//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef GL_GROUP_BEGIN #define GL_GROUP_BEGIN( flag ) #define UNDEF_BEGIN #endif #ifndef GL_GROUP_END #define GL_GROUP_END() #define UNDEF_END #endif //ARB_multitexture GL_GROUP_BEGIN(ARB_multitexture) GL_FUNCTION(void, glActiveTextureARB, (GLenum target), return; ) GL_FUNCTION(void, glClientActiveTextureARB, (GLenum target), return; ) //GL_FUNCTION(void, glMultiTexCoord1dARB, (GLenum target, GLdouble s), return; ) //GL_FUNCTION(void, glMultiTexCoord1dvARB, (GLenum target, const GLdouble *v), return; ) //GL_FUNCTION(void, glMultiTexCoord1fARB, (GLenum target, GLfloat s), return; ) //GL_FUNCTION(void, glMultiTexCoord1fvARB, (GLenum target, const GLfloat *v), return; ) //GL_FUNCTION(void, glMultiTexCoord1iARB, (GLenum target, GLint s), return; ) //GL_FUNCTION(void, glMultiTexCoord1ivARB, (GLenum target, const GLint *v), return; ) //GL_FUNCTION(void, glMultiTexCoord1sARB, (GLenum target, GLshort s), return; ) //GL_FUNCTION(void, glMultiTexCoord1svARB, (GLenum target, const GLshort *v), return; ) //GL_FUNCTION(void, glMultiTexCoord2dARB, (GLenum target, GLdouble s, GLdouble t), return; ) //GL_FUNCTION(void, glMultiTexCoord2dvARB, (GLenum target, const GLdouble *v), return; ) GL_FUNCTION(void, glMultiTexCoord2fARB, (GLenum target, GLfloat s, GLfloat t), return; ) GL_FUNCTION(void, glMultiTexCoord2fvARB, (GLenum target, const GLfloat *v), return; ) //GL_FUNCTION(void, glMultiTexCoord2iARB, (GLenum target, GLint s, GLint t), return; ) //GL_FUNCTION(void, glMultiTexCoord2ivARB, (GLenum target, const GLint *v), return; ) //GL_FUNCTION(void, glMultiTexCoord2sARB, (GLenum target, GLshort s, GLshort t), return; ) //GL_FUNCTION(void, glMultiTexCoord2svARB, (GLenum target, const GLshort *v), return; ) //GL_FUNCTION(void, glMultiTexCoord3dARB, (GLenum target, GLdouble s, GLdouble t, GLdouble r), return; ) //GL_FUNCTION(void, glMultiTexCoord3dvARB, (GLenum target, const GLdouble *v), return; ) //GL_FUNCTION(void, glMultiTexCoord3fARB, (GLenum target, GLfloat s, GLfloat t, GLfloat r), return; ) //GL_FUNCTION(void, glMultiTexCoord3fvARB, (GLenum target, const GLfloat *v), return; ) //GL_FUNCTION(void, glMultiTexCoord3iARB, (GLenum target, GLint s, GLint t, GLint r), return; ) //GL_FUNCTION(void, glMultiTexCoord3ivARB, (GLenum target, const GLint *v), return; ) //GL_FUNCTION(void, glMultiTexCoord3sARB, (GLenum target, GLshort s, GLshort t, GLshort r), return; ) //GL_FUNCTION(void, glMultiTexCoord3svARB, (GLenum target, const GLshort *v), return; ) //GL_FUNCTION(void, glMultiTexCoord4dARB, (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q), return; ) //GL_FUNCTION(void, glMultiTexCoord4dvARB, (GLenum target, const GLdouble *v), return; ) //GL_FUNCTION(void, glMultiTexCoord4fARB, (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q), return; ) //GL_FUNCTION(void, glMultiTexCoord4fvARB, (GLenum target, const GLfloat *v), return; ) //GL_FUNCTION(void, glMultiTexCoord4iARB, (GLenum target, GLint s, GLint t, GLint r, GLint q), return; ) //GL_FUNCTION(void, glMultiTexCoord4ivARB, (GLenum target, const GLint *v), return; ) //GL_FUNCTION(void, glMultiTexCoord4sARB, (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q), return; ) //GL_FUNCTION(void, glMultiTexCoord4svARB, (GLenum target, const GLshort *v), return; ) GL_GROUP_END() //ARB_texture_compression GL_GROUP_BEGIN(ARB_texture_compression) GL_FUNCTION(void, glCompressedTexImage3DARB, (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void*), return; ) GL_FUNCTION(void, glCompressedTexImage2DARB, (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void*), return; ) GL_FUNCTION(void, glCompressedTexImage1DARB, (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLsizei imageSize, const void*), return; ) GL_FUNCTION(void, glCompressedTexSubImage3DARB, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void*), return; ) GL_FUNCTION(void, glCompressedTexSubImage2DARB, (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void*), return; ) GL_FUNCTION(void, glCompressedTexSubImage1DARB, (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void*), return; ) GL_FUNCTION(void, glGetCompressedTexImageARB, (GLenum target, GLint lod, void* img), return; ) GL_GROUP_END() //EXT_compiled_vertex_array GL_GROUP_BEGIN(EXT_compiled_vertex_array) GL_FUNCTION(void, glLockArraysEXT, (GLint first, GLsizei count), return; ) GL_FUNCTION(void, glUnlockArraysEXT, (void), return; ) GL_GROUP_END() //EXT_fog_coord GL_GROUP_BEGIN(EXT_fog_coord) GL_FUNCTION(void, glFogCoordfEXT, (GLfloat), return; ) GL_FUNCTION(void , glFogCoordPointerEXT, (GLenum, GLsizei, void*), return; ) GL_GROUP_END() //EXT_paletted_texture GL_GROUP_BEGIN(EXT_paletted_texture) GL_FUNCTION(void, glColorTableEXT, (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void* data), return; ) GL_GROUP_END() // EXT_blend_color // http://www.msi.unilim.fr/~porquet/glexts/GL_EXT_blend_color.txt.html #define GL_CONSTANT_COLOR_EXT 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 #define GL_CONSTANT_ALPHA_EXT 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 #define GL_BLEND_COLOR_EXT 0x8005 GL_GROUP_BEGIN(EXT_blend_color) GL_FUNCTION(void, glBlendColorEXT, (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha), return; ) GL_GROUP_END() // EXT_blend_minmax // http://www.msi.unilim.fr/~porquet/glexts/GL_EXT_blend_minmax.txt.html #define GL_FUNC_ADD_EXT 0x8006 #define GL_MIN_EXT 0x8007 #define GL_MAX_EXT 0x8008 #define GL_BLEND_EQUATION_EXT 0x8009 GL_GROUP_BEGIN(EXT_blend_minmax) GL_FUNCTION(void, glBlendEquationEXT, (GLenum mode), return; ) GL_GROUP_END() //NV_vertex_array_range #ifdef TORQUE_OS_WIN32 GL_GROUP_BEGIN(NV_vertex_array_range) GL_FUNCTION(void, glVertexArrayRangeNV, (GLsizei length, void* pointer), return; ) GL_FUNCTION(void, glFlushVertexArrayRangeNV, (), return; ) GL_FUNCTION(void*, wglAllocateMemoryNV, (GLsizei, GLfloat, GLfloat, GLfloat), return NULL; ) GL_FUNCTION(void, wglFreeMemoryNV, (void*), return; ) GL_GROUP_END() #endif #ifdef UNDEF_BEGIN #undef GL_GROUP_BEGIN #undef UNDEF_BEGIN #endif #ifdef UNDEF_END #undef GL_GROUP_END #undef UNDEF_END #endif