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glstub.c
490 lines (346 loc) · 10.2 KB
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glstub.c
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#include "GL/gl.h"
#include <stdio.h>
void glClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
}
void glEnable(GLenum i) {
}
void glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) {
}
void glColor3fv( const GLfloat *v ) {
}
void glColor3ub( GLubyte red, GLubyte green, GLubyte blue ) {
}
void glColor3ubv( const GLubyte *v ) {
}
void glColor4ubv( const GLubyte *v ) {
}
void glCopyTexImage2D( GLenum target, GLint level,
GLenum internalformat,
GLint x, GLint y,
GLsizei width, GLsizei height,
GLint border ) {
}
void glCopyTexSubImage2D( GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint x, GLint y,
GLsizei width, GLsizei height ) {
}
void glDrawBuffer( GLenum mode ) {
}
void glDrawElements( GLenum mode, GLsizei count,
GLenum type, const GLvoid *indices ) {
}
void glEdgeFlag( GLboolean flag ) {
}
void glEvalCoord1f( GLfloat u ) {
}
void glEvalCoord2f( GLfloat u, GLfloat v ) {
}
void glEvalMesh1( GLenum mode, GLint i1, GLint i2 ) {
}
void glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ) {
}
void glEvalPoint1( GLint i ) {
}
void glEvalPoint2( GLint i, GLint j ) {
}
void glFinish( void ) {
}
void glFlush( void ) {
}
void glFrontFace( GLenum mode ) {
}
void glFrustum( GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near_val, GLdouble far_val ) {
}
void glGetFloatv( GLenum pname, GLfloat *params ) {
*params = 0;
}
void glGetTexImage( GLenum target, GLint level,
GLenum format, GLenum type,
GLvoid *pixels ) {
}
void glGetTexLevelParameteriv( GLenum target, GLint level,
GLenum pname, GLint *params ) {
}
void glInitNames( void ) {
}
GLboolean glIsTexture( GLuint texture ) {
return 0;
}
void glLightf( GLenum light, GLenum pname, GLfloat param ) {
}
void glLightModelfv( GLenum pname, const GLfloat *params ) {
}
void glLoadMatrixf( const GLfloat *m ) {
}
void glLoadName( GLuint name ) {
}
void glMap1f( GLenum target, GLfloat u1, GLfloat u2,
GLint stride,
GLint order, const GLfloat *points ) {
}
void glMap2f( GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
const GLfloat *points ) {
}
void glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ) {
}
void glMapGrid2f( GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 ) {
}
void glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ) {
}
void glNormal3fv( const GLfloat *v ) {
}
void glNormalPointer( GLenum type, GLsizei stride,
const GLvoid *ptr ) {
}
void glPixelStorei( GLenum pname, GLint param ) {
}
void glPushName( GLuint name ) {
}
void glPopName( void ) {
}
void glReadBuffer( GLenum mode ) {
}
void glReadPixels( GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
GLvoid *pixels ) {
}
void glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) {
}
GLint glRenderMode( GLenum mode ) {
return 0;
}
void glRotatef( GLfloat angle,
GLfloat x, GLfloat y, GLfloat z ) {
}
void glScalef( GLfloat x, GLfloat y, GLfloat z ) {
}
void glScissor( GLint x, GLint y, GLsizei width, GLsizei height) {
}
void glSelectBuffer( GLsizei size, GLuint *buffer ) {
}
void glTexCoord1f( GLfloat s ) {
}
void glTexCoord2fv( const GLfloat *v ) {
}
void glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ) {
}
void glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ) {
}
void glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params ) {
}
void glTexGenf( GLenum coord, GLenum pname, GLfloat param ) {
}
void glTexImage1D( GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLint border,
GLenum format, GLenum type,
const GLvoid *pixels ) {
}
void glVertex3fv( const GLfloat *v ) {
}
void glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) {
}
void glClipPlane( GLenum plane, const GLdouble *equation ) {
}
void glMatrixMode(GLenum mode) {
}
void glGetBooleanv( GLenum pname, GLboolean *params ) {
*params = 0;
}
void glLoadMatrixd( const GLdouble *m ) {
}
void glViewport(GLint x, GLint y,
GLsizei width, GLsizei height) {
}
void glNewList( GLuint list, GLenum mode ){
}
void glStencilFunc( GLenum func, GLint ref, GLuint mask ){}
void glStencilMask( GLuint mask ){}
void glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ){}
void glBlendEquation( GLenum mode ) {
}
void glEnableClientState( GLenum cap ){
}
void glDisableClientState( GLenum cap ) {
}
void glVertexPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr ){
}
void glTexCoordPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr ){
}
void glDrawArrays( GLenum mode, GLint first, GLsizei count ) {
}
void glTexEnvi( GLenum target, GLenum pname, GLint param ){
// printf("glTexEnvi\n");
}
void glMultMatrixd( const GLdouble *m ) {
}
void glMultMatrixf( const GLfloat *m ) {
}
void glTexGeni( GLenum coord, GLenum pname, GLint param ) {
}
void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ) {
}
void glLightModeli( GLenum pname, GLint param ) {
}
void glMaterialfv( GLenum face, GLenum pname, const GLfloat *params ) {
}
void glMaterialf( GLenum face, GLenum pname, GLfloat param ) {
}
void glPointSize( GLfloat size ) {
}
void glCullFace( GLenum mode ) {
}
void glLogicOp( GLenum opcode ) {
}
void glEndList( void ){
}
// used by lua
GLuint glGenLists( GLsizei range ) {
return 0;
}
void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) {
}
void glLoadIdentity() {
}
void glOrtho(GLdouble left, GLdouble right,
GLdouble bottom, GLdouble top,
GLdouble near_val, GLdouble far_val) {
}
void glGenTextures(GLsizei n, GLuint *textures) {
//*textures = 0;
}
void glBindTexture(GLenum target, GLuint texture) {
}
void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data ) {
//printf("glCompressedTexImage2D\n");
}
void glColorPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr ) {
//*ptr = 0;
}
void glTexParameteri(GLenum target, GLenum pname, GLint param) {
//printf( "glTexParameteri\n" );
}
void glTexParameterf( GLenum target, GLenum pname, GLfloat param ){
//printf ( "glTexParameterf\n" );
}
void glTexParameterfv(GLenum target, GLenum pname,
const GLfloat *params) {
// printf( "glTexParameterfv\n" );
}
void glTexImage2D(GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type,
const GLvoid *pixels) {
// printf( "glTexImage2D\n" );
}
void glClear(GLbitfield mask) {
}
void glBegin(GLenum mode) {
}
void glTexCoord2i(GLint s, GLint t ){
}
void glVertex2f(GLfloat x, GLfloat y ) {
}
void glVertex3f(GLfloat x, GLfloat y, GLfloat z){
}
void glEnd() {
}
void glDeleteTextures(GLsizei n, const GLuint *textures) {
//int i = 0;
//for( i = 0; i < n; i++ ) {
// textures[i] = 0;
//}
}
void glGetIntegerv(GLenum pname, GLint *params) {
}
void glDepthFunc(GLenum func) {
}
void glShadeModel(GLenum mode) {
}
//void gluPerspective() {
//}
void glHint(GLenum target, GLenum mode) {
}
void glTexEnvf(GLenum target, GLenum pname, GLfloat param ) {
}
const GLubyte * glGetString( GLenum name ) {
return "";
}
void glClearStencil(GLint s ) {
}
void glLightfv( GLenum light, GLenum pname,
const GLfloat *params ) {
}
void glDeleteLists( GLuint list, GLsizei range ) {
}
void glDisable(GLenum i) {
}
void glClearDepth(GLclampd depth) {
}
void glColor4f( GLfloat red, GLfloat green,
GLfloat blue, GLfloat alpha ) {
}
void glMultiTexCoord1f( GLenum target, GLfloat s ) {
// printf("glMultiTexCoord1f\n");
}
void glMultiTexCoord2f( GLenum target, GLfloat s, GLfloat t ) {
// printf("glMultiTexCoord2f\n");
}
GLenum glGetError( void ) {
return 0;
}
void glPolygonMode(GLenum face, GLenum mode) {
}
void glBlendFunc(GLenum sfactor, GLenum dfactor ) {
}
void glTranslatef( GLfloat x, GLfloat y, GLfloat z ) {
}
void glColor4fv( const GLfloat *v) {
}
void glLineStipple(GLint factor, GLushort pattern) {
}
void glPopAttrib() {
}
void glPushAttrib(GLbitfield mask) {
}
void glDepthMask(GLboolean flag) {
}
void glAlphaFunc(GLenum func, GLclampf ref) {
}
void glFogfv(GLenum pname, const GLfloat *params) {
}
void glFogf( GLenum pname, GLfloat param ) {
}
void glFogi( GLenum pname, GLint param ) {
}
void glPushMatrix() {
}
void glPopMatrix() {
}
void glCallList( GLuint list) {
}
void glTexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const GLvoid *pixels ) {
}
void glTexCoord2f(GLfloat s, GLfloat t ) {
}
void glLineWidth(GLfloat width) {
}
void glColor3f(GLfloat red, GLfloat green, GLfloat blue ) {
}
void glPolygonOffset(GLfloat factor, GLfloat units) {
}