glCallList");
if(NULL == __gl_api.CallList) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCallList", dlerror());
abort();
}
__gl_api.CallLists = dlsym(h, "glCallLists");
if(NULL == __gl_api.CallLists) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCallLists", dlerror());
abort();
}
__gl_api.Clear = dlsym(h, "glClear");
if(NULL == __gl_api.Clear) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClear", dlerror());
abort();
}
__gl_api.ClearAccum = dlsym(h, "glClearAccum");
if(NULL == __gl_api.ClearAccum) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClearAccum", dlerror());
abort();
}
__gl_api.ClearColor = dlsym(h, "glClearColor");
if(NULL == __gl_api.ClearColor) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClearColor", dlerror());
abort();
}
__gl_api.ClearDepth = dlsym(h, "glClearDepth");
if(NULL == __gl_api.ClearDepth) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClearDepth", dlerror());
abort();
}
__gl_api.ClearIndex = dlsym(h, "glClearIndex");
if(NULL == __gl_api.ClearIndex) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClearIndex", dlerror());
abort();
}
__gl_api.ClearStencil = dlsym(h, "glClearStencil");
if(NULL == __gl_api.ClearStencil) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClearStencil", dlerror());
abort();
}
__gl_api.ClipPlane = dlsym(h, "glClipPlane");
if(NULL == __gl_api.ClipPlane) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClipPlane", dlerror());
abort();
}
__gl_api.Color3b = dlsym(h, "glColor3b");
if(NULL == __gl_api.Color3b) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3b", dlerror());
abort();
}
__gl_api.Color3bv = dlsym(h, "glColor3bv");
if(NULL == __gl_api.Color3bv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3bv", dlerror());
abort();
}
__gl_api.Color3d = dlsym(h, "glColor3d");
if(NULL == __gl_api.Color3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3d", dlerror());
abort();
}
__gl_api.Color3dv = dlsym(h, "glColor3dv");
if(NULL == __gl_api.Color3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3dv", dlerror());
abort();
}
__gl_api.Color3f = dlsym(h, "glColor3f");
if(NULL == __gl_api.Color3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3f", dlerror());
abort();
}
__gl_api.Color3fv = dlsym(h, "glColor3fv");
if(NULL == __gl_api.Color3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3fv", dlerror());
abort();
}
__gl_api.Color3i = dlsym(h, "glColor3i");
if(NULL == __gl_api.Color3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3i", dlerror());
abort();
}
__gl_api.Color3iv = dlsym(h, "glColor3iv");
if(NULL == __gl_api.Color3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3iv", dlerror());
abort();
}
__gl_api.Color3s = dlsym(h, "glColor3s");
if(NULL == __gl_api.Color3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3s", dlerror());
abort();
}
__gl_api.Color3sv = dlsym(h, "glColor3sv");
if(NULL == __gl_api.Color3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3sv", dlerror());
abort();
}
__gl_api.Color3ub = dlsym(h, "glColor3ub");
if(NULL == __gl_api.Color3ub) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3ub", dlerror());
abort();
}
__gl_api.Color3ubv = dlsym(h, "glColor3ubv");
if(NULL == __gl_api.Color3ubv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3ubv", dlerror());
abort();
}
__gl_api.Color3ui = dlsym(h, "glColor3ui");
if(NULL == __gl_api.Color3ui) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3ui", dlerror());
abort();
}
__gl_api.Color3uiv = dlsym(h, "glColor3uiv");
if(NULL == __gl_api.Color3uiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3uiv", dlerror());
abort();
}
__gl_api.Color3us = dlsym(h, "glColor3us");
if(NULL == __gl_api.Color3us) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3us", dlerror());
abort();
}
__gl_api.Color3usv = dlsym(h, "glColor3usv");
if(NULL == __gl_api.Color3usv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor3usv", dlerror());
abort();
}
__gl_api.Color4b = dlsym(h, "glColor4b");
if(NULL == __gl_api.Color4b) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4b", dlerror());
abort();
}
__gl_api.Color4bv = dlsym(h, "glColor4bv");
if(NULL == __gl_api.Color4bv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4bv", dlerror());
abort();
}
__gl_api.Color4d = dlsym(h, "glColor4d");
if(NULL == __gl_api.Color4d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4d", dlerror());
abort();
}
__gl_api.Color4dv = dlsym(h, "glColor4dv");
if(NULL == __gl_api.Color4dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4dv", dlerror());
abort();
}
__gl_api.Color4f = dlsym(h, "glColor4f");
if(NULL == __gl_api.Color4f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4f", dlerror());
abort();
}
__gl_api.Color4fv = dlsym(h, "glColor4fv");
if(NULL == __gl_api.Color4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4fv", dlerror());
abort();
}
__gl_api.Color4i = dlsym(h, "glColor4i");
if(NULL == __gl_api.Color4i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4i", dlerror());
abort();
}
__gl_api.Color4iv = dlsym(h, "glColor4iv");
if(NULL == __gl_api.Color4iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4iv", dlerror());
abort();
}
__gl_api.Color4s = dlsym(h, "glColor4s");
if(NULL == __gl_api.Color4s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4s", dlerror());
abort();
}
__gl_api.Color4sv = dlsym(h, "glColor4sv");
if(NULL == __gl_api.Color4sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4sv", dlerror());
abort();
}
__gl_api.Color4ub = dlsym(h, "glColor4ub");
if(NULL == __gl_api.Color4ub) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4ub", dlerror());
abort();
}
__gl_api.Color4ubv = dlsym(h, "glColor4ubv");
if(NULL == __gl_api.Color4ubv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4ubv", dlerror());
abort();
}
__gl_api.Color4ui = dlsym(h, "glColor4ui");
if(NULL == __gl_api.Color4ui) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4ui", dlerror());
abort();
}
__gl_api.Color4uiv = dlsym(h, "glColor4uiv");
if(NULL == __gl_api.Color4uiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4uiv", dlerror());
abort();
}
__gl_api.Color4us = dlsym(h, "glColor4us");
if(NULL == __gl_api.Color4us) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4us", dlerror());
abort();
}
__gl_api.Color4usv = dlsym(h, "glColor4usv");
if(NULL == __gl_api.Color4usv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColor4usv", dlerror());
abort();
}
__gl_api.ColorMask = dlsym(h, "glColorMask");
if(NULL == __gl_api.ColorMask) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColorMask", dlerror());
abort();
}
__gl_api.ColorMaterial = dlsym(h, "glColorMaterial");
if(NULL == __gl_api.ColorMaterial) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColorMaterial", dlerror());
abort();
}
__gl_api.ColorPointer = dlsym(h, "glColorPointer");
if(NULL == __gl_api.ColorPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColorPointer", dlerror());
abort();
}
__gl_api.ColorSubTable = dlsym(h, "glColorSubTable");
if(NULL == __gl_api.ColorSubTable) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColorSubTable", dlerror());
abort();
}
__gl_api.ColorTable = dlsym(h, "glColorTable");
if(NULL == __gl_api.ColorTable) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColorTable", dlerror());
abort();
}
__gl_api.ColorTableParameterfv = dlsym(h, "glColorTableParameterfv");
if(NULL == __gl_api.ColorTableParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColorTableParameterfv", dlerror());
abort();
}
__gl_api.ColorTableParameteriv = dlsym(h, "glColorTableParameteriv");
if(NULL == __gl_api.ColorTableParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glColorTableParameteriv", dlerror());
abort();
}
__gl_api.ConvolutionFilter1D = dlsym(h, "glConvolutionFilter1D");
if(NULL == __gl_api.ConvolutionFilter1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glConvolutionFilter1D", dlerror());
abort();
}
__gl_api.ConvolutionFilter2D = dlsym(h, "glConvolutionFilter2D");
if(NULL == __gl_api.ConvolutionFilter2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glConvolutionFilter2D", dlerror());
abort();
}
__gl_api.ConvolutionParameterf = dlsym(h, "glConvolutionParameterf");
if(NULL == __gl_api.ConvolutionParameterf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glConvolutionParameterf", dlerror());
abort();
}
__gl_api.ConvolutionParameterfv = dlsym(h, "glConvolutionParameterfv");
if(NULL == __gl_api.ConvolutionParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glConvolutionParameterfv", dlerror());
abort();
}
__gl_api.ConvolutionParameteri = dlsym(h, "glConvolutionParameteri");
if(NULL == __gl_api.ConvolutionParameteri) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glConvolutionParameteri", dlerror());
abort();
}
__gl_api.ConvolutionParameteriv = dlsym(h, "glConvolutionParameteriv");
if(NULL == __gl_api.ConvolutionParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glConvolutionParameteriv", dlerror());
abort();
}
__gl_api.CopyColorSubTable = dlsym(h, "glCopyColorSubTable");
if(NULL == __gl_api.CopyColorSubTable) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyColorSubTable", dlerror());
abort();
}
__gl_api.CopyColorTable = dlsym(h, "glCopyColorTable");
if(NULL == __gl_api.CopyColorTable) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyColorTable", dlerror());
abort();
}
__gl_api.CopyConvolutionFilter1D = dlsym(h, "glCopyConvolutionFilter1D");
if(NULL == __gl_api.CopyConvolutionFilter1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyConvolutionFilter1D", dlerror());
abort();
}
__gl_api.CopyConvolutionFilter2D = dlsym(h, "glCopyConvolutionFilter2D");
if(NULL == __gl_api.CopyConvolutionFilter2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyConvolutionFilter2D", dlerror());
abort();
}
__gl_api.CopyPixels = dlsym(h, "glCopyPixels");
if(NULL == __gl_api.CopyPixels) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyPixels", dlerror());
abort();
}
__gl_api.CopyTexImage1D = dlsym(h, "glCopyTexImage1D");
if(NULL == __gl_api.CopyTexImage1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyTexImage1D", dlerror());
abort();
}
__gl_api.CopyTexImage2D = dlsym(h, "glCopyTexImage2D");
if(NULL == __gl_api.CopyTexImage2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyTexImage2D", dlerror());
abort();
}
__gl_api.CopyTexSubImage1D = dlsym(h, "glCopyTexSubImage1D");
if(NULL == __gl_api.CopyTexSubImage1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyTexSubImage1D", dlerror());
abort();
}
__gl_api.CopyTexSubImage2D = dlsym(h, "glCopyTexSubImage2D");
if(NULL == __gl_api.CopyTexSubImage2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyTexSubImage2D", dlerror());
abort();
}
__gl_api.CopyTexSubImage3D = dlsym(h, "glCopyTexSubImage3D");
if(NULL == __gl_api.CopyTexSubImage3D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCopyTexSubImage3D", dlerror());
abort();
}
__gl_api.CullFace = dlsym(h, "glCullFace");
if(NULL == __gl_api.CullFace) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCullFace", dlerror());
abort();
}
__gl_api.DeleteLists = dlsym(h, "glDeleteLists");
if(NULL == __gl_api.DeleteLists) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDeleteLists", dlerror());
abort();
}
__gl_api.DeleteTextures = dlsym(h, "glDeleteTextures");
if(NULL == __gl_api.DeleteTextures) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDeleteTextures", dlerror());
abort();
}
__gl_api.DepthFunc = dlsym(h, "glDepthFunc");
if(NULL == __gl_api.DepthFunc) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDepthFunc", dlerror());
abort();
}
__gl_api.DepthMask = dlsym(h, "glDepthMask");
if(NULL == __gl_api.DepthMask) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDepthMask", dlerror());
abort();
}
__gl_api.DepthRange = dlsym(h, "glDepthRange");
if(NULL == __gl_api.DepthRange) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDepthRange", dlerror());
abort();
}
__gl_api.Disable = dlsym(h, "glDisable");
if(NULL == __gl_api.Disable) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDisable", dlerror());
abort();
}
__gl_api.DisableClientState = dlsym(h, "glDisableClientState");
if(NULL == __gl_api.DisableClientState) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDisableClientState", dlerror());
abort();
}
__gl_api.DrawArrays = dlsym(h, "glDrawArrays");
if(NULL == __gl_api.DrawArrays) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDrawArrays", dlerror());
abort();
}
__gl_api.DrawBuffer = dlsym(h, "glDrawBuffer");
if(NULL == __gl_api.DrawBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDrawBuffer", dlerror());
abort();
}
__gl_api.DrawElements = dlsym(h, "glDrawElements");
if(NULL == __gl_api.DrawElements) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDrawElements", dlerror());
abort();
}
__gl_api.DrawPixels = dlsym(h, "glDrawPixels");
if(NULL == __gl_api.DrawPixels) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDrawPixels", dlerror());
abort();
}
__gl_api.DrawRangeElements = dlsym(h, "glDrawRangeElements");
if(NULL == __gl_api.DrawRangeElements) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDrawRangeElements", dlerror());
abort();
}
__gl_api.EdgeFlag = dlsym(h, "glEdgeFlag");
if(NULL == __gl_api.EdgeFlag) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEdgeFlag", dlerror());
abort();
}
__gl_api.EdgeFlagPointer = dlsym(h, "glEdgeFlagPointer");
if(NULL == __gl_api.EdgeFlagPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEdgeFlagPointer", dlerror());
abort();
}
__gl_api.EdgeFlagv = dlsym(h, "glEdgeFlagv");
if(NULL == __gl_api.EdgeFlagv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEdgeFlagv", dlerror());
abort();
}
__gl_api.Enable = dlsym(h, "glEnable");
if(NULL == __gl_api.Enable) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEnable", dlerror());
abort();
}
__gl_api.EnableClientState = dlsym(h, "glEnableClientState");
if(NULL == __gl_api.EnableClientState) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEnableClientState", dlerror());
abort();
}
__gl_api.End = dlsym(h, "glEnd");
if(NULL == __gl_api.End) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEnd", dlerror());
abort();
}
__gl_api.EndList = dlsym(h, "glEndList");
if(NULL == __gl_api.EndList) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEndList", dlerror());
abort();
}
__gl_api.EvalCoord1d = dlsym(h, "glEvalCoord1d");
if(NULL == __gl_api.EvalCoord1d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord1d", dlerror());
abort();
}
__gl_api.EvalCoord1dv = dlsym(h, "glEvalCoord1dv");
if(NULL == __gl_api.EvalCoord1dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord1dv", dlerror());
abort();
}
__gl_api.EvalCoord1f = dlsym(h, "glEvalCoord1f");
if(NULL == __gl_api.EvalCoord1f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord1f", dlerror());
abort();
}
__gl_api.EvalCoord1fv = dlsym(h, "glEvalCoord1fv");
if(NULL == __gl_api.EvalCoord1fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord1fv", dlerror());
abort();
}
__gl_api.EvalCoord2d = dlsym(h, "glEvalCoord2d");
if(NULL == __gl_api.EvalCoord2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord2d", dlerror());
abort();
}
__gl_api.EvalCoord2dv = dlsym(h, "glEvalCoord2dv");
if(NULL == __gl_api.EvalCoord2dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord2dv", dlerror());
abort();
}
__gl_api.EvalCoord2f = dlsym(h, "glEvalCoord2f");
if(NULL == __gl_api.EvalCoord2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord2f", dlerror());
abort();
}
__gl_api.EvalCoord2fv = dlsym(h, "glEvalCoord2fv");
if(NULL == __gl_api.EvalCoord2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalCoord2fv", dlerror());
abort();
}
__gl_api.EvalMesh1 = dlsym(h, "glEvalMesh1");
if(NULL == __gl_api.EvalMesh1) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalMesh1", dlerror());
abort();
}
__gl_api.EvalMesh2 = dlsym(h, "glEvalMesh2");
if(NULL == __gl_api.EvalMesh2) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalMesh2", dlerror());
abort();
}
__gl_api.EvalPoint1 = dlsym(h, "glEvalPoint1");
if(NULL == __gl_api.EvalPoint1) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalPoint1", dlerror());
abort();
}
__gl_api.EvalPoint2 = dlsym(h, "glEvalPoint2");
if(NULL == __gl_api.EvalPoint2) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEvalPoint2", dlerror());
abort();
}
__gl_api.FeedbackBuffer = dlsym(h, "glFeedbackBuffer");
if(NULL == __gl_api.FeedbackBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFeedbackBuffer", dlerror());
abort();
}
__gl_api.Finish = dlsym(h, "glFinish");
if(NULL == __gl_api.Finish) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFinish", dlerror());
abort();
}
__gl_api.Flush = dlsym(h, "glFlush");
if(NULL == __gl_api.Flush) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFlush", dlerror());
abort();
}
__gl_api.Fogf = dlsym(h, "glFogf");
if(NULL == __gl_api.Fogf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogf", dlerror());
abort();
}
__gl_api.Fogfv = dlsym(h, "glFogfv");
if(NULL == __gl_api.Fogfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogfv", dlerror());
abort();
}
__gl_api.Fogi = dlsym(h, "glFogi");
if(NULL == __gl_api.Fogi) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogi", dlerror());
abort();
}
__gl_api.Fogiv = dlsym(h, "glFogiv");
if(NULL == __gl_api.Fogiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogiv", dlerror());
abort();
}
__gl_api.FrontFace = dlsym(h, "glFrontFace");
if(NULL == __gl_api.FrontFace) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFrontFace", dlerror());
abort();
}
__gl_api.Frustum = dlsym(h, "glFrustum");
if(NULL == __gl_api.Frustum) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFrustum", dlerror());
abort();
}
__gl_api.GenLists = dlsym(h, "glGenLists");
if(NULL == __gl_api.GenLists) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGenLists", dlerror());
abort();
}
__gl_api.GenTextures = dlsym(h, "glGenTextures");
if(NULL == __gl_api.GenTextures) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGenTextures", dlerror());
abort();
}
__gl_api.GetBooleanv = dlsym(h, "glGetBooleanv");
if(NULL == __gl_api.GetBooleanv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetBooleanv", dlerror());
abort();
}
__gl_api.GetClipPlane = dlsym(h, "glGetClipPlane");
if(NULL == __gl_api.GetClipPlane) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetClipPlane", dlerror());
abort();
}
__gl_api.GetColorTable = dlsym(h, "glGetColorTable");
if(NULL == __gl_api.GetColorTable) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetColorTable", dlerror());
abort();
}
__gl_api.GetColorTableParameterfv = dlsym(h, "glGetColorTableParameterfv");
if(NULL == __gl_api.GetColorTableParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetColorTableParameterfv", dlerror());
abort();
}
__gl_api.GetColorTableParameteriv = dlsym(h, "glGetColorTableParameteriv");
if(NULL == __gl_api.GetColorTableParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetColorTableParameteriv", dlerror());
abort();
}
__gl_api.GetConvolutionFilter = dlsym(h, "glGetConvolutionFilter");
if(NULL == __gl_api.GetConvolutionFilter) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetConvolutionFilter", dlerror());
abort();
}
__gl_api.GetConvolutionParameterfv = dlsym(h, "glGetConvolutionParameterfv");
if(NULL == __gl_api.GetConvolutionParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetConvolutionParameterfv", dlerror());
abort();
}
__gl_api.GetConvolutionParameteriv = dlsym(h, "glGetConvolutionParameteriv");
if(NULL == __gl_api.GetConvolutionParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetConvolutionParameteriv", dlerror());
abort();
}
__gl_api.GetDoublev = dlsym(h, "glGetDoublev");
if(NULL == __gl_api.GetDoublev) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetDoublev", dlerror());
abort();
}
__gl_api.GetError = dlsym(h, "glGetError");
if(NULL == __gl_api.GetError) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetError", dlerror());
abort();
}
__gl_api.GetFloatv = dlsym(h, "glGetFloatv");
if(NULL == __gl_api.GetFloatv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetFloatv", dlerror());
abort();
}
__gl_api.GetHistogram = dlsym(h, "glGetHistogram");
if(NULL == __gl_api.GetHistogram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetHistogram", dlerror());
abort();
}
__gl_api.GetHistogramParameterfv = dlsym(h, "glGetHistogramParameterfv");
if(NULL == __gl_api.GetHistogramParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetHistogramParameterfv", dlerror());
abort();
}
__gl_api.GetHistogramParameteriv = dlsym(h, "glGetHistogramParameteriv");
if(NULL == __gl_api.GetHistogramParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetHistogramParameteriv", dlerror());
abort();
}
__gl_api.GetIntegerv = dlsym(h, "glGetIntegerv");
if(NULL == __gl_api.GetIntegerv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetIntegerv", dlerror());
abort();
}
__gl_api.GetLightfv = dlsym(h, "glGetLightfv");
if(NULL == __gl_api.GetLightfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetLightfv", dlerror());
abort();
}
__gl_api.GetLightiv = dlsym(h, "glGetLightiv");
if(NULL == __gl_api.GetLightiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetLightiv", dlerror());
abort();
}
__gl_api.GetMapdv = dlsym(h, "glGetMapdv");
if(NULL == __gl_api.GetMapdv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMapdv", dlerror());
abort();
}
__gl_api.GetMapfv = dlsym(h, "glGetMapfv");
if(NULL == __gl_api.GetMapfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMapfv", dlerror());
abort();
}
__gl_api.GetMapiv = dlsym(h, "glGetMapiv");
if(NULL == __gl_api.GetMapiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMapiv", dlerror());
abort();
}
__gl_api.GetMaterialfv = dlsym(h, "glGetMaterialfv");
if(NULL == __gl_api.GetMaterialfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMaterialfv", dlerror());
abort();
}
__gl_api.GetMaterialiv = dlsym(h, "glGetMaterialiv");
if(NULL == __gl_api.GetMaterialiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMaterialiv", dlerror());
abort();
}
__gl_api.GetMinmax = dlsym(h, "glGetMinmax");
if(NULL == __gl_api.GetMinmax) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMinmax", dlerror());
abort();
}
__gl_api.GetMinmaxParameterfv = dlsym(h, "glGetMinmaxParameterfv");
if(NULL == __gl_api.GetMinmaxParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMinmaxParameterfv", dlerror());
abort();
}
__gl_api.GetMinmaxParameteriv = dlsym(h, "glGetMinmaxParameteriv");
if(NULL == __gl_api.GetMinmaxParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetMinmaxParameteriv", dlerror());
abort();
}
__gl_api.GetPixelMapfv = dlsym(h, "glGetPixelMapfv");
if(NULL == __gl_api.GetPixelMapfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetPixelMapfv", dlerror());
abort();
}
__gl_api.GetPixelMapuiv = dlsym(h, "glGetPixelMapuiv");
if(NULL == __gl_api.GetPixelMapuiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetPixelMapuiv", dlerror());
abort();
}
__gl_api.GetPixelMapusv = dlsym(h, "glGetPixelMapusv");
if(NULL == __gl_api.GetPixelMapusv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetPixelMapusv", dlerror());
abort();
}
__gl_api.GetPointerv = dlsym(h, "glGetPointerv");
if(NULL == __gl_api.GetPointerv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetPointerv", dlerror());
abort();
}
__gl_api.GetPolygonStipple = dlsym(h, "glGetPolygonStipple");
if(NULL == __gl_api.GetPolygonStipple) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetPolygonStipple", dlerror());
abort();
}
__gl_api.GetSeparableFilter = dlsym(h, "glGetSeparableFilter");
if(NULL == __gl_api.GetSeparableFilter) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetSeparableFilter", dlerror());
abort();
}
__gl_api.GetString = dlsym(h, "glGetString");
if(NULL == __gl_api.GetString) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetString", dlerror());
abort();
}
__gl_api.GetTexEnvfv = dlsym(h, "glGetTexEnvfv");
if(NULL == __gl_api.GetTexEnvfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexEnvfv", dlerror());
abort();
}
__gl_api.GetTexEnviv = dlsym(h, "glGetTexEnviv");
if(NULL == __gl_api.GetTexEnviv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexEnviv", dlerror());
abort();
}
__gl_api.GetTexGendv = dlsym(h, "glGetTexGendv");
if(NULL == __gl_api.GetTexGendv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexGendv", dlerror());
abort();
}
__gl_api.GetTexGenfv = dlsym(h, "glGetTexGenfv");
if(NULL == __gl_api.GetTexGenfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexGenfv", dlerror());
abort();
}
__gl_api.GetTexGeniv = dlsym(h, "glGetTexGeniv");
if(NULL == __gl_api.GetTexGeniv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexGeniv", dlerror());
abort();
}
__gl_api.GetTexImage = dlsym(h, "glGetTexImage");
if(NULL == __gl_api.GetTexImage) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexImage", dlerror());
abort();
}
__gl_api.GetTexLevelParameterfv = dlsym(h, "glGetTexLevelParameterfv");
if(NULL == __gl_api.GetTexLevelParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexLevelParameterfv", dlerror());
abort();
}
__gl_api.GetTexLevelParameteriv = dlsym(h, "glGetTexLevelParameteriv");
if(NULL == __gl_api.GetTexLevelParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexLevelParameteriv", dlerror());
abort();
}
__gl_api.GetTexParameterfv = dlsym(h, "glGetTexParameterfv");
if(NULL == __gl_api.GetTexParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexParameterfv", dlerror());
abort();
}
__gl_api.GetTexParameteriv = dlsym(h, "glGetTexParameteriv");
if(NULL == __gl_api.GetTexParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetTexParameteriv", dlerror());
abort();
}
__gl_api.Hint = dlsym(h, "glHint");
if(NULL == __gl_api.Hint) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glHint", dlerror());
abort();
}
__gl_api.Histogram = dlsym(h, "glHistogram");
if(NULL == __gl_api.Histogram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glHistogram", dlerror());
abort();
}
__gl_api.IndexMask = dlsym(h, "glIndexMask");
if(NULL == __gl_api.IndexMask) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexMask", dlerror());
abort();
}
__gl_api.IndexPointer = dlsym(h, "glIndexPointer");
if(NULL == __gl_api.IndexPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexPointer", dlerror());
abort();
}
__gl_api.Indexd = dlsym(h, "glIndexd");
if(NULL == __gl_api.Indexd) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexd", dlerror());
abort();
}
__gl_api.Indexdv = dlsym(h, "glIndexdv");
if(NULL == __gl_api.Indexdv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexdv", dlerror());
abort();
}
__gl_api.Indexf = dlsym(h, "glIndexf");
if(NULL == __gl_api.Indexf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexf", dlerror());
abort();
}
__gl_api.Indexfv = dlsym(h, "glIndexfv");
if(NULL == __gl_api.Indexfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexfv", dlerror());
abort();
}
__gl_api.Indexi = dlsym(h, "glIndexi");
if(NULL == __gl_api.Indexi) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexi", dlerror());
abort();
}
__gl_api.Indexiv = dlsym(h, "glIndexiv");
if(NULL == __gl_api.Indexiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexiv", dlerror());
abort();
}
__gl_api.Indexs = dlsym(h, "glIndexs");
if(NULL == __gl_api.Indexs) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexs", dlerror());
abort();
}
__gl_api.Indexsv = dlsym(h, "glIndexsv");
if(NULL == __gl_api.Indexsv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexsv", dlerror());
abort();
}
__gl_api.Indexub = dlsym(h, "glIndexub");
if(NULL == __gl_api.Indexub) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexub", dlerror());
abort();
}
__gl_api.Indexubv = dlsym(h, "glIndexubv");
if(NULL == __gl_api.Indexubv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIndexubv", dlerror());
abort();
}
__gl_api.InitNames = dlsym(h, "glInitNames");
if(NULL == __gl_api.InitNames) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glInitNames", dlerror());
abort();
}
__gl_api.InterleavedArrays = dlsym(h, "glInterleavedArrays");
if(NULL == __gl_api.InterleavedArrays) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glInterleavedArrays", dlerror());
abort();
}
__gl_api.IsEnabled = dlsym(h, "glIsEnabled");
if(NULL == __gl_api.IsEnabled) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIsEnabled", dlerror());
abort();
}
__gl_api.IsList = dlsym(h, "glIsList");
if(NULL == __gl_api.IsList) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIsList", dlerror());
abort();
}
__gl_api.IsTexture = dlsym(h, "glIsTexture");
if(NULL == __gl_api.IsTexture) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIsTexture", dlerror());
abort();
}
__gl_api.LightModelf = dlsym(h, "glLightModelf");
if(NULL == __gl_api.LightModelf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLightModelf", dlerror());
abort();
}
__gl_api.LightModelfv = dlsym(h, "glLightModelfv");
if(NULL == __gl_api.LightModelfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLightModelfv", dlerror());
abort();
}
__gl_api.LightModeli = dlsym(h, "glLightModeli");
if(NULL == __gl_api.LightModeli) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLightModeli", dlerror());
abort();
}
__gl_api.LightModeliv = dlsym(h, "glLightModeliv");
if(NULL == __gl_api.LightModeliv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLightModeliv", dlerror());
abort();
}
__gl_api.Lightf = dlsym(h, "glLightf");
if(NULL == __gl_api.Lightf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLightf", dlerror());
abort();
}
__gl_api.Lightfv = dlsym(h, "glLightfv");
if(NULL == __gl_api.Lightfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLightfv", dlerror());
abort();
}
__gl_api.Lighti = dlsym(h, "glLighti");
if(NULL == __gl_api.Lighti) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLighti", dlerror());
abort();
}
__gl_api.Lightiv = dlsym(h, "glLightiv");
if(NULL == __gl_api.Lightiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLightiv", dlerror());
abort();
}
__gl_api.LineStipple = dlsym(h, "glLineStipple");
if(NULL == __gl_api.LineStipple) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLineStipple", dlerror());
abort();
}
__gl_api.LineWidth = dlsym(h, "glLineWidth");
if(NULL == __gl_api.LineWidth) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLineWidth", dlerror());
abort();
}
__gl_api.ListBase = dlsym(h, "glListBase");
if(NULL == __gl_api.ListBase) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glListBase", dlerror());
abort();
}
__gl_api.LoadIdentity = dlsym(h, "glLoadIdentity");
if(NULL == __gl_api.LoadIdentity) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLoadIdentity", dlerror());
abort();
}
__gl_api.LoadMatrixd = dlsym(h, "glLoadMatrixd");
if(NULL == __gl_api.LoadMatrixd) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLoadMatrixd", dlerror());
abort();
}
__gl_api.LoadMatrixf = dlsym(h, "glLoadMatrixf");
if(NULL == __gl_api.LoadMatrixf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLoadMatrixf", dlerror());
abort();
}
__gl_api.LoadName = dlsym(h, "glLoadName");
if(NULL == __gl_api.LoadName) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLoadName", dlerror());
abort();
}
__gl_api.LogicOp = dlsym(h, "glLogicOp");
if(NULL == __gl_api.LogicOp) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLogicOp", dlerror());
abort();
}
__gl_api.Map1d = dlsym(h, "glMap1d");
if(NULL == __gl_api.Map1d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMap1d", dlerror());
abort();
}
__gl_api.Map1f = dlsym(h, "glMap1f");
if(NULL == __gl_api.Map1f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMap1f", dlerror());
abort();
}
__gl_api.Map2d = dlsym(h, "glMap2d");
if(NULL == __gl_api.Map2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMap2d", dlerror());
abort();
}
__gl_api.Map2f = dlsym(h, "glMap2f");
if(NULL == __gl_api.Map2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMap2f", dlerror());
abort();
}
__gl_api.MapGrid1d = dlsym(h, "glMapGrid1d");
if(NULL == __gl_api.MapGrid1d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMapGrid1d", dlerror());
abort();
}
__gl_api.MapGrid1f = dlsym(h, "glMapGrid1f");
if(NULL == __gl_api.MapGrid1f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMapGrid1f", dlerror());
abort();
}
__gl_api.MapGrid2d = dlsym(h, "glMapGrid2d");
if(NULL == __gl_api.MapGrid2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMapGrid2d", dlerror());
abort();
}
__gl_api.MapGrid2f = dlsym(h, "glMapGrid2f");
if(NULL == __gl_api.MapGrid2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMapGrid2f", dlerror());
abort();
}
__gl_api.Materialf = dlsym(h, "glMaterialf");
if(NULL == __gl_api.Materialf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMaterialf", dlerror());
abort();
}
__gl_api.Materialfv = dlsym(h, "glMaterialfv");
if(NULL == __gl_api.Materialfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMaterialfv", dlerror());
abort();
}
__gl_api.Materiali = dlsym(h, "glMateriali");
if(NULL == __gl_api.Materiali) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMateriali", dlerror());
abort();
}
__gl_api.Materialiv = dlsym(h, "glMaterialiv");
if(NULL == __gl_api.Materialiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMaterialiv", dlerror());
abort();
}
__gl_api.MatrixMode = dlsym(h, "glMatrixMode");
if(NULL == __gl_api.MatrixMode) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMatrixMode", dlerror());
abort();
}
__gl_api.Minmax = dlsym(h, "glMinmax");
if(NULL == __gl_api.Minmax) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMinmax", dlerror());
abort();
}
__gl_api.MultMatrixd = dlsym(h, "glMultMatrixd");
if(NULL == __gl_api.MultMatrixd) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultMatrixd", dlerror());
abort();
}
__gl_api.MultMatrixf = dlsym(h, "glMultMatrixf");
if(NULL == __gl_api.MultMatrixf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultMatrixf", dlerror());
abort();
}
__gl_api.NewList = dlsym(h, "glNewList");
if(NULL == __gl_api.NewList) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNewList", dlerror());
abort();
}
__gl_api.Normal3b = dlsym(h, "glNormal3b");
if(NULL == __gl_api.Normal3b) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3b", dlerror());
abort();
}
__gl_api.Normal3bv = dlsym(h, "glNormal3bv");
if(NULL == __gl_api.Normal3bv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3bv", dlerror());
abort();
}
__gl_api.Normal3d = dlsym(h, "glNormal3d");
if(NULL == __gl_api.Normal3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3d", dlerror());
abort();
}
__gl_api.Normal3dv = dlsym(h, "glNormal3dv");
if(NULL == __gl_api.Normal3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3dv", dlerror());
abort();
}
__gl_api.Normal3f = dlsym(h, "glNormal3f");
if(NULL == __gl_api.Normal3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3f", dlerror());
abort();
}
__gl_api.Normal3fv = dlsym(h, "glNormal3fv");
if(NULL == __gl_api.Normal3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3fv", dlerror());
abort();
}
__gl_api.Normal3i = dlsym(h, "glNormal3i");
if(NULL == __gl_api.Normal3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3i", dlerror());
abort();
}
__gl_api.Normal3iv = dlsym(h, "glNormal3iv");
if(NULL == __gl_api.Normal3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3iv", dlerror());
abort();
}
__gl_api.Normal3s = dlsym(h, "glNormal3s");
if(NULL == __gl_api.Normal3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3s", dlerror());
abort();
}
__gl_api.Normal3sv = dlsym(h, "glNormal3sv");
if(NULL == __gl_api.Normal3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormal3sv", dlerror());
abort();
}
__gl_api.NormalPointer = dlsym(h, "glNormalPointer");
if(NULL == __gl_api.NormalPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glNormalPointer", dlerror());
abort();
}
__gl_api.Ortho = dlsym(h, "glOrtho");
if(NULL == __gl_api.Ortho) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glOrtho", dlerror());
abort();
}
__gl_api.PassThrough = dlsym(h, "glPassThrough");
if(NULL == __gl_api.PassThrough) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPassThrough", dlerror());
abort();
}
__gl_api.PixelMapfv = dlsym(h, "glPixelMapfv");
if(NULL == __gl_api.PixelMapfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelMapfv", dlerror());
abort();
}
__gl_api.PixelMapuiv = dlsym(h, "glPixelMapuiv");
if(NULL == __gl_api.PixelMapuiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelMapuiv", dlerror());
abort();
}
__gl_api.PixelMapusv = dlsym(h, "glPixelMapusv");
if(NULL == __gl_api.PixelMapusv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelMapusv", dlerror());
abort();
}
__gl_api.PixelStoref = dlsym(h, "glPixelStoref");
if(NULL == __gl_api.PixelStoref) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelStoref", dlerror());
abort();
}
__gl_api.PixelStorei = dlsym(h, "glPixelStorei");
if(NULL == __gl_api.PixelStorei) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelStorei", dlerror());
abort();
}
__gl_api.PixelTransferf = dlsym(h, "glPixelTransferf");
if(NULL == __gl_api.PixelTransferf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelTransferf", dlerror());
abort();
}
__gl_api.PixelTransferi = dlsym(h, "glPixelTransferi");
if(NULL == __gl_api.PixelTransferi) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelTransferi", dlerror());
abort();
}
__gl_api.PixelZoom = dlsym(h, "glPixelZoom");
if(NULL == __gl_api.PixelZoom) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPixelZoom", dlerror());
abort();
}
__gl_api.PointSize = dlsym(h, "glPointSize");
if(NULL == __gl_api.PointSize) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPointSize", dlerror());
abort();
}
__gl_api.PolygonMode = dlsym(h, "glPolygonMode");
if(NULL == __gl_api.PolygonMode) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPolygonMode", dlerror());
abort();
}
__gl_api.PolygonOffset = dlsym(h, "glPolygonOffset");
if(NULL == __gl_api.PolygonOffset) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPolygonOffset", dlerror());
abort();
}
__gl_api.PolygonStipple = dlsym(h, "glPolygonStipple");
if(NULL == __gl_api.PolygonStipple) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPolygonStipple", dlerror());
abort();
}
__gl_api.PopAttrib = dlsym(h, "glPopAttrib");
if(NULL == __gl_api.PopAttrib) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPopAttrib", dlerror());
abort();
}
__gl_api.PopClientAttrib = dlsym(h, "glPopClientAttrib");
if(NULL == __gl_api.PopClientAttrib) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPopClientAttrib", dlerror());
abort();
}
__gl_api.PopMatrix = dlsym(h, "glPopMatrix");
if(NULL == __gl_api.PopMatrix) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPopMatrix", dlerror());
abort();
}
__gl_api.PopName = dlsym(h, "glPopName");
if(NULL == __gl_api.PopName) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPopName", dlerror());
abort();
}
__gl_api.PrioritizeTextures = dlsym(h, "glPrioritizeTextures");
if(NULL == __gl_api.PrioritizeTextures) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPrioritizeTextures", dlerror());
abort();
}
__gl_api.PushAttrib = dlsym(h, "glPushAttrib");
if(NULL == __gl_api.PushAttrib) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPushAttrib", dlerror());
abort();
}
__gl_api.PushClientAttrib = dlsym(h, "glPushClientAttrib");
if(NULL == __gl_api.PushClientAttrib) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPushClientAttrib", dlerror());
abort();
}
__gl_api.PushMatrix = dlsym(h, "glPushMatrix");
if(NULL == __gl_api.PushMatrix) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPushMatrix", dlerror());
abort();
}
__gl_api.PushName = dlsym(h, "glPushName");
if(NULL == __gl_api.PushName) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPushName", dlerror());
abort();
}
__gl_api.RasterPos2d = dlsym(h, "glRasterPos2d");
if(NULL == __gl_api.RasterPos2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2d", dlerror());
abort();
}
__gl_api.RasterPos2dv = dlsym(h, "glRasterPos2dv");
if(NULL == __gl_api.RasterPos2dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2dv", dlerror());
abort();
}
__gl_api.RasterPos2f = dlsym(h, "glRasterPos2f");
if(NULL == __gl_api.RasterPos2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2f", dlerror());
abort();
}
__gl_api.RasterPos2fv = dlsym(h, "glRasterPos2fv");
if(NULL == __gl_api.RasterPos2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2fv", dlerror());
abort();
}
__gl_api.RasterPos2i = dlsym(h, "glRasterPos2i");
if(NULL == __gl_api.RasterPos2i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2i", dlerror());
abort();
}
__gl_api.RasterPos2iv = dlsym(h, "glRasterPos2iv");
if(NULL == __gl_api.RasterPos2iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2iv", dlerror());
abort();
}
__gl_api.RasterPos2s = dlsym(h, "glRasterPos2s");
if(NULL == __gl_api.RasterPos2s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2s", dlerror());
abort();
}
__gl_api.RasterPos2sv = dlsym(h, "glRasterPos2sv");
if(NULL == __gl_api.RasterPos2sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos2sv", dlerror());
abort();
}
__gl_api.RasterPos3d = dlsym(h, "glRasterPos3d");
if(NULL == __gl_api.RasterPos3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3d", dlerror());
abort();
}
__gl_api.RasterPos3dv = dlsym(h, "glRasterPos3dv");
if(NULL == __gl_api.RasterPos3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3dv", dlerror());
abort();
}
__gl_api.RasterPos3f = dlsym(h, "glRasterPos3f");
if(NULL == __gl_api.RasterPos3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3f", dlerror());
abort();
}
__gl_api.RasterPos3fv = dlsym(h, "glRasterPos3fv");
if(NULL == __gl_api.RasterPos3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3fv", dlerror());
abort();
}
__gl_api.RasterPos3i = dlsym(h, "glRasterPos3i");
if(NULL == __gl_api.RasterPos3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3i", dlerror());
abort();
}
__gl_api.RasterPos3iv = dlsym(h, "glRasterPos3iv");
if(NULL == __gl_api.RasterPos3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3iv", dlerror());
abort();
}
__gl_api.RasterPos3s = dlsym(h, "glRasterPos3s");
if(NULL == __gl_api.RasterPos3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3s", dlerror());
abort();
}
__gl_api.RasterPos3sv = dlsym(h, "glRasterPos3sv");
if(NULL == __gl_api.RasterPos3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos3sv", dlerror());
abort();
}
__gl_api.RasterPos4d = dlsym(h, "glRasterPos4d");
if(NULL == __gl_api.RasterPos4d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4d", dlerror());
abort();
}
__gl_api.RasterPos4dv = dlsym(h, "glRasterPos4dv");
if(NULL == __gl_api.RasterPos4dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4dv", dlerror());
abort();
}
__gl_api.RasterPos4f = dlsym(h, "glRasterPos4f");
if(NULL == __gl_api.RasterPos4f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4f", dlerror());
abort();
}
__gl_api.RasterPos4fv = dlsym(h, "glRasterPos4fv");
if(NULL == __gl_api.RasterPos4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4fv", dlerror());
abort();
}
__gl_api.RasterPos4i = dlsym(h, "glRasterPos4i");
if(NULL == __gl_api.RasterPos4i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4i", dlerror());
abort();
}
__gl_api.RasterPos4iv = dlsym(h, "glRasterPos4iv");
if(NULL == __gl_api.RasterPos4iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4iv", dlerror());
abort();
}
__gl_api.RasterPos4s = dlsym(h, "glRasterPos4s");
if(NULL == __gl_api.RasterPos4s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4s", dlerror());
abort();
}
__gl_api.RasterPos4sv = dlsym(h, "glRasterPos4sv");
if(NULL == __gl_api.RasterPos4sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRasterPos4sv", dlerror());
abort();
}
__gl_api.ReadBuffer = dlsym(h, "glReadBuffer");
if(NULL == __gl_api.ReadBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glReadBuffer", dlerror());
abort();
}
__gl_api.ReadPixels = dlsym(h, "glReadPixels");
if(NULL == __gl_api.ReadPixels) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glReadPixels", dlerror());
abort();
}
__gl_api.Rectd = dlsym(h, "glRectd");
if(NULL == __gl_api.Rectd) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRectd", dlerror());
abort();
}
__gl_api.Rectdv = dlsym(h, "glRectdv");
if(NULL == __gl_api.Rectdv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRectdv", dlerror());
abort();
}
__gl_api.Rectf = dlsym(h, "glRectf");
if(NULL == __gl_api.Rectf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRectf", dlerror());
abort();
}
__gl_api.Rectfv = dlsym(h, "glRectfv");
if(NULL == __gl_api.Rectfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRectfv", dlerror());
abort();
}
__gl_api.Recti = dlsym(h, "glRecti");
if(NULL == __gl_api.Recti) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRecti", dlerror());
abort();
}
__gl_api.Rectiv = dlsym(h, "glRectiv");
if(NULL == __gl_api.Rectiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRectiv", dlerror());
abort();
}
__gl_api.Rects = dlsym(h, "glRects");
if(NULL == __gl_api.Rects) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRects", dlerror());
abort();
}
__gl_api.Rectsv = dlsym(h, "glRectsv");
if(NULL == __gl_api.Rectsv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRectsv", dlerror());
abort();
}
__gl_api.RenderMode = dlsym(h, "glRenderMode");
if(NULL == __gl_api.RenderMode) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRenderMode", dlerror());
abort();
}
__gl_api.ResetHistogram = dlsym(h, "glResetHistogram");
if(NULL == __gl_api.ResetHistogram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glResetHistogram", dlerror());
abort();
}
__gl_api.ResetMinmax = dlsym(h, "glResetMinmax");
if(NULL == __gl_api.ResetMinmax) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glResetMinmax", dlerror());
abort();
}
__gl_api.Rotated = dlsym(h, "glRotated");
if(NULL == __gl_api.Rotated) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRotated", dlerror());
abort();
}
__gl_api.Rotatef = dlsym(h, "glRotatef");
if(NULL == __gl_api.Rotatef) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glRotatef", dlerror());
abort();
}
__gl_api.Scaled = dlsym(h, "glScaled");
if(NULL == __gl_api.Scaled) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glScaled", dlerror());
abort();
}
__gl_api.Scalef = dlsym(h, "glScalef");
if(NULL == __gl_api.Scalef) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glScalef", dlerror());
abort();
}
__gl_api.Scissor = dlsym(h, "glScissor");
if(NULL == __gl_api.Scissor) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glScissor", dlerror());
abort();
}
__gl_api.SelectBuffer = dlsym(h, "glSelectBuffer");
if(NULL == __gl_api.SelectBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSelectBuffer", dlerror());
abort();
}
__gl_api.SeparableFilter2D = dlsym(h, "glSeparableFilter2D");
if(NULL == __gl_api.SeparableFilter2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSeparableFilter2D", dlerror());
abort();
}
__gl_api.ShadeModel = dlsym(h, "glShadeModel");
if(NULL == __gl_api.ShadeModel) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glShadeModel", dlerror());
abort();
}
__gl_api.StencilFunc = dlsym(h, "glStencilFunc");
if(NULL == __gl_api.StencilFunc) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glStencilFunc", dlerror());
abort();
}
__gl_api.StencilMask = dlsym(h, "glStencilMask");
if(NULL == __gl_api.StencilMask) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glStencilMask", dlerror());
abort();
}
__gl_api.StencilOp = dlsym(h, "glStencilOp");
if(NULL == __gl_api.StencilOp) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glStencilOp", dlerror());
abort();
}
__gl_api.TexCoord1d = dlsym(h, "glTexCoord1d");
if(NULL == __gl_api.TexCoord1d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1d", dlerror());
abort();
}
__gl_api.TexCoord1dv = dlsym(h, "glTexCoord1dv");
if(NULL == __gl_api.TexCoord1dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1dv", dlerror());
abort();
}
__gl_api.TexCoord1f = dlsym(h, "glTexCoord1f");
if(NULL == __gl_api.TexCoord1f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1f", dlerror());
abort();
}
__gl_api.TexCoord1fv = dlsym(h, "glTexCoord1fv");
if(NULL == __gl_api.TexCoord1fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1fv", dlerror());
abort();
}
__gl_api.TexCoord1i = dlsym(h, "glTexCoord1i");
if(NULL == __gl_api.TexCoord1i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1i", dlerror());
abort();
}
__gl_api.TexCoord1iv = dlsym(h, "glTexCoord1iv");
if(NULL == __gl_api.TexCoord1iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1iv", dlerror());
abort();
}
__gl_api.TexCoord1s = dlsym(h, "glTexCoord1s");
if(NULL == __gl_api.TexCoord1s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1s", dlerror());
abort();
}
__gl_api.TexCoord1sv = dlsym(h, "glTexCoord1sv");
if(NULL == __gl_api.TexCoord1sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord1sv", dlerror());
abort();
}
__gl_api.TexCoord2d = dlsym(h, "glTexCoord2d");
if(NULL == __gl_api.TexCoord2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2d", dlerror());
abort();
}
__gl_api.TexCoord2dv = dlsym(h, "glTexCoord2dv");
if(NULL == __gl_api.TexCoord2dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2dv", dlerror());
abort();
}
__gl_api.TexCoord2f = dlsym(h, "glTexCoord2f");
if(NULL == __gl_api.TexCoord2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2f", dlerror());
abort();
}
__gl_api.TexCoord2fv = dlsym(h, "glTexCoord2fv");
if(NULL == __gl_api.TexCoord2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2fv", dlerror());
abort();
}
__gl_api.TexCoord2i = dlsym(h, "glTexCoord2i");
if(NULL == __gl_api.TexCoord2i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2i", dlerror());
abort();
}
__gl_api.TexCoord2iv = dlsym(h, "glTexCoord2iv");
if(NULL == __gl_api.TexCoord2iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2iv", dlerror());
abort();
}
__gl_api.TexCoord2s = dlsym(h, "glTexCoord2s");
if(NULL == __gl_api.TexCoord2s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2s", dlerror());
abort();
}
__gl_api.TexCoord2sv = dlsym(h, "glTexCoord2sv");
if(NULL == __gl_api.TexCoord2sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord2sv", dlerror());
abort();
}
__gl_api.TexCoord3d = dlsym(h, "glTexCoord3d");
if(NULL == __gl_api.TexCoord3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3d", dlerror());
abort();
}
__gl_api.TexCoord3dv = dlsym(h, "glTexCoord3dv");
if(NULL == __gl_api.TexCoord3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3dv", dlerror());
abort();
}
__gl_api.TexCoord3f = dlsym(h, "glTexCoord3f");
if(NULL == __gl_api.TexCoord3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3f", dlerror());
abort();
}
__gl_api.TexCoord3fv = dlsym(h, "glTexCoord3fv");
if(NULL == __gl_api.TexCoord3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3fv", dlerror());
abort();
}
__gl_api.TexCoord3i = dlsym(h, "glTexCoord3i");
if(NULL == __gl_api.TexCoord3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3i", dlerror());
abort();
}
__gl_api.TexCoord3iv = dlsym(h, "glTexCoord3iv");
if(NULL == __gl_api.TexCoord3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3iv", dlerror());
abort();
}
__gl_api.TexCoord3s = dlsym(h, "glTexCoord3s");
if(NULL == __gl_api.TexCoord3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3s", dlerror());
abort();
}
__gl_api.TexCoord3sv = dlsym(h, "glTexCoord3sv");
if(NULL == __gl_api.TexCoord3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord3sv", dlerror());
abort();
}
__gl_api.TexCoord4d = dlsym(h, "glTexCoord4d");
if(NULL == __gl_api.TexCoord4d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4d", dlerror());
abort();
}
__gl_api.TexCoord4dv = dlsym(h, "glTexCoord4dv");
if(NULL == __gl_api.TexCoord4dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4dv", dlerror());
abort();
}
__gl_api.TexCoord4f = dlsym(h, "glTexCoord4f");
if(NULL == __gl_api.TexCoord4f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4f", dlerror());
abort();
}
__gl_api.TexCoord4fv = dlsym(h, "glTexCoord4fv");
if(NULL == __gl_api.TexCoord4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4fv", dlerror());
abort();
}
__gl_api.TexCoord4i = dlsym(h, "glTexCoord4i");
if(NULL == __gl_api.TexCoord4i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4i", dlerror());
abort();
}
__gl_api.TexCoord4iv = dlsym(h, "glTexCoord4iv");
if(NULL == __gl_api.TexCoord4iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4iv", dlerror());
abort();
}
__gl_api.TexCoord4s = dlsym(h, "glTexCoord4s");
if(NULL == __gl_api.TexCoord4s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4s", dlerror());
abort();
}
__gl_api.TexCoord4sv = dlsym(h, "glTexCoord4sv");
if(NULL == __gl_api.TexCoord4sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoord4sv", dlerror());
abort();
}
__gl_api.TexCoordPointer = dlsym(h, "glTexCoordPointer");
if(NULL == __gl_api.TexCoordPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexCoordPointer", dlerror());
abort();
}
__gl_api.TexEnvf = dlsym(h, "glTexEnvf");
if(NULL == __gl_api.TexEnvf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexEnvf", dlerror());
abort();
}
__gl_api.TexEnvfv = dlsym(h, "glTexEnvfv");
if(NULL == __gl_api.TexEnvfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexEnvfv", dlerror());
abort();
}
__gl_api.TexEnvi = dlsym(h, "glTexEnvi");
if(NULL == __gl_api.TexEnvi) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexEnvi", dlerror());
abort();
}
__gl_api.TexEnviv = dlsym(h, "glTexEnviv");
if(NULL == __gl_api.TexEnviv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexEnviv", dlerror());
abort();
}
__gl_api.TexGend = dlsym(h, "glTexGend");
if(NULL == __gl_api.TexGend) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexGend", dlerror());
abort();
}
__gl_api.TexGendv = dlsym(h, "glTexGendv");
if(NULL == __gl_api.TexGendv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexGendv", dlerror());
abort();
}
__gl_api.TexGenf = dlsym(h, "glTexGenf");
if(NULL == __gl_api.TexGenf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexGenf", dlerror());
abort();
}
__gl_api.TexGenfv = dlsym(h, "glTexGenfv");
if(NULL == __gl_api.TexGenfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexGenfv", dlerror());
abort();
}
__gl_api.TexGeni = dlsym(h, "glTexGeni");
if(NULL == __gl_api.TexGeni) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexGeni", dlerror());
abort();
}
__gl_api.TexGeniv = dlsym(h, "glTexGeniv");
if(NULL == __gl_api.TexGeniv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexGeniv", dlerror());
abort();
}
__gl_api.TexImage1D = dlsym(h, "glTexImage1D");
if(NULL == __gl_api.TexImage1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexImage1D", dlerror());
abort();
}
__gl_api.TexImage2D = dlsym(h, "glTexImage2D");
if(NULL == __gl_api.TexImage2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexImage2D", dlerror());
abort();
}
__gl_api.TexImage3D = dlsym(h, "glTexImage3D");
if(NULL == __gl_api.TexImage3D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexImage3D", dlerror());
abort();
}
__gl_api.TexParameterf = dlsym(h, "glTexParameterf");
if(NULL == __gl_api.TexParameterf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexParameterf", dlerror());
abort();
}
__gl_api.TexParameterfv = dlsym(h, "glTexParameterfv");
if(NULL == __gl_api.TexParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexParameterfv", dlerror());
abort();
}
__gl_api.TexParameteri = dlsym(h, "glTexParameteri");
if(NULL == __gl_api.TexParameteri) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexParameteri", dlerror());
abort();
}
__gl_api.TexParameteriv = dlsym(h, "glTexParameteriv");
if(NULL == __gl_api.TexParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexParameteriv", dlerror());
abort();
}
__gl_api.TexSubImage1D = dlsym(h, "glTexSubImage1D");
if(NULL == __gl_api.TexSubImage1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexSubImage1D", dlerror());
abort();
}
__gl_api.TexSubImage2D = dlsym(h, "glTexSubImage2D");
if(NULL == __gl_api.TexSubImage2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexSubImage2D", dlerror());
abort();
}
__gl_api.TexSubImage3D = dlsym(h, "glTexSubImage3D");
if(NULL == __gl_api.TexSubImage3D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTexSubImage3D", dlerror());
abort();
}
__gl_api.Translated = dlsym(h, "glTranslated");
if(NULL == __gl_api.Translated) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTranslated", dlerror());
abort();
}
__gl_api.Translatef = dlsym(h, "glTranslatef");
if(NULL == __gl_api.Translatef) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glTranslatef", dlerror());
abort();
}
__gl_api.Vertex2d = dlsym(h, "glVertex2d");
if(NULL == __gl_api.Vertex2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2d", dlerror());
abort();
}
__gl_api.Vertex2dv = dlsym(h, "glVertex2dv");
if(NULL == __gl_api.Vertex2dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2dv", dlerror());
abort();
}
__gl_api.Vertex2f = dlsym(h, "glVertex2f");
if(NULL == __gl_api.Vertex2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2f", dlerror());
abort();
}
__gl_api.Vertex2fv = dlsym(h, "glVertex2fv");
if(NULL == __gl_api.Vertex2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2fv", dlerror());
abort();
}
__gl_api.Vertex2i = dlsym(h, "glVertex2i");
if(NULL == __gl_api.Vertex2i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2i", dlerror());
abort();
}
__gl_api.Vertex2iv = dlsym(h, "glVertex2iv");
if(NULL == __gl_api.Vertex2iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2iv", dlerror());
abort();
}
__gl_api.Vertex2s = dlsym(h, "glVertex2s");
if(NULL == __gl_api.Vertex2s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2s", dlerror());
abort();
}
__gl_api.Vertex2sv = dlsym(h, "glVertex2sv");
if(NULL == __gl_api.Vertex2sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex2sv", dlerror());
abort();
}
__gl_api.Vertex3d = dlsym(h, "glVertex3d");
if(NULL == __gl_api.Vertex3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3d", dlerror());
abort();
}
__gl_api.Vertex3dv = dlsym(h, "glVertex3dv");
if(NULL == __gl_api.Vertex3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3dv", dlerror());
abort();
}
__gl_api.Vertex3f = dlsym(h, "glVertex3f");
if(NULL == __gl_api.Vertex3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3f", dlerror());
abort();
}
__gl_api.Vertex3fv = dlsym(h, "glVertex3fv");
if(NULL == __gl_api.Vertex3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3fv", dlerror());
abort();
}
__gl_api.Vertex3i = dlsym(h, "glVertex3i");
if(NULL == __gl_api.Vertex3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3i", dlerror());
abort();
}
__gl_api.Vertex3iv = dlsym(h, "glVertex3iv");
if(NULL == __gl_api.Vertex3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3iv", dlerror());
abort();
}
__gl_api.Vertex3s = dlsym(h, "glVertex3s");
if(NULL == __gl_api.Vertex3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3s", dlerror());
abort();
}
__gl_api.Vertex3sv = dlsym(h, "glVertex3sv");
if(NULL == __gl_api.Vertex3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex3sv", dlerror());
abort();
}
__gl_api.Vertex4d = dlsym(h, "glVertex4d");
if(NULL == __gl_api.Vertex4d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4d", dlerror());
abort();
}
__gl_api.Vertex4dv = dlsym(h, "glVertex4dv");
if(NULL == __gl_api.Vertex4dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4dv", dlerror());
abort();
}
__gl_api.Vertex4f = dlsym(h, "glVertex4f");
if(NULL == __gl_api.Vertex4f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4f", dlerror());
abort();
}
__gl_api.Vertex4fv = dlsym(h, "glVertex4fv");
if(NULL == __gl_api.Vertex4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4fv", dlerror());
abort();
}
__gl_api.Vertex4i = dlsym(h, "glVertex4i");
if(NULL == __gl_api.Vertex4i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4i", dlerror());
abort();
}
__gl_api.Vertex4iv = dlsym(h, "glVertex4iv");
if(NULL == __gl_api.Vertex4iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4iv", dlerror());
abort();
}
__gl_api.Vertex4s = dlsym(h, "glVertex4s");
if(NULL == __gl_api.Vertex4s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4s", dlerror());
abort();
}
__gl_api.Vertex4sv = dlsym(h, "glVertex4sv");
if(NULL == __gl_api.Vertex4sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertex4sv", dlerror());
abort();
}
__gl_api.VertexPointer = dlsym(h, "glVertexPointer");
if(NULL == __gl_api.VertexPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexPointer", dlerror());
abort();
}
__gl_api.Viewport = dlsym(h, "glViewport");
if(NULL == __gl_api.Viewport) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glViewport", dlerror());
abort();
}
__gl_api.SampleCoverage = dlsym(h, "glSampleCoverage");
if(NULL == __gl_api.SampleCoverage) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSampleCoverage", dlerror());
abort();
}
__gl_api.SamplePass = dlsym(h, "glSamplePass");
if(NULL == __gl_api.SamplePass) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSamplePass", dlerror());
abort();
}
__gl_api.LoadTransposeMatrixf = dlsym(h, "glLoadTransposeMatrixf");
if(NULL == __gl_api.LoadTransposeMatrixf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLoadTransposeMatrixf", dlerror());
abort();
}
__gl_api.LoadTransposeMatrixd = dlsym(h, "glLoadTransposeMatrixd");
if(NULL == __gl_api.LoadTransposeMatrixd) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLoadTransposeMatrixd", dlerror());
abort();
}
__gl_api.MultTransposeMatrixf = dlsym(h, "glMultTransposeMatrixf");
if(NULL == __gl_api.MultTransposeMatrixf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultTransposeMatrixf", dlerror());
abort();
}
__gl_api.MultTransposeMatrixd = dlsym(h, "glMultTransposeMatrixd");
if(NULL == __gl_api.MultTransposeMatrixd) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultTransposeMatrixd", dlerror());
abort();
}
__gl_api.CompressedTexImage3D = dlsym(h, "glCompressedTexImage3D");
if(NULL == __gl_api.CompressedTexImage3D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCompressedTexImage3D", dlerror());
abort();
}
__gl_api.CompressedTexImage2D = dlsym(h, "glCompressedTexImage2D");
if(NULL == __gl_api.CompressedTexImage2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCompressedTexImage2D", dlerror());
abort();
}
__gl_api.CompressedTexImage1D = dlsym(h, "glCompressedTexImage1D");
if(NULL == __gl_api.CompressedTexImage1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCompressedTexImage1D", dlerror());
abort();
}
__gl_api.CompressedTexSubImage3D = dlsym(h, "glCompressedTexSubImage3D");
if(NULL == __gl_api.CompressedTexSubImage3D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCompressedTexSubImage3D", dlerror());
abort();
}
__gl_api.CompressedTexSubImage2D = dlsym(h, "glCompressedTexSubImage2D");
if(NULL == __gl_api.CompressedTexSubImage2D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCompressedTexSubImage2D", dlerror());
abort();
}
__gl_api.CompressedTexSubImage1D = dlsym(h, "glCompressedTexSubImage1D");
if(NULL == __gl_api.CompressedTexSubImage1D) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCompressedTexSubImage1D", dlerror());
abort();
}
__gl_api.GetCompressedTexImage = dlsym(h, "glGetCompressedTexImage");
if(NULL == __gl_api.GetCompressedTexImage) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetCompressedTexImage", dlerror());
abort();
}
__gl_api.ActiveTexture = dlsym(h, "glActiveTexture");
if(NULL == __gl_api.ActiveTexture) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glActiveTexture", dlerror());
abort();
}
__gl_api.ClientActiveTexture = dlsym(h, "glClientActiveTexture");
if(NULL == __gl_api.ClientActiveTexture) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glClientActiveTexture", dlerror());
abort();
}
__gl_api.MultiTexCoord1d = dlsym(h, "glMultiTexCoord1d");
if(NULL == __gl_api.MultiTexCoord1d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1d", dlerror());
abort();
}
__gl_api.MultiTexCoord1dv = dlsym(h, "glMultiTexCoord1dv");
if(NULL == __gl_api.MultiTexCoord1dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1dv", dlerror());
abort();
}
__gl_api.MultiTexCoord1f = dlsym(h, "glMultiTexCoord1f");
if(NULL == __gl_api.MultiTexCoord1f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1f", dlerror());
abort();
}
__gl_api.MultiTexCoord1fv = dlsym(h, "glMultiTexCoord1fv");
if(NULL == __gl_api.MultiTexCoord1fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1fv", dlerror());
abort();
}
__gl_api.MultiTexCoord1i = dlsym(h, "glMultiTexCoord1i");
if(NULL == __gl_api.MultiTexCoord1i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1i", dlerror());
abort();
}
__gl_api.MultiTexCoord1iv = dlsym(h, "glMultiTexCoord1iv");
if(NULL == __gl_api.MultiTexCoord1iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1iv", dlerror());
abort();
}
__gl_api.MultiTexCoord1s = dlsym(h, "glMultiTexCoord1s");
if(NULL == __gl_api.MultiTexCoord1s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1s", dlerror());
abort();
}
__gl_api.MultiTexCoord1sv = dlsym(h, "glMultiTexCoord1sv");
if(NULL == __gl_api.MultiTexCoord1sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord1sv", dlerror());
abort();
}
__gl_api.MultiTexCoord2d = dlsym(h, "glMultiTexCoord2d");
if(NULL == __gl_api.MultiTexCoord2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2d", dlerror());
abort();
}
__gl_api.MultiTexCoord2dv = dlsym(h, "glMultiTexCoord2dv");
if(NULL == __gl_api.MultiTexCoord2dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2dv", dlerror());
abort();
}
__gl_api.MultiTexCoord2f = dlsym(h, "glMultiTexCoord2f");
if(NULL == __gl_api.MultiTexCoord2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2f", dlerror());
abort();
}
__gl_api.MultiTexCoord2fv = dlsym(h, "glMultiTexCoord2fv");
if(NULL == __gl_api.MultiTexCoord2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2fv", dlerror());
abort();
}
__gl_api.MultiTexCoord2i = dlsym(h, "glMultiTexCoord2i");
if(NULL == __gl_api.MultiTexCoord2i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2i", dlerror());
abort();
}
__gl_api.MultiTexCoord2iv = dlsym(h, "glMultiTexCoord2iv");
if(NULL == __gl_api.MultiTexCoord2iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2iv", dlerror());
abort();
}
__gl_api.MultiTexCoord2s = dlsym(h, "glMultiTexCoord2s");
if(NULL == __gl_api.MultiTexCoord2s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2s", dlerror());
abort();
}
__gl_api.MultiTexCoord2sv = dlsym(h, "glMultiTexCoord2sv");
if(NULL == __gl_api.MultiTexCoord2sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord2sv", dlerror());
abort();
}
__gl_api.MultiTexCoord3d = dlsym(h, "glMultiTexCoord3d");
if(NULL == __gl_api.MultiTexCoord3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3d", dlerror());
abort();
}
__gl_api.MultiTexCoord3dv = dlsym(h, "glMultiTexCoord3dv");
if(NULL == __gl_api.MultiTexCoord3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3dv", dlerror());
abort();
}
__gl_api.MultiTexCoord3f = dlsym(h, "glMultiTexCoord3f");
if(NULL == __gl_api.MultiTexCoord3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3f", dlerror());
abort();
}
__gl_api.MultiTexCoord3fv = dlsym(h, "glMultiTexCoord3fv");
if(NULL == __gl_api.MultiTexCoord3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3fv", dlerror());
abort();
}
__gl_api.MultiTexCoord3i = dlsym(h, "glMultiTexCoord3i");
if(NULL == __gl_api.MultiTexCoord3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3i", dlerror());
abort();
}
__gl_api.MultiTexCoord3iv = dlsym(h, "glMultiTexCoord3iv");
if(NULL == __gl_api.MultiTexCoord3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3iv", dlerror());
abort();
}
__gl_api.MultiTexCoord3s = dlsym(h, "glMultiTexCoord3s");
if(NULL == __gl_api.MultiTexCoord3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3s", dlerror());
abort();
}
__gl_api.MultiTexCoord3sv = dlsym(h, "glMultiTexCoord3sv");
if(NULL == __gl_api.MultiTexCoord3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord3sv", dlerror());
abort();
}
__gl_api.MultiTexCoord4d = dlsym(h, "glMultiTexCoord4d");
if(NULL == __gl_api.MultiTexCoord4d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4d", dlerror());
abort();
}
__gl_api.MultiTexCoord4dv = dlsym(h, "glMultiTexCoord4dv");
if(NULL == __gl_api.MultiTexCoord4dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4dv", dlerror());
abort();
}
__gl_api.MultiTexCoord4f = dlsym(h, "glMultiTexCoord4f");
if(NULL == __gl_api.MultiTexCoord4f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4f", dlerror());
abort();
}
__gl_api.MultiTexCoord4fv = dlsym(h, "glMultiTexCoord4fv");
if(NULL == __gl_api.MultiTexCoord4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4fv", dlerror());
abort();
}
__gl_api.MultiTexCoord4i = dlsym(h, "glMultiTexCoord4i");
if(NULL == __gl_api.MultiTexCoord4i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4i", dlerror());
abort();
}
__gl_api.MultiTexCoord4iv = dlsym(h, "glMultiTexCoord4iv");
if(NULL == __gl_api.MultiTexCoord4iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4iv", dlerror());
abort();
}
__gl_api.MultiTexCoord4s = dlsym(h, "glMultiTexCoord4s");
if(NULL == __gl_api.MultiTexCoord4s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4s", dlerror());
abort();
}
__gl_api.MultiTexCoord4sv = dlsym(h, "glMultiTexCoord4sv");
if(NULL == __gl_api.MultiTexCoord4sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiTexCoord4sv", dlerror());
abort();
}
__gl_api.FogCoordf = dlsym(h, "glFogCoordf");
if(NULL == __gl_api.FogCoordf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogCoordf", dlerror());
abort();
}
__gl_api.FogCoordfv = dlsym(h, "glFogCoordfv");
if(NULL == __gl_api.FogCoordfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogCoordfv", dlerror());
abort();
}
__gl_api.FogCoordd = dlsym(h, "glFogCoordd");
if(NULL == __gl_api.FogCoordd) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogCoordd", dlerror());
abort();
}
__gl_api.FogCoorddv = dlsym(h, "glFogCoorddv");
if(NULL == __gl_api.FogCoorddv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogCoorddv", dlerror());
abort();
}
__gl_api.FogCoordPointer = dlsym(h, "glFogCoordPointer");
if(NULL == __gl_api.FogCoordPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glFogCoordPointer", dlerror());
abort();
}
__gl_api.SecondaryColor3b = dlsym(h, "glSecondaryColor3b");
if(NULL == __gl_api.SecondaryColor3b) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3b", dlerror());
abort();
}
__gl_api.SecondaryColor3bv = dlsym(h, "glSecondaryColor3bv");
if(NULL == __gl_api.SecondaryColor3bv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3bv", dlerror());
abort();
}
__gl_api.SecondaryColor3d = dlsym(h, "glSecondaryColor3d");
if(NULL == __gl_api.SecondaryColor3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3d", dlerror());
abort();
}
__gl_api.SecondaryColor3dv = dlsym(h, "glSecondaryColor3dv");
if(NULL == __gl_api.SecondaryColor3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3dv", dlerror());
abort();
}
__gl_api.SecondaryColor3f = dlsym(h, "glSecondaryColor3f");
if(NULL == __gl_api.SecondaryColor3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3f", dlerror());
abort();
}
__gl_api.SecondaryColor3fv = dlsym(h, "glSecondaryColor3fv");
if(NULL == __gl_api.SecondaryColor3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3fv", dlerror());
abort();
}
__gl_api.SecondaryColor3i = dlsym(h, "glSecondaryColor3i");
if(NULL == __gl_api.SecondaryColor3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3i", dlerror());
abort();
}
__gl_api.SecondaryColor3iv = dlsym(h, "glSecondaryColor3iv");
if(NULL == __gl_api.SecondaryColor3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3iv", dlerror());
abort();
}
__gl_api.SecondaryColor3s = dlsym(h, "glSecondaryColor3s");
if(NULL == __gl_api.SecondaryColor3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3s", dlerror());
abort();
}
__gl_api.SecondaryColor3sv = dlsym(h, "glSecondaryColor3sv");
if(NULL == __gl_api.SecondaryColor3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3sv", dlerror());
abort();
}
__gl_api.SecondaryColor3ub = dlsym(h, "glSecondaryColor3ub");
if(NULL == __gl_api.SecondaryColor3ub) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3ub", dlerror());
abort();
}
__gl_api.SecondaryColor3ubv = dlsym(h, "glSecondaryColor3ubv");
if(NULL == __gl_api.SecondaryColor3ubv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3ubv", dlerror());
abort();
}
__gl_api.SecondaryColor3ui = dlsym(h, "glSecondaryColor3ui");
if(NULL == __gl_api.SecondaryColor3ui) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3ui", dlerror());
abort();
}
__gl_api.SecondaryColor3uiv = dlsym(h, "glSecondaryColor3uiv");
if(NULL == __gl_api.SecondaryColor3uiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3uiv", dlerror());
abort();
}
__gl_api.SecondaryColor3us = dlsym(h, "glSecondaryColor3us");
if(NULL == __gl_api.SecondaryColor3us) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3us", dlerror());
abort();
}
__gl_api.SecondaryColor3usv = dlsym(h, "glSecondaryColor3usv");
if(NULL == __gl_api.SecondaryColor3usv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColor3usv", dlerror());
abort();
}
__gl_api.SecondaryColorPointer = dlsym(h, "glSecondaryColorPointer");
if(NULL == __gl_api.SecondaryColorPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glSecondaryColorPointer", dlerror());
abort();
}
__gl_api.PointParameterf = dlsym(h, "glPointParameterf");
if(NULL == __gl_api.PointParameterf) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPointParameterf", dlerror());
abort();
}
__gl_api.PointParameterfv = dlsym(h, "glPointParameterfv");
if(NULL == __gl_api.PointParameterfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPointParameterfv", dlerror());
abort();
}
__gl_api.PointParameteri = dlsym(h, "glPointParameteri");
if(NULL == __gl_api.PointParameteri) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPointParameteri", dlerror());
abort();
}
__gl_api.PointParameteriv = dlsym(h, "glPointParameteriv");
if(NULL == __gl_api.PointParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glPointParameteriv", dlerror());
abort();
}
__gl_api.BlendFuncSeparate = dlsym(h, "glBlendFuncSeparate");
if(NULL == __gl_api.BlendFuncSeparate) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBlendFuncSeparate", dlerror());
abort();
}
__gl_api.MultiDrawArrays = dlsym(h, "glMultiDrawArrays");
if(NULL == __gl_api.MultiDrawArrays) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiDrawArrays", dlerror());
abort();
}
__gl_api.MultiDrawElements = dlsym(h, "glMultiDrawElements");
if(NULL == __gl_api.MultiDrawElements) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMultiDrawElements", dlerror());
abort();
}
__gl_api.WindowPos2d = dlsym(h, "glWindowPos2d");
if(NULL == __gl_api.WindowPos2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2d", dlerror());
abort();
}
__gl_api.WindowPos2dv = dlsym(h, "glWindowPos2dv");
if(NULL == __gl_api.WindowPos2dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2dv", dlerror());
abort();
}
__gl_api.WindowPos2f = dlsym(h, "glWindowPos2f");
if(NULL == __gl_api.WindowPos2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2f", dlerror());
abort();
}
__gl_api.WindowPos2fv = dlsym(h, "glWindowPos2fv");
if(NULL == __gl_api.WindowPos2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2fv", dlerror());
abort();
}
__gl_api.WindowPos2i = dlsym(h, "glWindowPos2i");
if(NULL == __gl_api.WindowPos2i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2i", dlerror());
abort();
}
__gl_api.WindowPos2iv = dlsym(h, "glWindowPos2iv");
if(NULL == __gl_api.WindowPos2iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2iv", dlerror());
abort();
}
__gl_api.WindowPos2s = dlsym(h, "glWindowPos2s");
if(NULL == __gl_api.WindowPos2s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2s", dlerror());
abort();
}
__gl_api.WindowPos2sv = dlsym(h, "glWindowPos2sv");
if(NULL == __gl_api.WindowPos2sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos2sv", dlerror());
abort();
}
__gl_api.WindowPos3d = dlsym(h, "glWindowPos3d");
if(NULL == __gl_api.WindowPos3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3d", dlerror());
abort();
}
__gl_api.WindowPos3dv = dlsym(h, "glWindowPos3dv");
if(NULL == __gl_api.WindowPos3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3dv", dlerror());
abort();
}
__gl_api.WindowPos3f = dlsym(h, "glWindowPos3f");
if(NULL == __gl_api.WindowPos3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3f", dlerror());
abort();
}
__gl_api.WindowPos3fv = dlsym(h, "glWindowPos3fv");
if(NULL == __gl_api.WindowPos3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3fv", dlerror());
abort();
}
__gl_api.WindowPos3i = dlsym(h, "glWindowPos3i");
if(NULL == __gl_api.WindowPos3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3i", dlerror());
abort();
}
__gl_api.WindowPos3iv = dlsym(h, "glWindowPos3iv");
if(NULL == __gl_api.WindowPos3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3iv", dlerror());
abort();
}
__gl_api.WindowPos3s = dlsym(h, "glWindowPos3s");
if(NULL == __gl_api.WindowPos3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3s", dlerror());
abort();
}
__gl_api.WindowPos3sv = dlsym(h, "glWindowPos3sv");
if(NULL == __gl_api.WindowPos3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glWindowPos3sv", dlerror());
abort();
}
__gl_api.GenQueries = dlsym(h, "glGenQueries");
if(NULL == __gl_api.GenQueries) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGenQueries", dlerror());
abort();
}
__gl_api.DeleteQueries = dlsym(h, "glDeleteQueries");
if(NULL == __gl_api.DeleteQueries) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDeleteQueries", dlerror());
abort();
}
__gl_api.IsQuery = dlsym(h, "glIsQuery");
if(NULL == __gl_api.IsQuery) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIsQuery", dlerror());
abort();
}
__gl_api.BeginQuery = dlsym(h, "glBeginQuery");
if(NULL == __gl_api.BeginQuery) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBeginQuery", dlerror());
abort();
}
__gl_api.EndQuery = dlsym(h, "glEndQuery");
if(NULL == __gl_api.EndQuery) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEndQuery", dlerror());
abort();
}
__gl_api.GetQueryiv = dlsym(h, "glGetQueryiv");
if(NULL == __gl_api.GetQueryiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetQueryiv", dlerror());
abort();
}
__gl_api.GetQueryObjectiv = dlsym(h, "glGetQueryObjectiv");
if(NULL == __gl_api.GetQueryObjectiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetQueryObjectiv", dlerror());
abort();
}
__gl_api.GetQueryObjectuiv = dlsym(h, "glGetQueryObjectuiv");
if(NULL == __gl_api.GetQueryObjectuiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetQueryObjectuiv", dlerror());
abort();
}
__gl_api.BindBuffer = dlsym(h, "glBindBuffer");
if(NULL == __gl_api.BindBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBindBuffer", dlerror());
abort();
}
__gl_api.DeleteBuffers = dlsym(h, "glDeleteBuffers");
if(NULL == __gl_api.DeleteBuffers) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDeleteBuffers", dlerror());
abort();
}
__gl_api.GenBuffers = dlsym(h, "glGenBuffers");
if(NULL == __gl_api.GenBuffers) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGenBuffers", dlerror());
abort();
}
__gl_api.IsBuffer = dlsym(h, "glIsBuffer");
if(NULL == __gl_api.IsBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIsBuffer", dlerror());
abort();
}
__gl_api.BufferData = dlsym(h, "glBufferData");
if(NULL == __gl_api.BufferData) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBufferData", dlerror());
abort();
}
__gl_api.BufferSubData = dlsym(h, "glBufferSubData");
if(NULL == __gl_api.BufferSubData) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBufferSubData", dlerror());
abort();
}
__gl_api.GetBufferSubData = dlsym(h, "glGetBufferSubData");
if(NULL == __gl_api.GetBufferSubData) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetBufferSubData", dlerror());
abort();
}
__gl_api.MapBuffer = dlsym(h, "glMapBuffer");
if(NULL == __gl_api.MapBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glMapBuffer", dlerror());
abort();
}
__gl_api.UnmapBuffer = dlsym(h, "glUnmapBuffer");
if(NULL == __gl_api.UnmapBuffer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUnmapBuffer", dlerror());
abort();
}
__gl_api.GetBufferParameteriv = dlsym(h, "glGetBufferParameteriv");
if(NULL == __gl_api.GetBufferParameteriv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetBufferParameteriv", dlerror());
abort();
}
__gl_api.GetBufferPointerv = dlsym(h, "glGetBufferPointerv");
if(NULL == __gl_api.GetBufferPointerv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetBufferPointerv", dlerror());
abort();
}
__gl_api.DrawBuffers = dlsym(h, "glDrawBuffers");
if(NULL == __gl_api.DrawBuffers) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDrawBuffers", dlerror());
abort();
}
__gl_api.VertexAttrib1d = dlsym(h, "glVertexAttrib1d");
if(NULL == __gl_api.VertexAttrib1d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib1d", dlerror());
abort();
}
__gl_api.VertexAttrib1dv = dlsym(h, "glVertexAttrib1dv");
if(NULL == __gl_api.VertexAttrib1dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib1dv", dlerror());
abort();
}
__gl_api.VertexAttrib1f = dlsym(h, "glVertexAttrib1f");
if(NULL == __gl_api.VertexAttrib1f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib1f", dlerror());
abort();
}
__gl_api.VertexAttrib1fv = dlsym(h, "glVertexAttrib1fv");
if(NULL == __gl_api.VertexAttrib1fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib1fv", dlerror());
abort();
}
__gl_api.VertexAttrib1s = dlsym(h, "glVertexAttrib1s");
if(NULL == __gl_api.VertexAttrib1s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib1s", dlerror());
abort();
}
__gl_api.VertexAttrib1sv = dlsym(h, "glVertexAttrib1sv");
if(NULL == __gl_api.VertexAttrib1sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib1sv", dlerror());
abort();
}
__gl_api.VertexAttrib2d = dlsym(h, "glVertexAttrib2d");
if(NULL == __gl_api.VertexAttrib2d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib2d", dlerror());
abort();
}
__gl_api.VertexAttrib2dv = dlsym(h, "glVertexAttrib2dv");
if(NULL == __gl_api.VertexAttrib2dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib2dv", dlerror());
abort();
}
__gl_api.VertexAttrib2f = dlsym(h, "glVertexAttrib2f");
if(NULL == __gl_api.VertexAttrib2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib2f", dlerror());
abort();
}
__gl_api.VertexAttrib2fv = dlsym(h, "glVertexAttrib2fv");
if(NULL == __gl_api.VertexAttrib2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib2fv", dlerror());
abort();
}
__gl_api.VertexAttrib2s = dlsym(h, "glVertexAttrib2s");
if(NULL == __gl_api.VertexAttrib2s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib2s", dlerror());
abort();
}
__gl_api.VertexAttrib2sv = dlsym(h, "glVertexAttrib2sv");
if(NULL == __gl_api.VertexAttrib2sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib2sv", dlerror());
abort();
}
__gl_api.VertexAttrib3d = dlsym(h, "glVertexAttrib3d");
if(NULL == __gl_api.VertexAttrib3d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib3d", dlerror());
abort();
}
__gl_api.VertexAttrib3dv = dlsym(h, "glVertexAttrib3dv");
if(NULL == __gl_api.VertexAttrib3dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib3dv", dlerror());
abort();
}
__gl_api.VertexAttrib3f = dlsym(h, "glVertexAttrib3f");
if(NULL == __gl_api.VertexAttrib3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib3f", dlerror());
abort();
}
__gl_api.VertexAttrib3fv = dlsym(h, "glVertexAttrib3fv");
if(NULL == __gl_api.VertexAttrib3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib3fv", dlerror());
abort();
}
__gl_api.VertexAttrib3s = dlsym(h, "glVertexAttrib3s");
if(NULL == __gl_api.VertexAttrib3s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib3s", dlerror());
abort();
}
__gl_api.VertexAttrib3sv = dlsym(h, "glVertexAttrib3sv");
if(NULL == __gl_api.VertexAttrib3sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib3sv", dlerror());
abort();
}
__gl_api.VertexAttrib4Nbv = dlsym(h, "glVertexAttrib4Nbv");
if(NULL == __gl_api.VertexAttrib4Nbv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4Nbv", dlerror());
abort();
}
__gl_api.VertexAttrib4Niv = dlsym(h, "glVertexAttrib4Niv");
if(NULL == __gl_api.VertexAttrib4Niv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4Niv", dlerror());
abort();
}
__gl_api.VertexAttrib4Nsv = dlsym(h, "glVertexAttrib4Nsv");
if(NULL == __gl_api.VertexAttrib4Nsv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4Nsv", dlerror());
abort();
}
__gl_api.VertexAttrib4Nub = dlsym(h, "glVertexAttrib4Nub");
if(NULL == __gl_api.VertexAttrib4Nub) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4Nub", dlerror());
abort();
}
__gl_api.VertexAttrib4Nubv = dlsym(h, "glVertexAttrib4Nubv");
if(NULL == __gl_api.VertexAttrib4Nubv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4Nubv", dlerror());
abort();
}
__gl_api.VertexAttrib4Nuiv = dlsym(h, "glVertexAttrib4Nuiv");
if(NULL == __gl_api.VertexAttrib4Nuiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4Nuiv", dlerror());
abort();
}
__gl_api.VertexAttrib4Nusv = dlsym(h, "glVertexAttrib4Nusv");
if(NULL == __gl_api.VertexAttrib4Nusv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4Nusv", dlerror());
abort();
}
__gl_api.VertexAttrib4bv = dlsym(h, "glVertexAttrib4bv");
if(NULL == __gl_api.VertexAttrib4bv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4bv", dlerror());
abort();
}
__gl_api.VertexAttrib4d = dlsym(h, "glVertexAttrib4d");
if(NULL == __gl_api.VertexAttrib4d) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4d", dlerror());
abort();
}
__gl_api.VertexAttrib4dv = dlsym(h, "glVertexAttrib4dv");
if(NULL == __gl_api.VertexAttrib4dv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4dv", dlerror());
abort();
}
__gl_api.VertexAttrib4f = dlsym(h, "glVertexAttrib4f");
if(NULL == __gl_api.VertexAttrib4f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4f", dlerror());
abort();
}
__gl_api.VertexAttrib4fv = dlsym(h, "glVertexAttrib4fv");
if(NULL == __gl_api.VertexAttrib4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4fv", dlerror());
abort();
}
__gl_api.VertexAttrib4iv = dlsym(h, "glVertexAttrib4iv");
if(NULL == __gl_api.VertexAttrib4iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4iv", dlerror());
abort();
}
__gl_api.VertexAttrib4s = dlsym(h, "glVertexAttrib4s");
if(NULL == __gl_api.VertexAttrib4s) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4s", dlerror());
abort();
}
__gl_api.VertexAttrib4sv = dlsym(h, "glVertexAttrib4sv");
if(NULL == __gl_api.VertexAttrib4sv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4sv", dlerror());
abort();
}
__gl_api.VertexAttrib4ubv = dlsym(h, "glVertexAttrib4ubv");
if(NULL == __gl_api.VertexAttrib4ubv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4ubv", dlerror());
abort();
}
__gl_api.VertexAttrib4uiv = dlsym(h, "glVertexAttrib4uiv");
if(NULL == __gl_api.VertexAttrib4uiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4uiv", dlerror());
abort();
}
__gl_api.VertexAttrib4usv = dlsym(h, "glVertexAttrib4usv");
if(NULL == __gl_api.VertexAttrib4usv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttrib4usv", dlerror());
abort();
}
__gl_api.VertexAttribPointer = dlsym(h, "glVertexAttribPointer");
if(NULL == __gl_api.VertexAttribPointer) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glVertexAttribPointer", dlerror());
abort();
}
__gl_api.EnableVertexAttribArray = dlsym(h, "glEnableVertexAttribArray");
if(NULL == __gl_api.EnableVertexAttribArray) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glEnableVertexAttribArray", dlerror());
abort();
}
__gl_api.DisableVertexAttribArray = dlsym(h, "glDisableVertexAttribArray");
if(NULL == __gl_api.DisableVertexAttribArray) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDisableVertexAttribArray", dlerror());
abort();
}
__gl_api.GetVertexAttribdv = dlsym(h, "glGetVertexAttribdv");
if(NULL == __gl_api.GetVertexAttribdv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetVertexAttribdv", dlerror());
abort();
}
__gl_api.GetVertexAttribfv = dlsym(h, "glGetVertexAttribfv");
if(NULL == __gl_api.GetVertexAttribfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetVertexAttribfv", dlerror());
abort();
}
__gl_api.GetVertexAttribiv = dlsym(h, "glGetVertexAttribiv");
if(NULL == __gl_api.GetVertexAttribiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetVertexAttribiv", dlerror());
abort();
}
__gl_api.GetVertexAttribPointerv = dlsym(h, "glGetVertexAttribPointerv");
if(NULL == __gl_api.GetVertexAttribPointerv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetVertexAttribPointerv", dlerror());
abort();
}
__gl_api.DeleteShader = dlsym(h, "glDeleteShader");
if(NULL == __gl_api.DeleteShader) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDeleteShader", dlerror());
abort();
}
__gl_api.DetachShader = dlsym(h, "glDetachShader");
if(NULL == __gl_api.DetachShader) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDetachShader", dlerror());
abort();
}
__gl_api.CreateShader = dlsym(h, "glCreateShader");
if(NULL == __gl_api.CreateShader) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCreateShader", dlerror());
abort();
}
__gl_api.ShaderSource = dlsym(h, "glShaderSource");
if(NULL == __gl_api.ShaderSource) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glShaderSource", dlerror());
abort();
}
__gl_api.CompileShader = dlsym(h, "glCompileShader");
if(NULL == __gl_api.CompileShader) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCompileShader", dlerror());
abort();
}
__gl_api.CreateProgram = dlsym(h, "glCreateProgram");
if(NULL == __gl_api.CreateProgram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glCreateProgram", dlerror());
abort();
}
__gl_api.AttachShader = dlsym(h, "glAttachShader");
if(NULL == __gl_api.AttachShader) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glAttachShader", dlerror());
abort();
}
__gl_api.LinkProgram = dlsym(h, "glLinkProgram");
if(NULL == __gl_api.LinkProgram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glLinkProgram", dlerror());
abort();
}
__gl_api.UseProgram = dlsym(h, "glUseProgram");
if(NULL == __gl_api.UseProgram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUseProgram", dlerror());
abort();
}
__gl_api.DeleteProgram = dlsym(h, "glDeleteProgram");
if(NULL == __gl_api.DeleteProgram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glDeleteProgram", dlerror());
abort();
}
__gl_api.ValidateProgram = dlsym(h, "glValidateProgram");
if(NULL == __gl_api.ValidateProgram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glValidateProgram", dlerror());
abort();
}
__gl_api.Uniform1f = dlsym(h, "glUniform1f");
if(NULL == __gl_api.Uniform1f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform1f", dlerror());
abort();
}
__gl_api.Uniform2f = dlsym(h, "glUniform2f");
if(NULL == __gl_api.Uniform2f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform2f", dlerror());
abort();
}
__gl_api.Uniform3f = dlsym(h, "glUniform3f");
if(NULL == __gl_api.Uniform3f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform3f", dlerror());
abort();
}
__gl_api.Uniform4f = dlsym(h, "glUniform4f");
if(NULL == __gl_api.Uniform4f) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform4f", dlerror());
abort();
}
__gl_api.Uniform1i = dlsym(h, "glUniform1i");
if(NULL == __gl_api.Uniform1i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform1i", dlerror());
abort();
}
__gl_api.Uniform2i = dlsym(h, "glUniform2i");
if(NULL == __gl_api.Uniform2i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform2i", dlerror());
abort();
}
__gl_api.Uniform3i = dlsym(h, "glUniform3i");
if(NULL == __gl_api.Uniform3i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform3i", dlerror());
abort();
}
__gl_api.Uniform4i = dlsym(h, "glUniform4i");
if(NULL == __gl_api.Uniform4i) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform4i", dlerror());
abort();
}
__gl_api.Uniform1fv = dlsym(h, "glUniform1fv");
if(NULL == __gl_api.Uniform1fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform1fv", dlerror());
abort();
}
__gl_api.Uniform2fv = dlsym(h, "glUniform2fv");
if(NULL == __gl_api.Uniform2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform2fv", dlerror());
abort();
}
__gl_api.Uniform3fv = dlsym(h, "glUniform3fv");
if(NULL == __gl_api.Uniform3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform3fv", dlerror());
abort();
}
__gl_api.Uniform4fv = dlsym(h, "glUniform4fv");
if(NULL == __gl_api.Uniform4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform4fv", dlerror());
abort();
}
__gl_api.Uniform1iv = dlsym(h, "glUniform1iv");
if(NULL == __gl_api.Uniform1iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform1iv", dlerror());
abort();
}
__gl_api.Uniform2iv = dlsym(h, "glUniform2iv");
if(NULL == __gl_api.Uniform2iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform2iv", dlerror());
abort();
}
__gl_api.Uniform3iv = dlsym(h, "glUniform3iv");
if(NULL == __gl_api.Uniform3iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform3iv", dlerror());
abort();
}
__gl_api.Uniform4iv = dlsym(h, "glUniform4iv");
if(NULL == __gl_api.Uniform4iv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniform4iv", dlerror());
abort();
}
__gl_api.UniformMatrix2fv = dlsym(h, "glUniformMatrix2fv");
if(NULL == __gl_api.UniformMatrix2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix2fv", dlerror());
abort();
}
__gl_api.UniformMatrix3fv = dlsym(h, "glUniformMatrix3fv");
if(NULL == __gl_api.UniformMatrix3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix3fv", dlerror());
abort();
}
__gl_api.UniformMatrix4fv = dlsym(h, "glUniformMatrix4fv");
if(NULL == __gl_api.UniformMatrix4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix4fv", dlerror());
abort();
}
__gl_api.IsShader = dlsym(h, "glIsShader");
if(NULL == __gl_api.IsShader) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIsShader", dlerror());
abort();
}
__gl_api.IsProgram = dlsym(h, "glIsProgram");
if(NULL == __gl_api.IsProgram) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glIsProgram", dlerror());
abort();
}
__gl_api.GetShaderiv = dlsym(h, "glGetShaderiv");
if(NULL == __gl_api.GetShaderiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetShaderiv", dlerror());
abort();
}
__gl_api.GetProgramiv = dlsym(h, "glGetProgramiv");
if(NULL == __gl_api.GetProgramiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetProgramiv", dlerror());
abort();
}
__gl_api.GetAttachedShaders = dlsym(h, "glGetAttachedShaders");
if(NULL == __gl_api.GetAttachedShaders) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetAttachedShaders", dlerror());
abort();
}
__gl_api.GetShaderInfoLog = dlsym(h, "glGetShaderInfoLog");
if(NULL == __gl_api.GetShaderInfoLog) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetShaderInfoLog", dlerror());
abort();
}
__gl_api.GetProgramInfoLog = dlsym(h, "glGetProgramInfoLog");
if(NULL == __gl_api.GetProgramInfoLog) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetProgramInfoLog", dlerror());
abort();
}
__gl_api.GetUniformLocation = dlsym(h, "glGetUniformLocation");
if(NULL == __gl_api.GetUniformLocation) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetUniformLocation", dlerror());
abort();
}
__gl_api.GetActiveUniform = dlsym(h, "glGetActiveUniform");
if(NULL == __gl_api.GetActiveUniform) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetActiveUniform", dlerror());
abort();
}
__gl_api.GetUniformfv = dlsym(h, "glGetUniformfv");
if(NULL == __gl_api.GetUniformfv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetUniformfv", dlerror());
abort();
}
__gl_api.GetUniformiv = dlsym(h, "glGetUniformiv");
if(NULL == __gl_api.GetUniformiv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetUniformiv", dlerror());
abort();
}
__gl_api.GetShaderSource = dlsym(h, "glGetShaderSource");
if(NULL == __gl_api.GetShaderSource) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetShaderSource", dlerror());
abort();
}
__gl_api.BindAttribLocation = dlsym(h, "glBindAttribLocation");
if(NULL == __gl_api.BindAttribLocation) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glBindAttribLocation", dlerror());
abort();
}
__gl_api.GetActiveAttrib = dlsym(h, "glGetActiveAttrib");
if(NULL == __gl_api.GetActiveAttrib) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetActiveAttrib", dlerror());
abort();
}
__gl_api.GetAttribLocation = dlsym(h, "glGetAttribLocation");
if(NULL == __gl_api.GetAttribLocation) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glGetAttribLocation", dlerror());
abort();
}
__gl_api.StencilFuncSeparate = dlsym(h, "glStencilFuncSeparate");
if(NULL == __gl_api.StencilFuncSeparate) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glStencilFuncSeparate", dlerror());
abort();
}
__gl_api.StencilOpSeparate = dlsym(h, "glStencilOpSeparate");
if(NULL == __gl_api.StencilOpSeparate) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glStencilOpSeparate", dlerror());
abort();
}
__gl_api.StencilMaskSeparate = dlsym(h, "glStencilMaskSeparate");
if(NULL == __gl_api.StencilMaskSeparate) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glStencilMaskSeparate", dlerror());
abort();
}
__gl_api.UniformMatrix2x3fv = dlsym(h, "glUniformMatrix2x3fv");
if(NULL == __gl_api.UniformMatrix2x3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix2x3fv", dlerror());
abort();
}
__gl_api.UniformMatrix3x2fv = dlsym(h, "glUniformMatrix3x2fv");
if(NULL == __gl_api.UniformMatrix3x2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix3x2fv", dlerror());
abort();
}
__gl_api.UniformMatrix2x4fv = dlsym(h, "glUniformMatrix2x4fv");
if(NULL == __gl_api.UniformMatrix2x4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix2x4fv", dlerror());
abort();
}
__gl_api.UniformMatrix4x2fv = dlsym(h, "glUniformMatrix4x2fv");
if(NULL == __gl_api.UniformMatrix4x2fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix4x2fv", dlerror());
abort();
}
__gl_api.UniformMatrix3x4fv = dlsym(h, "glUniformMatrix3x4fv");
if(NULL == __gl_api.UniformMatrix3x4fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix3x4fv", dlerror());
abort();
}
__gl_api.UniformMatrix4x3fv = dlsym(h, "glUniformMatrix4x3fv");
if(NULL == __gl_api.UniformMatrix4x3fv) {
fprintf(stderr, "symbol not found: %s. Error: %s\n", "glUniformMatrix4x3fv", dlerror());
abort();
}
}