28 #include "../../idlib/precompiled.h"
31 #include "../../renderer/tr_local.h"
139 case GL_MAX_TEXTURE_SIZE: *params = 1024;
break;
141 default: *params = 0;
break;
158 case GL_EXTENSIONS:
return (GLubyte *)
"GL_ARB_multitexture GL_ARB_texture_env_combine GL_ARB_texture_cube_map GL_ARB_texture_env_dot3";
160 return (
const GLubyte *)
"";
388 static void StubFunction(
void ) {};
void glDisableClientState(GLenum array)
GLdouble GLdouble GLdouble GLdouble q
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void GLimp_FrontEndSleep()
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glEvalCoord1f(GLfloat u)
void glColor3usv(const GLushort *v)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glColor3iv(const GLint *v)
GLsizei const GLfloat * points
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glTexCoord1f(GLfloat s)
GLboolean GLenum GLenum GLvoid * values
GLsizei const GLfloat * value
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glLineWidth(GLfloat width)
void glShadeModel(GLenum mode)
void glTexCoord3fv(const GLfloat *v)
void glEvalCoord2dv(const GLdouble *u)
void GLimp_DeactivateContext()
void glClear(GLbitfield mask)
void GLimp_SetGamma(unsigned short *a, unsigned short *b, unsigned short *c)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glIndexubv(const GLubyte *c)
void glRectiv(const GLint *v1, const GLint *v2)
void glIndexsv(const GLshort *c)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glNormal3dv(const GLdouble *v)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glVertex3s(GLshort x, GLshort y, GLshort z)
GLdouble GLdouble GLint vn
GLdouble GLdouble GLdouble GLdouble zNear
void glFogf(GLenum pname, GLfloat param)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glTexCoord1s(GLshort s)
void glTexCoord1fv(const GLfloat *v)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glTexCoord1sv(const GLshort *v)
GLenum GLsizei GLenum format
const GLubyte * glGetString(GLenum name)
void glIndexfv(const GLfloat *c)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
void glRasterPos2iv(const GLint *v)
void glGetPolygonStipple(GLubyte *mask)
void glVertex3i(GLint x, GLint y, GLint z)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glRasterPos2dv(const GLdouble *v)
void glReadBuffer(GLenum mode)
GLboolean glIsList(GLuint list)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glCallList(GLuint list)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void GLimp_EnableLogging(bool)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void * GLimp_BackEndSleep()
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
bool GLimp_SpawnRenderThread(void(*a)())
GLboolean glIsTexture(GLuint texture)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
const GLuint const GLclampf * priorities
void glRasterPos4dv(const GLdouble *v)
void glVertex2d(GLdouble x, GLdouble y)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glVertex2f(GLfloat x, GLfloat y)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glPassThrough(GLfloat token)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glEvalCoord1dv(const GLdouble *u)
void glTexCoord4iv(const GLint *v)
void glRasterPos2f(GLfloat x, GLfloat y)
void glIndexdv(const GLdouble *c)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glColor3dv(const GLdouble *v)
GLint GLint GLsizei GLsizei GLsizei depth
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glRasterPos2s(GLshort x, GLshort y)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glTexCoord1dv(const GLdouble *v)
void glGetIntegerv(GLenum pname, GLint *params)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glRasterPos4iv(const GLint *v)
GLuint GLuint GLsizei GLenum type
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
GLclampf GLclampf GLclampf alpha
void glVertex2s(GLshort x, GLshort y)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
GLdouble GLdouble GLint GLint uorder
void glRasterPos4fv(const GLfloat *v)
void glLightModelf(GLenum pname, GLfloat param)
void(* GLExtension_t)(void)
GLExtension_t GLimp_ExtensionPointer(const char *a)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glArrayElement(GLint i)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
GLboolean glIsEnabled(GLenum cap)
GLsizei GLfloat GLfloat yorig
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glIndexiv(const GLint *c)
GLuint glGenLists(GLsizei range)
void glIndexMask(GLuint mask)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glVertex4fv(const GLfloat *v)
void glStencilMask(GLuint mask)
void glRasterPos2fv(const GLfloat *v)
void glEvalPoint2(GLint i, GLint j)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte * bitmap
void glEvalCoord2f(GLfloat u, GLfloat v)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glTexCoord3dv(const GLdouble *v)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glEvalCoord2fv(const GLfloat *u)
void glBegin(GLenum mode)
void glRasterPos2d(GLdouble x, GLdouble y)
GLfloat GLfloat GLfloat v2
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
GLsizei const GLvoid * pointer
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glNormal3sv(const GLshort *v)
void glDepthFunc(GLenum func)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
GLuint GLuint GLsizei count
GLint GLint GLint GLint j2
typedef GLboolean(APIENTRYP PFNGLISQUERYPROC)(GLuint id)
void glDisable(GLenum cap)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glNewList(GLuint list, GLenum mode)
GLdouble GLdouble GLint GLint order
void glColor4sv(const GLshort *v)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glColor4dv(const GLdouble *v)
GLubyte GLubyte GLubyte GLubyte w
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glLineStipple(GLint factor, GLushort pattern)
void glRasterPos3sv(const GLshort *v)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glRasterPos3iv(const GLint *v)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
GLenum const GLvoid * lists
void glPolygonStipple(const GLubyte *mask)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glTexCoord2sv(const GLshort *v)
void glColorMaterial(GLenum face, GLenum mode)
GLint glRenderMode(GLenum mode)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities)
void glNormal3iv(const GLint *v)
void glNormal3fv(const GLfloat *v)
void glColor3bv(const GLbyte *v)
void glVertex3iv(const GLint *v)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glColor4ubv(const GLubyte *v)
const GLdouble * equation
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glIndexub(GLubyte c)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glColor3uiv(const GLuint *v)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glAccum(GLenum op, GLfloat value)
void glVertex2dv(const GLdouble *v)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glVertex2fv(const GLfloat *v)
GLdouble GLdouble GLint GLint GLdouble GLdouble GLint vstride
void glLogicOp(GLenum opcode)
void glClearIndex(GLfloat c)
void glNormal3bv(const GLbyte *v)
void glVertex4sv(const GLshort *v)
void glTexCoord1d(GLdouble s)
void glGetDoublev(GLenum pname, GLdouble *params)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glFrontFace(GLenum mode)
void glTexCoord2dv(const GLdouble *v)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glLightModeli(GLenum pname, GLint param)
void glRasterPos3fv(const GLfloat *v)
void GLimp_WakeBackEnd(void *a)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glColor3ubv(const GLubyte *v)
void glTexCoord4fv(const GLfloat *v)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glTexCoord2d(GLdouble s, GLdouble t)
void glLoadIdentity(void)
void glRasterPos3dv(const GLdouble *v)
void glEvalCoord1fv(const GLfloat *u)
void glBindTexture(GLenum target, GLuint texture)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
GLint GLint GLint yoffset
void glVertex3sv(const GLshort *v)
void glGetPointerv(GLenum pname, GLvoid **params)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glAlphaFunc(GLenum func, GLclampf ref)
void glVertex2sv(const GLshort *v)
void glLoadMatrixf(const GLfloat *m)
void glPixelTransferf(GLenum pname, GLfloat param)
void glClearStencil(GLint s)
GLubyte GLubyte GLubyte a
void glPointSize(GLfloat size)
void glCullFace(GLenum mode)
void glPushClientAttrib(GLbitfield mask)
bool GLimp_Init(glimpParms_t a)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glPushAttrib(GLbitfield mask)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
GLdouble GLdouble GLdouble y2
void glPushName(GLuint name)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glLightf(GLenum light, GLenum pname, GLfloat param)
GLenum GLsizei GLsizei height
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
GLdouble GLdouble GLdouble top
void glVertex4iv(const GLint *v)
GLdouble GLdouble GLint ustride
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glDepthRange(GLclampd zNear, GLclampd zFar)
void glPixelStoref(GLenum pname, GLfloat param)
void glEvalCoord1d(GLdouble u)
void glFogiv(GLenum pname, const GLint *params)
GLfloat GLfloat GLfloat GLfloat nx
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glTexCoord2fv(const GLfloat *v)
void glMultMatrixd(const GLdouble *m)
void glColor3sv(const GLshort *v)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
GLint GLint GLsizei GLsizei GLsizei GLint border
void glLighti(GLenum light, GLenum pname, GLint param)
GLdouble GLdouble GLdouble r
void glTexCoord2s(GLshort s, GLshort t)
void glGenTextures(GLsizei n, GLuint *textures)
void glEdgeFlag(GLboolean flag)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glLightModeliv(GLenum pname, const GLint *params)
void glRasterPos2i(GLint x, GLint y)
void glColor4fv(const GLfloat *v)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
GLuint GLuint GLsizei GLenum const GLvoid * indices
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glMultMatrixf(const GLfloat *m)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glDeleteLists(GLuint list, GLsizei range)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glColor4bv(const GLbyte *v)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glPopClientAttrib(void)
void glIndexd(GLdouble c)
void glEvalPoint1(GLint i)
void glVertex3fv(const GLfloat *v)
GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint vorder
void glRasterPos3i(GLint x, GLint y, GLint z)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glTexCoord3sv(const GLshort *v)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glTexCoord4dv(const GLdouble *v)
void glEnable(GLenum cap)
void glTexCoord3iv(const GLint *v)
void glEnableClientState(GLenum array)
void glRasterPos2sv(const GLshort *v)
void glGetBooleanv(GLenum pname, GLboolean *params)
GLsizei GLfloat GLfloat GLfloat xmove
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
const GLuint GLboolean * residences
void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
void glTexCoord2iv(const GLint *v)
void glPixelTransferi(GLenum pname, GLint param)
void glTexCoord4sv(const GLshort *v)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
#define GL_MAX_TEXTURE_UNITS_ARB
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glLoadMatrixd(const GLdouble *m)
void glFogi(GLenum pname, GLint param)
void glColor4usv(const GLushort *v)
void glVertex2iv(const GLint *v)
void glVertex3dv(const GLdouble *v)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glDepthMask(GLboolean flag)
void glColor4uiv(const GLuint *v)
void glRasterPos4sv(const GLshort *v)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values)
void glFogfv(GLenum pname, const GLfloat *params)
void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
GLint GLint GLsizei GLsizei GLsizei GLint GLenum GLenum const GLvoid * pixels
void glGetFloatv(GLenum pname, GLfloat *params)
void glEdgeFlagv(const GLboolean *flag)
void glColor3fv(const GLfloat *v)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glColor4iv(const GLint *v)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glColor3i(GLint red, GLint green, GLint blue)
void glMatrixMode(GLenum mode)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
typedef GLuint(APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC)(GLsizei range)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glTexCoord2f(GLfloat s, GLfloat t)
void glLoadName(GLuint name)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glVertex2i(GLint x, GLint y)
void glListBase(GLuint base)
void glTexCoord1i(GLint s)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glClearDepth(GLclampd depth)
void glTexCoord2i(GLint s, GLint t)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glPolygonMode(GLenum face, GLenum mode)
void glHint(GLenum target, GLenum mode)
GLsizei GLfloat GLfloat GLfloat GLfloat ymove
void glClipPlane(GLenum plane, const GLdouble *equation)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glDrawBuffer(GLenum mode)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void GLimp_ActivateContext()
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glPixelStorei(GLenum pname, GLint param)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glTexCoord1iv(const GLint *v)
void glVertex4dv(const GLdouble *v)
GLenum const GLfloat * params
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)