shithub: tinygl

ref: f8753116f7c807aa0302add1126ca510e0512695
dir: /include/GL/gl.h/

View raw version
/*
 * The following constants come from Mesa
 */
#ifndef GL_H
#define GL_H

//Enable TinyGL's Compiletime Compatibility Test (Scroll down)
#define COMPILETIME_TINYGL_COMPAT_TEST 1

#define GL_VERSION_1_1 1

#ifdef __cplusplus
extern "C" {
#endif

enum {
	/* Boolean values */
	GL_FALSE			= 0,
	GL_TRUE				= 1,

	/* Data types */
	GL_BYTE				= 0x1400,
	GL_UNSIGNED_BYTE		= 0x1401,
	GL_SHORT			= 0x1402,
	GL_UNSIGNED_SHORT		= 0x1403,
	GL_INT				= 0x1404,
	GL_UNSIGNED_INT			= 0x1405,
	GL_FLOAT			= 0x1406,
	GL_DOUBLE			= 0x140A,
	GL_2_BYTES			= 0x1407,
	GL_3_BYTES			= 0x1408,
	GL_4_BYTES			= 0x1409,
	GL_UNSIGNED_SHORT_5_6_5 = 0x140A,
	GL_UNSIGNED_INT_8_8_8_8 = 0x140B,

	/* Primitives */
	GL_LINES			= 0x0001,
	GL_POINTS			= 0x0000,
	GL_LINE_STRIP			= 0x0003,
	GL_LINE_LOOP			= 0x0002,
	GL_TRIANGLES			= 0x0004,
	GL_TRIANGLE_STRIP		= 0x0005,
	GL_TRIANGLE_FAN			= 0x0006,
	GL_QUADS			= 0x0007,
	GL_QUAD_STRIP			= 0x0008,
	GL_POLYGON			= 0x0009,
	GL_EDGE_FLAG			= 0x0B43,

	/* Necessary for glBufferData */
	GL_STATIC_DRAW          = 0x88E4,	
	/* Vertex Arrays */
	GL_VERTEX_ARRAY			= 0x8074,
	GL_VERTEX_BUFFER		= 0x8074,
	GL_NORMAL_ARRAY			= 0x8075,
	GL_NORMAL_BUFFER		= 0x8075,
	GL_COLOR_ARRAY			= 0x8076,
	GL_COLOR_BUFFER			= 0x8076,
	GL_INDEX_ARRAY			= 0x8077,
	GL_TEXTURE_COORD_ARRAY		= 0x8078,
	GL_TEXTURE_COORD_BUFFER		= 0x8078,
	GL_EDGE_FLAG_ARRAY		= 0x8079,
	GL_VERTEX_ARRAY_SIZE		= 0x807A,
	GL_VERTEX_ARRAY_TYPE		= 0x807B,
	GL_VERTEX_ARRAY_STRIDE		= 0x807C,
	GL_VERTEX_ARRAY_COUNT		= 0x807D,
	GL_NORMAL_ARRAY_TYPE		= 0x807E,
	GL_NORMAL_ARRAY_STRIDE		= 0x807F,
	GL_NORMAL_ARRAY_COUNT		= 0x8080,
	GL_COLOR_ARRAY_SIZE		= 0x8081,
	GL_COLOR_ARRAY_TYPE		= 0x8082,
	GL_COLOR_ARRAY_STRIDE		= 0x8083,
	GL_COLOR_ARRAY_COUNT		= 0x8084,
	GL_INDEX_ARRAY_TYPE		= 0x8085,
	GL_INDEX_ARRAY_STRIDE		= 0x8086,
	GL_INDEX_ARRAY_COUNT		= 0x8087,
	GL_TEXTURE_COORD_ARRAY_SIZE	= 0x8088,
	GL_TEXTURE_COORD_ARRAY_TYPE	= 0x8089,
	GL_TEXTURE_COORD_ARRAY_STRIDE	= 0x808A,
	GL_TEXTURE_COORD_ARRAY_COUNT	= 0x808B,
	GL_EDGE_FLAG_ARRAY_STRIDE	= 0x808C,
	GL_EDGE_FLAG_ARRAY_COUNT	= 0x808D,
	GL_VERTEX_ARRAY_POINTER		= 0x808E,
	GL_NORMAL_ARRAY_POINTER		= 0x808F,
	GL_COLOR_ARRAY_POINTER		= 0x8090,
	GL_INDEX_ARRAY_POINTER		= 0x8091,
	GL_TEXTURE_COORD_ARRAY_POINTER	= 0x8092,
	GL_EDGE_FLAG_ARRAY_POINTER	= 0x8093,
        GL_V2F				= 0x2A20,
	GL_V3F				= 0x2A21,
	GL_C4UB_V2F			= 0x2A22,
	GL_C4UB_V3F			= 0x2A23,
	GL_C3F_V3F			= 0x2A24,
	GL_N3F_V3F			= 0x2A25,
	GL_C4F_N3F_V3F			= 0x2A26,
	GL_T2F_V3F			= 0x2A27,
	GL_T4F_V4F			= 0x2A28,
	GL_T2F_C4UB_V3F			= 0x2A29,
	GL_T2F_C3F_V3F			= 0x2A2A,
	GL_T2F_N3F_V3F			= 0x2A2B,
	GL_T2F_C4F_N3F_V3F		= 0x2A2C,
	GL_T4F_C4F_N3F_V4F		= 0x2A2D,

	/* Matrix Mode */
	GL_MATRIX_MODE			= 0x0BA0,
	GL_MODELVIEW			= 0x1700,
	GL_PROJECTION			= 0x1701,
	GL_TEXTURE			= 0x1702,

	/* Points */
	GL_POINT_SMOOTH			= 0x0B10,
	GL_POINT_SIZE			= 0x0B11,
	GL_POINT_SIZE_GRANULARITY 	= 0x0B13,
	GL_POINT_SIZE_RANGE		= 0x0B12,

	/* Lines */
	GL_LINE_SMOOTH			= 0x0B20,
	GL_LINE_STIPPLE			= 0x0B24,
	GL_LINE_STIPPLE_PATTERN		= 0x0B25,
	GL_LINE_STIPPLE_REPEAT		= 0x0B26,
	GL_LINE_WIDTH			= 0x0B21,
	GL_LINE_WIDTH_GRANULARITY	= 0x0B23,
	GL_LINE_WIDTH_RANGE		= 0x0B22,

	/* Polygons */
	GL_POINT			= 0x1B00,
	GL_LINE				= 0x1B01,
	GL_FILL				= 0x1B02,
	GL_CCW				= 0x0901,
	GL_CW				= 0x0900,
	GL_FRONT			= 0x0404,
	GL_BACK				= 0x0405,
	GL_CULL_FACE			= 0x0B44,
	GL_CULL_FACE_MODE		= 0x0B45,
	GL_POLYGON_SMOOTH		= 0x0B41,
	GL_POLYGON_STIPPLE		= 0x0B42,
	GL_FRONT_FACE			= 0x0B46,
	GL_POLYGON_MODE			= 0x0B40,
	GL_POLYGON_OFFSET_FACTOR	= 0x3038,
	GL_POLYGON_OFFSET_UNITS		= 0x2A00,
	GL_POLYGON_OFFSET_POINT		= 0x2A01,
	GL_POLYGON_OFFSET_LINE		= 0x2A02,
	GL_POLYGON_OFFSET_FILL		= 0x8037,

	/* Display Lists */
	GL_COMPILE			= 0x1300,
	GL_COMPILE_AND_EXECUTE		= 0x1301,
	GL_LIST_BASE			= 0x0B32,
	GL_LIST_INDEX			= 0x0B33,
	GL_LIST_MODE			= 0x0B30,

	/* Depth buffer */
	GL_NEVER			= 0x0200,
	GL_LESS				= 0x0201,
	GL_GEQUAL			= 0x0206,
	GL_LEQUAL			= 0x0203,
	GL_GREATER			= 0x0204,
	GL_NOTEQUAL			= 0x0205,
	GL_EQUAL			= 0x0202,
	GL_ALWAYS			= 0x0207,
	GL_DEPTH_TEST			= 0x0B71,
	GL_DEPTH_BITS			= 0x0D56,
	GL_DEPTH_CLEAR_VALUE		= 0x0B73,
	GL_DEPTH_FUNC			= 0x0B74,
	GL_DEPTH_RANGE			= 0x0B70,
	GL_DEPTH_WRITEMASK		= 0x0B72,
	GL_DEPTH_COMPONENT		= 0x1902,

	/* Lighting */
	GL_LIGHTING			= 0x0B50,
	GL_LIGHT0			= 0x4000,
	GL_LIGHT1			= 0x4001,
	GL_LIGHT2			= 0x4002,
	GL_LIGHT3			= 0x4003,
	GL_LIGHT4			= 0x4004,
	GL_LIGHT5			= 0x4005,
	GL_LIGHT6			= 0x4006,
	GL_LIGHT7			= 0x4007,
	GL_LIGHT8			= 0x4008,
	GL_LIGHT9			= 0x4009,
	GL_LIGHT10			= 0x400A,
	GL_LIGHT11			= 0x400B,
	GL_LIGHT12			= 0x400C,
	GL_LIGHT13			= 0x400D,
	GL_LIGHT14			= 0x400E,
	GL_LIGHT15			= 0x400F,
	GL_SPOT_EXPONENT		= 0x1205,
	GL_SPOT_CUTOFF			= 0x1206,
	GL_CONSTANT_ATTENUATION		= 0x1207,
	GL_LINEAR_ATTENUATION		= 0x1208,
	GL_QUADRATIC_ATTENUATION	= 0x1209,
	GL_AMBIENT			= 0x1200,
	GL_DIFFUSE			= 0x1201,
	GL_SPECULAR			= 0x1202,
	GL_SHININESS			= 0x1601,
	GL_EMISSION			= 0x1600,
	GL_POSITION			= 0x1203,
	GL_SPOT_DIRECTION		= 0x1204,
	GL_AMBIENT_AND_DIFFUSE		= 0x1602,
	GL_COLOR_INDEXES		= 0x1603,
	GL_LIGHT_MODEL_TWO_SIDE		= 0x0B52,
	GL_LIGHT_MODEL_LOCAL_VIEWER	= 0x0B51,
	GL_LIGHT_MODEL_AMBIENT		= 0x0B53,
	GL_FRONT_AND_BACK		= 0x0408,
	GL_SHADE_MODEL			= 0x0B54,
	GL_FLAT				= 0x1D00,
	GL_SMOOTH			= 0x1D01,
	GL_COLOR_MATERIAL		= 0x0B57,
	GL_COLOR_MATERIAL_FACE		= 0x0B55,
	GL_COLOR_MATERIAL_PARAMETER	= 0x0B56,
	GL_NORMALIZE			= 0x0BA1,

	/* User clipping planes */
	GL_CLIP_PLANE0			= 0x3000,
	GL_CLIP_PLANE1			= 0x3001,
	GL_CLIP_PLANE2			= 0x3002,
	GL_CLIP_PLANE3			= 0x3003,
	GL_CLIP_PLANE4			= 0x3004,
	GL_CLIP_PLANE5			= 0x3005,

	/* Accumulation buffer */
	GL_ACCUM_RED_BITS		= 0x0D58,
	GL_ACCUM_GREEN_BITS		= 0x0D59,
	GL_ACCUM_BLUE_BITS		= 0x0D5A,
	GL_ACCUM_ALPHA_BITS		= 0x0D5B,
	GL_ACCUM_CLEAR_VALUE		= 0x0B80,
	GL_ACCUM			= 0x0100,
	GL_ADD				= 0x0104,
	GL_LOAD				= 0x0101,
	GL_MULT				= 0x0103,
	GL_RETURN			= 0x0102,

	/* Alpha testing */
	GL_ALPHA_TEST			= 0x0BC0,
	GL_ALPHA_TEST_REF		= 0x0BC2,
	GL_ALPHA_TEST_FUNC		= 0x0BC1,

	/* Blending */
	GL_BLEND			= 0x0BE2,
	GL_BLEND_SRC			= 0x0BE1,
	GL_BLEND_DST			= 0x0BE0,
	GL_ZERO				= 0,
	GL_ONE				= 1,
	GL_SRC_COLOR			= 0x0300,
	GL_ONE_MINUS_SRC_COLOR		= 0x0301,
	GL_DST_COLOR			= 0x0306,
	GL_ONE_MINUS_DST_COLOR		= 0x0307,
	GL_SRC_ALPHA			= 0x0302,
	GL_ONE_MINUS_SRC_ALPHA		= 0x0303,
	GL_DST_ALPHA			= 0x0304,
	GL_ONE_MINUS_DST_ALPHA		= 0x0305,
	GL_SRC_ALPHA_SATURATE		= 0x0308,
	GL_CONSTANT_COLOR		= 0x8001,
	GL_ONE_MINUS_CONSTANT_COLOR	= 0x8002,
	GL_CONSTANT_ALPHA		= 0x8003,
	GL_ONE_MINUS_CONSTANT_ALPHA	= 0x8004,

	/* Render Mode */
	GL_FEEDBACK			= 0x1C01,
	GL_RENDER			= 0x1C00,
	GL_SELECT			= 0x1C02,

	/* Feedback */
	GL_2D				= 0x0600,
	GL_3D				= 0x0601,
	GL_3D_COLOR			= 0x0602,
	GL_3D_COLOR_TEXTURE		= 0x0603,
	GL_4D_COLOR_TEXTURE		= 0x0604,
	GL_POINT_TOKEN			= 0x0701,
	GL_LINE_TOKEN			= 0x0702,
	GL_LINE_RESET_TOKEN		= 0x0707,
	GL_POLYGON_TOKEN		= 0x0703,
	GL_BITMAP_TOKEN			= 0x0704,
	GL_DRAW_PIXEL_TOKEN		= 0x0705,
	GL_COPY_PIXEL_TOKEN		= 0x0706,
	GL_PASS_THROUGH_TOKEN		= 0x0700,

	/* Fog */
	GL_FOG				= 0x0B60,
	GL_FOG_MODE			= 0x0B65,
	GL_FOG_DENSITY			= 0x0B62,
	GL_FOG_COLOR			= 0x0B66,
	GL_FOG_INDEX			= 0x0B61,
	GL_FOG_START			= 0x0B63,
	GL_FOG_END			= 0x0B64,
	GL_LINEAR			= 0x2601,
	GL_EXP				= 0x0800,
	GL_EXP2				= 0x0801,

	/* Logic Ops */
	GL_LOGIC_OP			= 0x0BF1,
	GL_LOGIC_OP_MODE		= 0x0BF0,
	GL_CLEAR			= 0x1500,
	GL_SET				= 0x150F,
	GL_COPY				= 0x1503,
	GL_COPY_INVERTED		= 0x150C,
	GL_NOOP				= 0x1505,
	GL_INVERT			= 0x150A,
	GL_AND				= 0x1501,
	GL_NAND				= 0x150E,
	GL_OR				= 0x1507,
	GL_NOR				= 0x1508,
	GL_XOR				= 0x1506,
	GL_EQUIV			= 0x1509,
	GL_AND_REVERSE			= 0x1502,
	GL_AND_INVERTED			= 0x1504,
	GL_OR_REVERSE			= 0x150B,
	GL_OR_INVERTED			= 0x150D,

	/* Stencil */
	GL_STENCIL_TEST			= 0x0B90,
	GL_STENCIL_WRITEMASK		= 0x0B98,
	GL_STENCIL_BITS			= 0x0D57,
	GL_STENCIL_FUNC			= 0x0B92,
	GL_STENCIL_VALUE_MASK		= 0x0B93,
	GL_STENCIL_REF			= 0x0B97,
	GL_STENCIL_FAIL			= 0x0B94,
	GL_STENCIL_PASS_DEPTH_PASS	= 0x0B96,
	GL_STENCIL_PASS_DEPTH_FAIL	= 0x0B95,
	GL_STENCIL_CLEAR_VALUE		= 0x0B91,
	GL_STENCIL_INDEX		= 0x1901,
	GL_KEEP				= 0x1E00,
	GL_REPLACE			= 0x1E01,
	GL_INCR				= 0x1E02,
	GL_DECR				= 0x1E03,

	/* Buffers, Pixel Drawing/Reading */
	GL_NONE				= 0,
	GL_LEFT				= 0x0406,
	GL_RIGHT			= 0x0407,
	/*GL_FRONT			= 0x0404, */
	/*GL_BACK			= 0x0405, */
	/*GL_FRONT_AND_BACK		= 0x0408, */
	GL_FRONT_LEFT			= 0x0400,
	GL_FRONT_RIGHT			= 0x0401,
	GL_BACK_LEFT			= 0x0402,
	GL_BACK_RIGHT			= 0x0403,
	GL_AUX0				= 0x0409,
	GL_AUX1				= 0x040A,
	GL_AUX2				= 0x040B,
	GL_AUX3				= 0x040C,
	GL_COLOR_INDEX			= 0x1900,
	GL_RED				= 0x1903,
	GL_GREEN			= 0x1904,
	GL_BLUE				= 0x1905,
	GL_ALPHA			= 0x1906,
	GL_LUMINANCE			= 0x1909,
	GL_LUMINANCE_ALPHA		= 0x190A,
	GL_ALPHA_BITS			= 0x0D55,
	GL_RED_BITS			= 0x0D52,
	GL_GREEN_BITS			= 0x0D53,
	GL_BLUE_BITS			= 0x0D54,
	GL_INDEX_BITS			= 0x0D51,
	GL_SUBPIXEL_BITS		= 0x0D50,
	GL_AUX_BUFFERS			= 0x0C00,
	GL_READ_BUFFER			= 0x0C02,
	GL_DRAW_BUFFER			= 0x0C01,
	GL_DOUBLEBUFFER			= 0x0C32,
	GL_STEREO			= 0x0C33,
	GL_BITMAP			= 0x1A00,
	GL_COLOR			= 0x1800,
	GL_DEPTH			= 0x1801,
	GL_STENCIL			= 0x1802,
	GL_DITHER			= 0x0BD0,
	GL_RGB				= 0x1907,
	GL_RGBA				= 0x1908,

	/* Implementation limits */
	GL_MAX_LIST_NESTING		= 0x0B31,
	GL_MAX_ATTRIB_STACK_DEPTH	= 0x0D35,
	GL_MAX_MODELVIEW_STACK_DEPTH	= 0x0D36,
	GL_MAX_NAME_STACK_DEPTH		= 0x0D37,
	GL_MAX_PROJECTION_STACK_DEPTH	= 0x0D38,
	GL_MAX_TEXTURE_STACK_DEPTH	= 0x0D39,
	GL_MAX_EVAL_ORDER		= 0x0D30,
	GL_MAX_LIGHTS			= 0x0D31,
	GL_MAX_CLIP_PLANES		= 0x0D32,
	GL_MAX_TEXTURE_SIZE		= 0x0D33,
	GL_MAX_PIXEL_MAP_TABLE		= 0x0D34,
	GL_MAX_VIEWPORT_DIMS		= 0x0D3A,
	GL_MAX_CLIENT_ATTRIB_STACK_DEPTH= 0x0D3B,

	/* Gets */
	GL_ATTRIB_STACK_DEPTH		= 0x0BB0,
	GL_COLOR_CLEAR_VALUE		= 0x0C22,
	GL_COLOR_WRITEMASK		= 0x0C23,
	GL_CURRENT_INDEX		= 0x0B01,
	GL_CURRENT_COLOR		= 0x0B00,
	GL_CURRENT_NORMAL		= 0x0B02,
	GL_CURRENT_RASTER_COLOR		= 0x0B04,
	GL_CURRENT_RASTER_DISTANCE	= 0x0B09,
	GL_CURRENT_RASTER_INDEX		= 0x0B05,
	GL_CURRENT_RASTER_POSITION	= 0x0B07,
	GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06,
	GL_CURRENT_RASTER_POSITION_VALID = 0x0B08,
	GL_CURRENT_TEXTURE_COORDS	= 0x0B03,
	GL_INDEX_CLEAR_VALUE		= 0x0C20,
	GL_INDEX_MODE			= 0x0C30,
	GL_INDEX_WRITEMASK		= 0x0C21,
	GL_MODELVIEW_MATRIX		= 0x0BA6,
	GL_MODELVIEW_STACK_DEPTH	= 0x0BA3,
	GL_NAME_STACK_DEPTH		= 0x0D70,
	GL_PROJECTION_MATRIX		= 0x0BA7,
	GL_PROJECTION_STACK_DEPTH	= 0x0BA4,
	GL_RENDER_MODE			= 0x0C40,
	GL_RGBA_MODE			= 0x0C31,
	GL_TEXTURE_MATRIX		= 0x0BA8,
	GL_TEXTURE_STACK_DEPTH		= 0x0BA5,
	GL_VIEWPORT			= 0x0BA2,


	/* Evaluators */
	GL_AUTO_NORMAL			= 0x0D80,
	GL_MAP1_COLOR_4			= 0x0D90,
	GL_MAP1_GRID_DOMAIN		= 0x0DD0,
	GL_MAP1_GRID_SEGMENTS		= 0x0DD1,
	GL_MAP1_INDEX			= 0x0D91,
	GL_MAP1_NORMAL			= 0x0D92,
	GL_MAP1_TEXTURE_COORD_1		= 0x0D93,
	GL_MAP1_TEXTURE_COORD_2		= 0x0D94,
	GL_MAP1_TEXTURE_COORD_3		= 0x0D95,
	GL_MAP1_TEXTURE_COORD_4		= 0x0D96,
	GL_MAP1_VERTEX_3		= 0x0D97,
	GL_MAP1_VERTEX_4		= 0x0D98,
	GL_MAP2_COLOR_4			= 0x0DB0,
	GL_MAP2_GRID_DOMAIN		= 0x0DD2,
	GL_MAP2_GRID_SEGMENTS		= 0x0DD3,
	GL_MAP2_INDEX			= 0x0DB1,
	GL_MAP2_NORMAL			= 0x0DB2,
	GL_MAP2_TEXTURE_COORD_1		= 0x0DB3,
	GL_MAP2_TEXTURE_COORD_2		= 0x0DB4,
	GL_MAP2_TEXTURE_COORD_3		= 0x0DB5,
	GL_MAP2_TEXTURE_COORD_4		= 0x0DB6,
	GL_MAP2_VERTEX_3		= 0x0DB7,
	GL_MAP2_VERTEX_4		= 0x0DB8,
	GL_COEFF			= 0x0A00,
	GL_DOMAIN			= 0x0A02,
	GL_ORDER			= 0x0A01,

	/* Hints */
	GL_FOG_HINT			= 0x0C54,
	GL_LINE_SMOOTH_HINT		= 0x0C52,
	GL_PERSPECTIVE_CORRECTION_HINT	= 0x0C50,
	GL_POINT_SMOOTH_HINT		= 0x0C51,
	GL_POLYGON_SMOOTH_HINT		= 0x0C53,
	GL_DONT_CARE			= 0x1100,
	GL_FASTEST			= 0x1101,
	GL_NICEST			= 0x1102,

	/* Scissor box */
	GL_SCISSOR_TEST			= 0x0C11,
	GL_SCISSOR_BOX			= 0x0C10,

	/* Pixel Mode / Transfer */
	GL_MAP_COLOR			= 0x0D10,
	GL_MAP_STENCIL			= 0x0D11,
	GL_INDEX_SHIFT			= 0x0D12,
	GL_INDEX_OFFSET			= 0x0D13,
	GL_RED_SCALE			= 0x0D14,
	GL_RED_BIAS			= 0x0D15,
	GL_GREEN_SCALE			= 0x0D18,
	GL_GREEN_BIAS			= 0x0D19,
	GL_BLUE_SCALE			= 0x0D1A,
	GL_BLUE_BIAS			= 0x0D1B,
	GL_ALPHA_SCALE			= 0x0D1C,
	GL_ALPHA_BIAS			= 0x0D1D,
	GL_DEPTH_SCALE			= 0x0D1E,
	GL_DEPTH_BIAS			= 0x0D1F,
	GL_PIXEL_MAP_S_TO_S_SIZE	= 0x0CB1,
	GL_PIXEL_MAP_I_TO_I_SIZE	= 0x0CB0,
	GL_PIXEL_MAP_I_TO_R_SIZE	= 0x0CB2,
	GL_PIXEL_MAP_I_TO_G_SIZE	= 0x0CB3,
	GL_PIXEL_MAP_I_TO_B_SIZE	= 0x0CB4,
	GL_PIXEL_MAP_I_TO_A_SIZE	= 0x0CB5,
	GL_PIXEL_MAP_R_TO_R_SIZE	= 0x0CB6,
	GL_PIXEL_MAP_G_TO_G_SIZE	= 0x0CB7,
	GL_PIXEL_MAP_B_TO_B_SIZE	= 0x0CB8,
	GL_PIXEL_MAP_A_TO_A_SIZE	= 0x0CB9,
	GL_PIXEL_MAP_S_TO_S		= 0x0C71,
	GL_PIXEL_MAP_I_TO_I		= 0x0C70,
	GL_PIXEL_MAP_I_TO_R		= 0x0C72,
	GL_PIXEL_MAP_I_TO_G		= 0x0C73,
	GL_PIXEL_MAP_I_TO_B		= 0x0C74,
	GL_PIXEL_MAP_I_TO_A		= 0x0C75,
	GL_PIXEL_MAP_R_TO_R		= 0x0C76,
	GL_PIXEL_MAP_G_TO_G		= 0x0C77,
	GL_PIXEL_MAP_B_TO_B		= 0x0C78,
	GL_PIXEL_MAP_A_TO_A		= 0x0C79,
	GL_PACK_ALIGNMENT		= 0x0D05,
	GL_PACK_LSB_FIRST		= 0x0D01,
	GL_PACK_ROW_LENGTH		= 0x0D02,
	GL_PACK_SKIP_PIXELS		= 0x0D04,
	GL_PACK_SKIP_ROWS		= 0x0D03,
	GL_PACK_SWAP_BYTES		= 0x0D00,
	GL_UNPACK_ALIGNMENT		= 0x0CF5,
	GL_UNPACK_LSB_FIRST		= 0x0CF1,
	GL_UNPACK_ROW_LENGTH		= 0x0CF2,
	GL_UNPACK_SKIP_PIXELS		= 0x0CF4,
	GL_UNPACK_SKIP_ROWS		= 0x0CF3,
	GL_UNPACK_SWAP_BYTES		= 0x0CF0,
	GL_ZOOM_X			= 0x0D16,
	GL_ZOOM_Y			= 0x0D17,

	/* Texture mapping */
	GL_TEXTURE_ENV			= 0x2300,
	GL_TEXTURE_ENV_MODE		= 0x2200,
	GL_TEXTURE_1D			= 0x0DE0,
	GL_TEXTURE_2D			= 0x0DE1,
	GL_TEXTURE_WRAP_S		= 0x2802,
	GL_TEXTURE_WRAP_T		= 0x2803,
	GL_TEXTURE_MAG_FILTER		= 0x2800,
	GL_TEXTURE_MIN_FILTER		= 0x2801,
	GL_TEXTURE_ENV_COLOR		= 0x2201,
	GL_TEXTURE_GEN_S		= 0x0C60,
	GL_TEXTURE_GEN_T		= 0x0C61,
	GL_TEXTURE_GEN_MODE		= 0x2500,
	GL_TEXTURE_BORDER_COLOR		= 0x1004,
	GL_TEXTURE_WIDTH		= 0x1000,
	GL_TEXTURE_HEIGHT		= 0x1001,
	GL_TEXTURE_BORDER		= 0x1005,
	GL_TEXTURE_COMPONENTS		= 0x1003,
	GL_NEAREST_MIPMAP_NEAREST	= 0x2700,
	GL_NEAREST_MIPMAP_LINEAR	= 0x2702,
	GL_LINEAR_MIPMAP_NEAREST	= 0x2701,
	GL_LINEAR_MIPMAP_LINEAR		= 0x2703,
	GL_OBJECT_LINEAR		= 0x2401,
	GL_OBJECT_PLANE			= 0x2501,
	GL_EYE_LINEAR			= 0x2400,
	GL_EYE_PLANE			= 0x2502,
	GL_SPHERE_MAP			= 0x2402,
	GL_DECAL			= 0x2101,
	GL_MODULATE			= 0x2100,
	GL_NEAREST			= 0x2600,
	GL_REPEAT			= 0x2901,
	GL_CLAMP			= 0x2900,
	GL_S				= 0x2000,
	GL_T				= 0x2001,
	GL_R				= 0x2002,
	GL_Q				= 0x2003,
	GL_TEXTURE_GEN_R		= 0x0C62,
	GL_TEXTURE_GEN_Q		= 0x0C63,

	GL_PROXY_TEXTURE_1D		= 0x8063,
	GL_PROXY_TEXTURE_2D		= 0x8064,
	GL_TEXTURE_PRIORITY		= 0x8066,
	GL_TEXTURE_RESIDENT		= 0x8067,
	GL_TEXTURE_1D_BINDING		= 0x8068,
	GL_TEXTURE_2D_BINDING		= 0x8069,

	/* Internal texture formats */
	GL_ALPHA4			= 0x803B,
	GL_ALPHA8			= 0x803C,
	GL_ALPHA12			= 0x803D,
	GL_ALPHA16			= 0x803E,
	GL_LUMINANCE4			= 0x803F,
	GL_LUMINANCE8			= 0x8040,
	GL_LUMINANCE12			= 0x8041,
	GL_LUMINANCE16			= 0x8042,
	GL_LUMINANCE4_ALPHA4		= 0x8043,
	GL_LUMINANCE6_ALPHA2		= 0x8044,
	GL_LUMINANCE8_ALPHA8		= 0x8045,
	GL_LUMINANCE12_ALPHA4		= 0x8046,
	GL_LUMINANCE12_ALPHA12		= 0x8047,
	GL_LUMINANCE16_ALPHA16		= 0x8048,
	GL_INTENSITY			= 0x8049,
	GL_INTENSITY4			= 0x804A,
	GL_INTENSITY8			= 0x804B,
	GL_INTENSITY12			= 0x804C,
	GL_INTENSITY16			= 0x804D,
	GL_R3_G3_B2			= 0x2A10,
	GL_RGB4				= 0x804F,
	GL_RGB5				= 0x8050,
	GL_RGB8				= 0x8051,
	GL_RGB10			= 0x8052,
	GL_RGB12			= 0x8053,
	GL_RGB16			= 0x8054,
	GL_RGBA2			= 0x8055,
	GL_RGBA4			= 0x8056,
	GL_RGB5_A1			= 0x8057,
	GL_RGBA8			= 0x8058,
	GL_RGB10_A2			= 0x8059,
	GL_RGBA12			= 0x805A,
	GL_RGBA16			= 0x805B,

	/* Utility */
	GL_VENDOR			= 0x1F00,
	GL_RENDERER			= 0x1F01,
	GL_VERSION			= 0x1F02,
	GL_EXTENSIONS			= 0x1F03,
	GL_LICENSE			= 0x1F04,

	/* Errors */
	GL_NO_ERROR				= 0x0,
	GL_INVALID_VALUE		= 0x0501,
	GL_INVALID_ENUM			= 0x0500,
	GL_INVALID_OPERATION		= 0x0502,
	GL_STACK_OVERFLOW		= 0x0503,
	GL_STACK_UNDERFLOW		= 0x0504,
	GL_OUT_OF_MEMORY		= 0x0505,

	/*
	 * 1.0 Extensions
	 */
        /* GL_EXT_blend_minmax and GL_EXT_blend_color */
	GL_CONSTANT_COLOR_EXT		= 0x8001,
	GL_ONE_MINUS_CONSTANT_COLOR_EXT	= 0x8002,
	GL_CONSTANT_ALPHA_EXT		= 0x8003,
	GL_ONE_MINUS_CONSTANT_ALPHA_EXT	= 0x8004,
	GL_BLEND_EQUATION_EXT		= 0x8009,
	GL_BLEND_EQUATION			= 0x8009,
	GL_MIN_EXT			= 0x8007,
	GL_MAX_EXT			= 0x8008,
	GL_FUNC_ADD_EXT			= 0x8006,
	GL_FUNC_ADD			= 0x8006,
	GL_FUNC_SUBTRACT_EXT		= 0x800A,
	GL_FUNC_SUBTRACT		= 0x800A,
	GL_FUNC_REVERSE_SUBTRACT_EXT	= 0x800B,
	GL_FUNC_REVERSE_SUBTRACT	= 0x800B,
	GL_BLEND_COLOR_EXT		= 0x8005,

	/* GL_EXT_polygon_offset */
        GL_POLYGON_OFFSET_EXT           = 0x8037,
        GL_POLYGON_OFFSET_FACTOR_EXT    = 0x8038,
        GL_POLYGON_OFFSET_BIAS_EXT      = 0x8039,
	/* GL */
		GL_ARRAY_BUFFER                 = 0x8892,
	/* GL_EXT_vertex_array */
	GL_VERTEX_ARRAY_EXT		= 0x8074,
	GL_NORMAL_ARRAY_EXT		= 0x8075,
	GL_COLOR_ARRAY_EXT		= 0x8076,
	GL_INDEX_ARRAY_EXT		= 0x8077,
	GL_TEXTURE_COORD_ARRAY_EXT	= 0x8078,
	GL_EDGE_FLAG_ARRAY_EXT		= 0x8079,
	GL_VERTEX_ARRAY_SIZE_EXT	= 0x807A,
	GL_VERTEX_ARRAY_TYPE_EXT	= 0x807B,
	GL_VERTEX_ARRAY_STRIDE_EXT	= 0x807C,
	GL_VERTEX_ARRAY_COUNT_EXT	= 0x807D,
	GL_NORMAL_ARRAY_TYPE_EXT	= 0x807E,
	GL_NORMAL_ARRAY_STRIDE_EXT	= 0x807F,
	GL_NORMAL_ARRAY_COUNT_EXT	= 0x8080,
	GL_COLOR_ARRAY_SIZE_EXT		= 0x8081,
	GL_COLOR_ARRAY_TYPE_EXT		= 0x8082,
	GL_COLOR_ARRAY_STRIDE_EXT	= 0x8083,
	GL_COLOR_ARRAY_COUNT_EXT	= 0x8084,
	GL_INDEX_ARRAY_TYPE_EXT		= 0x8085,
	GL_INDEX_ARRAY_STRIDE_EXT	= 0x8086,
	GL_INDEX_ARRAY_COUNT_EXT	= 0x8087,
	GL_TEXTURE_COORD_ARRAY_SIZE_EXT	= 0x8088,
	GL_TEXTURE_COORD_ARRAY_TYPE_EXT	= 0x8089,
	GL_TEXTURE_COORD_ARRAY_STRIDE_EXT= 0x808A,
	GL_TEXTURE_COORD_ARRAY_COUNT_EXT= 0x808B,
	GL_EDGE_FLAG_ARRAY_STRIDE_EXT	= 0x808C,
	GL_EDGE_FLAG_ARRAY_COUNT_EXT	= 0x808D,
	GL_VERTEX_ARRAY_POINTER_EXT	= 0x808E,
	GL_NORMAL_ARRAY_POINTER_EXT	= 0x808F,
	GL_COLOR_ARRAY_POINTER_EXT	= 0x8090,
	GL_INDEX_ARRAY_POINTER_EXT	= 0x8091,
	GL_TEXTURE_COORD_ARRAY_POINTER_EXT= 0x8092,
	GL_EDGE_FLAG_ARRAY_POINTER_EXT	= 0x8093

};

typedef enum {
	GL_TEXT_SIZE8x8 = 1,
	GL_TEXT_SIZE16x16 = 2,
	GL_TEXT_SIZE24x24 = 3,
	GL_TEXT_SIZE32x32 = 4,
	GL_TEXT_SIZE40x40 = 5,
	GL_TEXT_SIZE48x48 = 6,
	GL_TEXT_SIZE56x56 = 7,
	GL_TEXT_SIZE64x64 = 8,
	GL_TEXT_SIZE72x72 = 9,
	GL_TEXT_SIZE80x80 = 10,
	GL_TEXT_SIZE88x88 = 11,
	GL_TEXT_SIZE96x96 = 12,
	GL_TEXT_SIZE104x104 = 13,
	GL_TEXT_SIZE112x112 = 14,
	GL_TEXT_SIZE120x120 = 15,
	GL_TEXT_SIZE128x128 = 16,
	GL_MAX_TEXT_SIZE = 16
} GLTEXTSIZE;
enum {
	GL_CURRENT_BIT		= 0x00000001,
	GL_POINT_BIT		= 0x00000002,
	GL_LINE_BIT		= 0x00000004,
	GL_POLYGON_BIT		= 0x00000008,
	GL_POLYGON_STIPPLE_BIT	= 0x00000010,
	GL_PIXEL_MODE_BIT	= 0x00000020,
	GL_LIGHTING_BIT		= 0x00000040,
	GL_FOG_BIT		= 0x00000080,
	GL_DEPTH_BUFFER_BIT	= 0x00000100,
	GL_ACCUM_BUFFER_BIT	= 0x00000200,
	GL_STENCIL_BUFFER_BIT	= 0x00000400,
	GL_VIEWPORT_BIT		= 0x00000800,
	GL_TRANSFORM_BIT	= 0x00001000,
	GL_ENABLE_BIT		= 0x00002000,
	GL_COLOR_BUFFER_BIT	= 0x00004000,
	GL_HINT_BIT		= 0x00008000,
	GL_EVAL_BIT		= 0x00010000,
	GL_LIST_BIT		= 0x00020000,
	GL_TEXTURE_BIT		= 0x00040000,
	GL_SCISSOR_BIT		= 0x00080000,
	GL_ALL_ATTRIB_BITS	= 0x000fffff
};

/* some types */


typedef void		GLvoid;
typedef unsigned char	GLboolean;
typedef signed char	GLbyte;		/* 1-byte signed */
typedef short		GLshort;	/* 2-byte signed */
typedef int		GLint;		/* 4-byte signed */
typedef GLint	GLenum; /* Same as GLint */
typedef unsigned char	GLubyte;	/* 1-byte unsigned */
typedef unsigned short	GLushort;	/* 2-byte unsigned */
typedef unsigned int	GLuint;		/* 4-byte unsigned */
typedef float		GLfloat;	/* single precision float */
typedef double		GLdouble;	/* double precision float */
typedef GLint 		GLsizei; /* Same as GLint */


#if COMPILETIME_TINYGL_COMPAT_TEST == 1

//Test to ensure that these types are the correct size
//If you get an "array is negative" error, simply change
//the typedefs above to types which match the sizes tested for here.
//Note that this library NEEDS a 4-byte float type (IEEE 754) so
//if you don't have one, TinyGL is incompatible.

//Sizeof cannot be tested directly in #if directives.
//This won't work:
//#if (sizeof(GLbyte) != 1)
//#error "GLbyte is wrong size!"
//#endif
extern char TGL_BUILDT_GLbyte[ 1-2*(sizeof(GLbyte) != 1)];
#ifdef __STDC_IEC_559__
#if __STDC_IEC_559__ == 0
#error C99 Compiler Using Non-Compliant Float Type! Compatibility not guaranteed.
#endif
#else
#warning "Cannot test __STDC_IEC_559__, it is not defined."
#endif
//extern char __BUILDT_error[ 1-2*(sizeof(GLbyte) != 4)];
extern char TGL_BUILDT_GLshort[ 1-2*(sizeof(GLshort) != 2)];
extern char TGL_BUILDT_GLint[ 1-2*(sizeof(GLint) != 4)];
extern char TGL_BUILDT_GLuint[ 1-2*(sizeof(GLuint) != 4)];
extern char TGL_BUILDT_GLfloat[ 1-2*(sizeof(GLfloat) != 4)];
extern char TGL_BUILDT_GLubyte[ 1-2*(sizeof(GLubyte) != 1)];
extern char TGL_BUILDT_GLushort[ 1-2*(sizeof(GLushort) != 2)];
//Testing bit shifting on the processor.
extern char TGL_BUILDT_LshiftGLint[ 1-2*(((GLint)255<<8) != 65280)];
extern char TGL_BUILDT_RshiftGLint[ 1-2*((GLint)65280>>8 != 255)];
extern char TGL_BUILDT_RshiftGLint2[ 1-2*( ((GLint)-1)>>14  != -1 )];
extern char TGL_BUILDT_LshiftGLuint[ 1-2*(((GLuint)255<<8) != 65280)];
extern char TGL_BUILDT_RshiftGLuint[ 1-2*((GLuint)65280>>8 != 255)];

extern char TGL_BUILDT_LshiftGLushort[ 1-2*(((GLushort)255<<8) != 65280)];
extern char TGL_BUILDT_RshiftGLushort[ 1-2*((GLushort)65280>>8 != 255)];

extern char TGL_BUILDT_LshiftGLshort[ 1-2*(((GLshort)255<<8) != 65280)];
extern char TGL_BUILDT_RshiftGLshort[ 1-2*((GLshort)65280>>8 != -1)];
//Testing floating point

//extern char TGL_BUILDT_FLOATT1[ 1-2*((TGL_BUILDT_UNION_CAST(TGL_BUILDT_T1_HEX)).f == TGL_BUILDT_T1_FLOAT)];
//extern char TGL_BUILDT_FLOATT2[ 1-2*((TGL_BUILDT_UNION_CAST(TGL_BUILDT_T2_FLOAT)).l == TGL_BUILDT_T2_HEX)];
#undef T
#endif
/* functions */

void glEnable(GLint code);
void glDisable(GLint code);


void glShadeModel(GLint mode);
void glCullFace(GLint mode);
void glPolygonMode(GLint face,GLint mode);

void glBegin(GLint type);
void glEnd(void);
void glDrawBuffer(GLenum mode);
void glReadBuffer(GLenum mode);
void glReadPixels(	GLint x,
					GLint y,
					GLsizei width,
					GLsizei height,
					GLenum format,
					GLenum type,
					void * data);
void glDrawArrays(	GLenum mode,
 					GLint first,
 					GLsizei count);
//NEW functions added by GEK!!!
void glSetEnableSpecular(GLint s); //Toggle specular rendering (Speedup!!!)
void* glGetTexturePixmap(GLint text, GLint level, GLint* xsize, GLint* ysize); //Get the raw data of a texture!
void glDrawText(const GLubyte* text, GLint x, GLint y, GLuint pixel); //Blit 8x8 text to he screen
void glTextSize(GLTEXTSIZE mode); //Set text size
void glPlotPixel(GLint x, GLint y, GLuint pixel); //plot a pixel to the screen.

#define PROTO_GL1(name)				\
void gl ## name ## 1f(GLfloat);	\
void gl ## name ## 1d(GLdouble);	\
void gl ## name ## 1fv(GLfloat *);		\
void gl ## name ## 1dv(GLdouble *);

#define PROTO_GL2(name)				\
void gl ## name ## 2f(GLfloat ,GLfloat);	\
void gl ## name ## 2d(GLdouble ,GLdouble);	\
void gl ## name ## 2fv(GLfloat *);		\
void gl ## name ## 2dv(GLdouble *);

#define PROTO_GL3(name)				\
void gl ## name ## 3f(GLfloat ,GLfloat ,GLfloat);	\
void gl ## name ## 3d(GLdouble ,GLdouble ,GLdouble);	\
void gl ## name ## 3fv(GLfloat *);		\
void gl ## name ## 3dv(GLdouble *);

#define PROTO_GL4(name)				\
void gl ## name ## 4f(GLfloat ,GLfloat ,GLfloat, GLfloat );	\
void gl ## name ## 4d(GLdouble ,GLdouble ,GLdouble, GLdouble );	\
void gl ## name ## 4fv(GLfloat *);		\
void gl ## name ## 4dv(GLdouble *);

PROTO_GL2(Vertex)
PROTO_GL3(Vertex)
PROTO_GL4(Vertex)

PROTO_GL3(Color)
PROTO_GL4(Color)

PROTO_GL3(Normal)

PROTO_GL1(TexCoord)
PROTO_GL2(TexCoord)
PROTO_GL3(TexCoord)
PROTO_GL4(TexCoord)

void glEdgeFlag(GLint flag);

/* matrix */
void glMatrixMode(GLint mode);
void glLoadMatrixf(const GLfloat *m);
void glLoadIdentity(void);
void glMultMatrixf(const GLfloat *m);
void glPushMatrix(void);
void glPopMatrix(void);
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void glTranslatef(GLfloat x, GLfloat y, GLfloat z);
void glScalef(GLfloat x,GLfloat y,GLfloat z);

void glViewport(GLint x,GLint y,GLint width,GLint height);
void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,
               GLdouble near,GLdouble far);

/* lists */
GLuint glGenLists(GLint range);
GLint glIsList(GLuint list);
void glNewList(GLuint list,GLint mode);
void glEndList(void);
void glCallList(GLuint list);
void glCallLists(	GLsizei n,
				 	GLenum type,
				 	const GLuint* lists);
void glListBase(GLint n);
void glDeleteList(GLuint list);
void glDeleteLists(GLuint list, GLuint range);
/* clear */
void glClear(GLint mask);
void glClearColor(GLfloat r,GLfloat g,GLfloat b,GLfloat a);
void glClearDepth(GLdouble depth);

/* Feedback */
void glFeedbackBuffer(GLint size, GLenum type, GLfloat* buf);
void glPassThrough(GLfloat token);

/* selection */
GLint glRenderMode(GLint mode);
void glSelectBuffer(GLint size,GLuint *buf);

void glInitNames(void);
void glPushName(GLuint name);
void glPopName(void);
void glLoadName(GLuint name);

/* textures */
void glGenTextures(GLint n, GLuint *textures);
void glDeleteTextures(GLint n, const GLuint *textures);
void glBindTexture(GLint target,GLint texture);
void glTexImage2D( GLint target, GLint level, GLint components,
		    GLint width, GLint height, GLint border,
                    GLint format, GLint type, void *pixels);

void glTexImage1D( GLint target, GLint level, GLint components,
		    		GLint width, GLint border,
                    GLint format, GLint type, void *pixels);
void glCopyTexImage2D(	GLenum target,
					 	GLint level,
					 	GLenum internalformat,
					 	GLint x,
					 	GLint y,
					 	GLsizei width,
					 	GLsizei height,
					 	GLint border);
void glTexEnvi(GLint target,GLint pname,GLint param);

void glTexParameteri(GLint target,GLint pname,GLint param);

GLboolean glAreTexturesResident(	GLsizei n,
								 	const GLuint * textures,
								 	GLboolean * residences);
GLboolean glIsTexture(	GLuint texture);
/* lighting */

void glMaterialfv(GLint mode,GLint type,GLfloat *v);
void glMaterialf(GLint mode,GLint type,GLfloat v);
void glColorMaterial(GLint mode,GLint type);

void glLightfv(GLint light,GLint type,GLfloat *v);
void glLightf(GLint light,GLint type,GLfloat v);
void glLightModeli(GLint pname,GLint param);
void glLightModelfv(GLint pname,GLfloat *param);

/* misc */

void glFlush(void);
void glFinish(void);
void glHint(GLint target,GLint mode);
void glGetIntegerv(GLint pname,GLint *params);
void glGetFloatv(GLint pname, GLfloat *v);
const GLubyte* glGetString(GLenum name);
GLenum glGetError();
void glFrontFace(GLint mode);

/* opengl 1.2 arrays */
void glEnableClientState(GLenum array);
void glDisableClientState(GLenum array);
void glArrayElement(GLint i);
void glVertexPointer(GLint size, GLenum type, GLsizei stride, 
                     const GLvoid *pointer);
void glColorPointer(GLint size, GLenum type, GLsizei stride, 
                     const GLvoid *pointer);
void glNormalPointer(GLenum type, GLsizei stride, 
                      const GLvoid *pointer);
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, 
                       const GLvoid *pointer);
/* opengl 2.0 buffers */
void glGenBuffers(	GLsizei n,
 					GLuint * buffers);
void glDeleteBuffers(	GLsizei n,
					 	const GLuint * buffers);
void glBindBuffer(	GLenum target,
 					GLuint buffer);
GLboolean glIsBuffer(	GLuint buffer);
void *glMapBuffer(	GLenum target,
				 	GLenum access);
void glBufferData(	GLenum target,
				 	GLsizei size,
				 	const void * data,
				 	GLenum usage);
//Bonus ducks! OpenGL Buffer objects.
void glBindBufferAsArray(GLenum target, GLuint buffer, GLenum type, GLint size, GLint stride);

/* opengl 1.2 polygon offset */
void glPolygonOffset(GLfloat factor, GLfloat units);
void glBlendFunc(GLint, GLint);
void glBlendEquation(GLenum mode);
void glDepthMask(GLint);

/* Point Size */
void glPointSize(GLfloat);

/* Raster rendering */
void glRasterPos2f(GLfloat, GLfloat);
void glRasterPos3f(GLfloat, GLfloat, GLfloat);
void glRasterPos4f(GLfloat, GLfloat, GLfloat, GLfloat);

void glRasterPos2fv(GLfloat* v);
void glRasterPos3fv(GLfloat* v);
void glRasterPos4fv(GLfloat* v);
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void* data);
void glPixelZoom(GLfloat x, GLfloat y);
/* not implemented, just added to compile  */
  /*
inline void glLineWidth(GLfloat) {}
inline void glDepthFunc(GLint) {}

inline void glTexEnvf(GLint, GLint, GLint) {}
inline void glOrtho(GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat){}
inline void glVertex2i(GLint,GLint) {}
inline void glDepthMask(GLint) {}
inline void glFogi(GLint, GLint) {}
inline void glFogfv(GLint, const GLfloat*) {}
inline void glFogf(GLint, GLfloat) {}
inline void glTexParameterf(GLint, GLint, GLint) {};
  */
void glPolygonStipple(void* a);
/* non compatible functions */

void glDebug(GLint mode);

void glInit(void *zbuffer);
void glClose(void);

#ifdef __cplusplus
}
#endif

#endif