// Automatically generated file, do not edit. #include extern "C" { GL_APICALL void GL_APIENTRY glActiveTexture(GLenum texture) { } GL_APICALL void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) { } GL_APICALL void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const GLchar * name) { } GL_APICALL void GL_APIENTRY glBindBuffer(GLenum target, GLuint buffer) { } GL_APICALL void GL_APIENTRY glBindFramebuffer(GLenum target, GLuint framebuffer) { } GL_APICALL void GL_APIENTRY glBindRenderbuffer(GLenum target, GLuint renderbuffer) { } GL_APICALL void GL_APIENTRY glBindTexture(GLenum target, GLuint texture) { } GL_APICALL void GL_APIENTRY glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { } GL_APICALL void GL_APIENTRY glBlendEquation(GLenum mode) { } GL_APICALL void GL_APIENTRY glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { } GL_APICALL void GL_APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor) { } GL_APICALL void GL_APIENTRY glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { } GL_APICALL void GL_APIENTRY glBufferData(GLenum target, GLsizeiptr size, const void * data, GLenum usage) { } GL_APICALL void GL_APIENTRY glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void * data) { } GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) { return 0; } GL_APICALL void GL_APIENTRY glClear(GLbitfield mask) { } GL_APICALL void GL_APIENTRY glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { } GL_APICALL void GL_APIENTRY glClearDepthf(GLfloat d) { } GL_APICALL void GL_APIENTRY glClearStencil(GLint s) { } GL_APICALL void GL_APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { } GL_APICALL void GL_APIENTRY glCompileShader(GLuint shader) { } GL_APICALL void GL_APIENTRY glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data) { } GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data) { } GL_APICALL void GL_APIENTRY glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { } GL_APICALL void GL_APIENTRY glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { } GL_APICALL GLuint GL_APIENTRY glCreateProgram() { return 0; } GL_APICALL GLuint GL_APIENTRY glCreateShader(GLenum type) { return 0; } GL_APICALL void GL_APIENTRY glCullFace(GLenum mode) { } GL_APICALL void GL_APIENTRY glDeleteBuffers(GLsizei n, const GLuint * buffers) { } GL_APICALL void GL_APIENTRY glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers) { } GL_APICALL void GL_APIENTRY glDeleteProgram(GLuint program) { } GL_APICALL void GL_APIENTRY glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers) { } GL_APICALL void GL_APIENTRY glDeleteShader(GLuint shader) { } GL_APICALL void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint * textures) { } GL_APICALL void GL_APIENTRY glDepthFunc(GLenum func) { } GL_APICALL void GL_APIENTRY glDepthMask(GLboolean flag) { } GL_APICALL void GL_APIENTRY glDepthRangef(GLfloat n, GLfloat f) { } GL_APICALL void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) { } GL_APICALL void GL_APIENTRY glDisable(GLenum cap) { } GL_APICALL void GL_APIENTRY glDisableVertexAttribArray(GLuint index) { } GL_APICALL void GL_APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) { } GL_APICALL void GL_APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const void * indices) { } GL_APICALL void GL_APIENTRY glEnable(GLenum cap) { } GL_APICALL void GL_APIENTRY glEnableVertexAttribArray(GLuint index) { } GL_APICALL void GL_APIENTRY glFinish() { } GL_APICALL void GL_APIENTRY glFlush() { } GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { } GL_APICALL void GL_APIENTRY glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { } GL_APICALL void GL_APIENTRY glFrontFace(GLenum mode) { } GL_APICALL void GL_APIENTRY glGenBuffers(GLsizei n, GLuint* buffers) { } GL_APICALL void GL_APIENTRY glGenFramebuffers(GLsizei n, GLuint* framebuffers) { } GL_APICALL void GL_APIENTRY glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { } GL_APICALL void GL_APIENTRY glGenTextures(GLsizei n, GLuint* textures) { } GL_APICALL void GL_APIENTRY glGenerateMipmap(GLenum target) { } GL_APICALL void GL_APIENTRY glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { } GL_APICALL void GL_APIENTRY glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { } GL_APICALL void GL_APIENTRY glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) { } GL_APICALL GLint GL_APIENTRY glGetAttribLocation(GLuint program, const GLchar * name) { return 0; } GL_APICALL void GL_APIENTRY glGetBooleanv(GLenum pname, GLboolean* data) { } GL_APICALL void GL_APIENTRY glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { } GL_APICALL GLenum GL_APIENTRY glGetError() { return 0; } GL_APICALL void GL_APIENTRY glGetFloatv(GLenum pname, GLfloat* data) { } GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { } GL_APICALL void GL_APIENTRY glGetIntegerv(GLenum pname, GLint* data) { } GL_APICALL void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { } GL_APICALL void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) { } GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { } GL_APICALL void GL_APIENTRY glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { } GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { } GL_APICALL void GL_APIENTRY glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) { } GL_APICALL void GL_APIENTRY glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { } GL_APICALL const GLubyte * GL_APIENTRY glGetString(GLenum name) { return 0; } GL_APICALL void GL_APIENTRY glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { } GL_APICALL void GL_APIENTRY glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { } GL_APICALL GLint GL_APIENTRY glGetUniformLocation(GLuint program, const GLchar * name) { return 0; } GL_APICALL void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params) { } GL_APICALL void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params) { } GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv(GLuint index, GLenum pname, void ** pointer) { } GL_APICALL void GL_APIENTRY glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { } GL_APICALL void GL_APIENTRY glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { } GL_APICALL void GL_APIENTRY glHint(GLenum target, GLenum mode) { } GL_APICALL GLboolean GL_APIENTRY glIsBuffer(GLuint buffer) { return 0; } GL_APICALL GLboolean GL_APIENTRY glIsEnabled(GLenum cap) { return 0; } GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer(GLuint framebuffer) { return 0; } GL_APICALL GLboolean GL_APIENTRY glIsProgram(GLuint program) { return 0; } GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer(GLuint renderbuffer) { return 0; } GL_APICALL GLboolean GL_APIENTRY glIsShader(GLuint shader) { return 0; } GL_APICALL GLboolean GL_APIENTRY glIsTexture(GLuint texture) { return 0; } GL_APICALL void GL_APIENTRY glLineWidth(GLfloat width) { } GL_APICALL void GL_APIENTRY glLinkProgram(GLuint program) { } GL_APICALL void GL_APIENTRY glPixelStorei(GLenum pname, GLint param) { } GL_APICALL void GL_APIENTRY glPolygonOffset(GLfloat factor, GLfloat units) { } GL_APICALL void GL_APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels) { } GL_APICALL void GL_APIENTRY glReleaseShaderCompiler() { } GL_APICALL void GL_APIENTRY glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { } GL_APICALL void GL_APIENTRY glSampleCoverage(GLfloat value, GLboolean invert) { } GL_APICALL void GL_APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { } GL_APICALL void GL_APIENTRY glShaderBinary(GLsizei count, const GLuint * shaders, GLenum binaryformat, const void * binary, GLsizei length) { } GL_APICALL void GL_APIENTRY glShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length) { } GL_APICALL void GL_APIENTRY glStencilFunc(GLenum func, GLint ref, GLuint mask) { } GL_APICALL void GL_APIENTRY glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { } GL_APICALL void GL_APIENTRY glStencilMask(GLuint mask) { } GL_APICALL void GL_APIENTRY glStencilMaskSeparate(GLenum face, GLuint mask) { } GL_APICALL void GL_APIENTRY glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { } GL_APICALL void GL_APIENTRY glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { } GL_APICALL void GL_APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels) { } GL_APICALL void GL_APIENTRY glTexParameterf(GLenum target, GLenum pname, GLfloat param) { } GL_APICALL void GL_APIENTRY glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params) { } GL_APICALL void GL_APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param) { } GL_APICALL void GL_APIENTRY glTexParameteriv(GLenum target, GLenum pname, const GLint * params) { } GL_APICALL void GL_APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels) { } GL_APICALL void GL_APIENTRY glUniform1f(GLint location, GLfloat v0) { } GL_APICALL void GL_APIENTRY glUniform1fv(GLint location, GLsizei count, const GLfloat * value) { } GL_APICALL void GL_APIENTRY glUniform1i(GLint location, GLint v0) { } GL_APICALL void GL_APIENTRY glUniform1iv(GLint location, GLsizei count, const GLint * value) { } GL_APICALL void GL_APIENTRY glUniform2f(GLint location, GLfloat v0, GLfloat v1) { } GL_APICALL void GL_APIENTRY glUniform2fv(GLint location, GLsizei count, const GLfloat * value) { } GL_APICALL void GL_APIENTRY glUniform2i(GLint location, GLint v0, GLint v1) { } GL_APICALL void GL_APIENTRY glUniform2iv(GLint location, GLsizei count, const GLint * value) { } GL_APICALL void GL_APIENTRY glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { } GL_APICALL void GL_APIENTRY glUniform3fv(GLint location, GLsizei count, const GLfloat * value) { } GL_APICALL void GL_APIENTRY glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) { } GL_APICALL void GL_APIENTRY glUniform3iv(GLint location, GLsizei count, const GLint * value) { } GL_APICALL void GL_APIENTRY glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { } GL_APICALL void GL_APIENTRY glUniform4fv(GLint location, GLsizei count, const GLfloat * value) { } GL_APICALL void GL_APIENTRY glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { } GL_APICALL void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint * value) { } GL_APICALL void GL_APIENTRY glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { } GL_APICALL void GL_APIENTRY glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { } GL_APICALL void GL_APIENTRY glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { } GL_APICALL void GL_APIENTRY glUseProgram(GLuint program) { } GL_APICALL void GL_APIENTRY glValidateProgram(GLuint program) { } GL_APICALL void GL_APIENTRY glVertexAttrib1f(GLuint index, GLfloat x) { } GL_APICALL void GL_APIENTRY glVertexAttrib1fv(GLuint index, const GLfloat * v) { } GL_APICALL void GL_APIENTRY glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { } GL_APICALL void GL_APIENTRY glVertexAttrib2fv(GLuint index, const GLfloat * v) { } GL_APICALL void GL_APIENTRY glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { } GL_APICALL void GL_APIENTRY glVertexAttrib3fv(GLuint index, const GLfloat * v) { } GL_APICALL void GL_APIENTRY glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { } GL_APICALL void GL_APIENTRY glVertexAttrib4fv(GLuint index, const GLfloat * v) { } GL_APICALL void GL_APIENTRY glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer) { } GL_APICALL void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { } GL_APICALL void GL_APIENTRY glBlitFramebufferEXT(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { } GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleEXT(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { } } // extern "C"