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Copy pathAnyGLLoadFptrGL.c
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AnyGLLoadFptrGL.c
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#include "AnyGL.h"
#if ANYGL_LOAD == ANYGL_LOAD_FPTR && !ANYGL_GLES
#define GL_GLEXT_PROTOTYPES
#if ANYGL_APPLE
# if ANYGL_GL_VERSION >= 30
# define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
# include <OpenGL/gl3.h>
# include <OpenGL/gl3ext.h>
# endif
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
#else
# include <GL/gl.h>
# include <GL/glext.h>
#endif
#define ANYGL_NO_DEFINES
#include "gl.h"
/* Generated by AnyGL. */
int AnyGL_updateGLVersion(void);
int AnyGL_queryExtension(const char* name);
void AnyGL_initDebug(void);
void AnyGL_clearFunctionPointers(void);
int AnyGL_initialize(void)
{
return 1;
}
void AnyGL_shutdown(void) {}
int AnyGL_load(void)
{
AnyGL_clearFunctionPointers();
/* GL_VERSION_1_0 */
AnyGL_glCullFace = &glCullFace;
AnyGL_glFrontFace = &glFrontFace;
AnyGL_glHint = &glHint;
AnyGL_glLineWidth = &glLineWidth;
AnyGL_glPointSize = &glPointSize;
AnyGL_glPolygonMode = &glPolygonMode;
AnyGL_glScissor = &glScissor;
AnyGL_glTexParameterf = &glTexParameterf;
AnyGL_glTexParameterfv = &glTexParameterfv;
AnyGL_glTexParameteri = &glTexParameteri;
AnyGL_glTexParameteriv = &glTexParameteriv;
AnyGL_glTexImage1D = &glTexImage1D;
AnyGL_glTexImage2D = &glTexImage2D;
AnyGL_glDrawBuffer = &glDrawBuffer;
AnyGL_glClear = &glClear;
AnyGL_glClearColor = &glClearColor;
AnyGL_glClearStencil = &glClearStencil;
AnyGL_glClearDepth = &glClearDepth;
AnyGL_glStencilMask = &glStencilMask;
AnyGL_glColorMask = &glColorMask;
AnyGL_glDepthMask = &glDepthMask;
AnyGL_glDisable = &glDisable;
AnyGL_glEnable = &glEnable;
AnyGL_glFinish = &glFinish;
AnyGL_glFlush = &glFlush;
AnyGL_glBlendFunc = &glBlendFunc;
AnyGL_glLogicOp = &glLogicOp;
AnyGL_glStencilFunc = &glStencilFunc;
AnyGL_glStencilOp = &glStencilOp;
AnyGL_glDepthFunc = &glDepthFunc;
AnyGL_glPixelStoref = &glPixelStoref;
AnyGL_glPixelStorei = &glPixelStorei;
AnyGL_glReadBuffer = &glReadBuffer;
AnyGL_glReadPixels = &glReadPixels;
AnyGL_glGetBooleanv = &glGetBooleanv;
AnyGL_glGetDoublev = &glGetDoublev;
AnyGL_glGetError = &glGetError;
AnyGL_glGetFloatv = &glGetFloatv;
AnyGL_glGetIntegerv = &glGetIntegerv;
AnyGL_glGetString = &glGetString;
AnyGL_glGetTexImage = &glGetTexImage;
AnyGL_glGetTexParameterfv = &glGetTexParameterfv;
AnyGL_glGetTexParameteriv = &glGetTexParameteriv;
AnyGL_glGetTexLevelParameterfv = &glGetTexLevelParameterfv;
AnyGL_glGetTexLevelParameteriv = &glGetTexLevelParameteriv;
AnyGL_glIsEnabled = &glIsEnabled;
AnyGL_glDepthRange = &glDepthRange;
AnyGL_glViewport = &glViewport;
AnyGL_glNewList = &glNewList;
AnyGL_glEndList = &glEndList;
AnyGL_glCallList = &glCallList;
AnyGL_glCallLists = &glCallLists;
AnyGL_glDeleteLists = &glDeleteLists;
AnyGL_glGenLists = &glGenLists;
AnyGL_glListBase = &glListBase;
AnyGL_glBegin = &glBegin;
AnyGL_glBitmap = &glBitmap;
AnyGL_glColor3b = &glColor3b;
AnyGL_glColor3bv = &glColor3bv;
AnyGL_glColor3d = &glColor3d;
AnyGL_glColor3dv = &glColor3dv;
AnyGL_glColor3f = &glColor3f;
AnyGL_glColor3fv = &glColor3fv;
AnyGL_glColor3i = &glColor3i;
AnyGL_glColor3iv = &glColor3iv;
AnyGL_glColor3s = &glColor3s;
AnyGL_glColor3sv = &glColor3sv;
AnyGL_glColor3ub = &glColor3ub;
AnyGL_glColor3ubv = &glColor3ubv;
AnyGL_glColor3ui = &glColor3ui;
AnyGL_glColor3uiv = &glColor3uiv;
AnyGL_glColor3us = &glColor3us;
AnyGL_glColor3usv = &glColor3usv;
AnyGL_glColor4b = &glColor4b;
AnyGL_glColor4bv = &glColor4bv;
AnyGL_glColor4d = &glColor4d;
AnyGL_glColor4dv = &glColor4dv;
AnyGL_glColor4f = &glColor4f;
AnyGL_glColor4fv = &glColor4fv;
AnyGL_glColor4i = &glColor4i;
AnyGL_glColor4iv = &glColor4iv;
AnyGL_glColor4s = &glColor4s;
AnyGL_glColor4sv = &glColor4sv;
AnyGL_glColor4ub = &glColor4ub;
AnyGL_glColor4ubv = &glColor4ubv;
AnyGL_glColor4ui = &glColor4ui;
AnyGL_glColor4uiv = &glColor4uiv;
AnyGL_glColor4us = &glColor4us;
AnyGL_glColor4usv = &glColor4usv;
AnyGL_glEdgeFlag = &glEdgeFlag;
AnyGL_glEdgeFlagv = &glEdgeFlagv;
AnyGL_glEnd = &glEnd;
AnyGL_glIndexd = &glIndexd;
AnyGL_glIndexdv = &glIndexdv;
AnyGL_glIndexf = &glIndexf;
AnyGL_glIndexfv = &glIndexfv;
AnyGL_glIndexi = &glIndexi;
AnyGL_glIndexiv = &glIndexiv;
AnyGL_glIndexs = &glIndexs;
AnyGL_glIndexsv = &glIndexsv;
AnyGL_glNormal3b = &glNormal3b;
AnyGL_glNormal3bv = &glNormal3bv;
AnyGL_glNormal3d = &glNormal3d;
AnyGL_glNormal3dv = &glNormal3dv;
AnyGL_glNormal3f = &glNormal3f;
AnyGL_glNormal3fv = &glNormal3fv;
AnyGL_glNormal3i = &glNormal3i;
AnyGL_glNormal3iv = &glNormal3iv;
AnyGL_glNormal3s = &glNormal3s;
AnyGL_glNormal3sv = &glNormal3sv;
AnyGL_glRasterPos2d = &glRasterPos2d;
AnyGL_glRasterPos2dv = &glRasterPos2dv;
AnyGL_glRasterPos2f = &glRasterPos2f;
AnyGL_glRasterPos2fv = &glRasterPos2fv;
AnyGL_glRasterPos2i = &glRasterPos2i;
AnyGL_glRasterPos2iv = &glRasterPos2iv;
AnyGL_glRasterPos2s = &glRasterPos2s;
AnyGL_glRasterPos2sv = &glRasterPos2sv;
AnyGL_glRasterPos3d = &glRasterPos3d;
AnyGL_glRasterPos3dv = &glRasterPos3dv;
AnyGL_glRasterPos3f = &glRasterPos3f;
AnyGL_glRasterPos3fv = &glRasterPos3fv;
AnyGL_glRasterPos3i = &glRasterPos3i;
AnyGL_glRasterPos3iv = &glRasterPos3iv;
AnyGL_glRasterPos3s = &glRasterPos3s;
AnyGL_glRasterPos3sv = &glRasterPos3sv;
AnyGL_glRasterPos4d = &glRasterPos4d;
AnyGL_glRasterPos4dv = &glRasterPos4dv;
AnyGL_glRasterPos4f = &glRasterPos4f;
AnyGL_glRasterPos4fv = &glRasterPos4fv;
AnyGL_glRasterPos4i = &glRasterPos4i;
AnyGL_glRasterPos4iv = &glRasterPos4iv;
AnyGL_glRasterPos4s = &glRasterPos4s;
AnyGL_glRasterPos4sv = &glRasterPos4sv;
AnyGL_glRectd = &glRectd;
AnyGL_glRectdv = &glRectdv;
AnyGL_glRectf = &glRectf;
AnyGL_glRectfv = &glRectfv;
AnyGL_glRecti = &glRecti;
AnyGL_glRectiv = &glRectiv;
AnyGL_glRects = &glRects;
AnyGL_glRectsv = &glRectsv;
AnyGL_glTexCoord1d = &glTexCoord1d;
AnyGL_glTexCoord1dv = &glTexCoord1dv;
AnyGL_glTexCoord1f = &glTexCoord1f;
AnyGL_glTexCoord1fv = &glTexCoord1fv;
AnyGL_glTexCoord1i = &glTexCoord1i;
AnyGL_glTexCoord1iv = &glTexCoord1iv;
AnyGL_glTexCoord1s = &glTexCoord1s;
AnyGL_glTexCoord1sv = &glTexCoord1sv;
AnyGL_glTexCoord2d = &glTexCoord2d;
AnyGL_glTexCoord2dv = &glTexCoord2dv;
AnyGL_glTexCoord2f = &glTexCoord2f;
AnyGL_glTexCoord2fv = &glTexCoord2fv;
AnyGL_glTexCoord2i = &glTexCoord2i;
AnyGL_glTexCoord2iv = &glTexCoord2iv;
AnyGL_glTexCoord2s = &glTexCoord2s;
AnyGL_glTexCoord2sv = &glTexCoord2sv;
AnyGL_glTexCoord3d = &glTexCoord3d;
AnyGL_glTexCoord3dv = &glTexCoord3dv;
AnyGL_glTexCoord3f = &glTexCoord3f;
AnyGL_glTexCoord3fv = &glTexCoord3fv;
AnyGL_glTexCoord3i = &glTexCoord3i;
AnyGL_glTexCoord3iv = &glTexCoord3iv;
AnyGL_glTexCoord3s = &glTexCoord3s;
AnyGL_glTexCoord3sv = &glTexCoord3sv;
AnyGL_glTexCoord4d = &glTexCoord4d;
AnyGL_glTexCoord4dv = &glTexCoord4dv;
AnyGL_glTexCoord4f = &glTexCoord4f;
AnyGL_glTexCoord4fv = &glTexCoord4fv;
AnyGL_glTexCoord4i = &glTexCoord4i;
AnyGL_glTexCoord4iv = &glTexCoord4iv;
AnyGL_glTexCoord4s = &glTexCoord4s;
AnyGL_glTexCoord4sv = &glTexCoord4sv;
AnyGL_glVertex2d = &glVertex2d;
AnyGL_glVertex2dv = &glVertex2dv;
AnyGL_glVertex2f = &glVertex2f;
AnyGL_glVertex2fv = &glVertex2fv;
AnyGL_glVertex2i = &glVertex2i;
AnyGL_glVertex2iv = &glVertex2iv;
AnyGL_glVertex2s = &glVertex2s;
AnyGL_glVertex2sv = &glVertex2sv;
AnyGL_glVertex3d = &glVertex3d;
AnyGL_glVertex3dv = &glVertex3dv;
AnyGL_glVertex3f = &glVertex3f;
AnyGL_glVertex3fv = &glVertex3fv;
AnyGL_glVertex3i = &glVertex3i;
AnyGL_glVertex3iv = &glVertex3iv;
AnyGL_glVertex3s = &glVertex3s;
AnyGL_glVertex3sv = &glVertex3sv;
AnyGL_glVertex4d = &glVertex4d;
AnyGL_glVertex4dv = &glVertex4dv;
AnyGL_glVertex4f = &glVertex4f;
AnyGL_glVertex4fv = &glVertex4fv;
AnyGL_glVertex4i = &glVertex4i;
AnyGL_glVertex4iv = &glVertex4iv;
AnyGL_glVertex4s = &glVertex4s;
AnyGL_glVertex4sv = &glVertex4sv;
AnyGL_glClipPlane = &glClipPlane;
AnyGL_glColorMaterial = &glColorMaterial;
AnyGL_glFogf = &glFogf;
AnyGL_glFogfv = &glFogfv;
AnyGL_glFogi = &glFogi;
AnyGL_glFogiv = &glFogiv;
AnyGL_glLightf = &glLightf;
AnyGL_glLightfv = &glLightfv;
AnyGL_glLighti = &glLighti;
AnyGL_glLightiv = &glLightiv;
AnyGL_glLightModelf = &glLightModelf;
AnyGL_glLightModelfv = &glLightModelfv;
AnyGL_glLightModeli = &glLightModeli;
AnyGL_glLightModeliv = &glLightModeliv;
AnyGL_glLineStipple = &glLineStipple;
AnyGL_glMaterialf = &glMaterialf;
AnyGL_glMaterialfv = &glMaterialfv;
AnyGL_glMateriali = &glMateriali;
AnyGL_glMaterialiv = &glMaterialiv;
AnyGL_glPolygonStipple = &glPolygonStipple;
AnyGL_glShadeModel = &glShadeModel;
AnyGL_glTexEnvf = &glTexEnvf;
AnyGL_glTexEnvfv = &glTexEnvfv;
AnyGL_glTexEnvi = &glTexEnvi;
AnyGL_glTexEnviv = &glTexEnviv;
AnyGL_glTexGend = &glTexGend;
AnyGL_glTexGendv = &glTexGendv;
AnyGL_glTexGenf = &glTexGenf;
AnyGL_glTexGenfv = &glTexGenfv;
AnyGL_glTexGeni = &glTexGeni;
AnyGL_glTexGeniv = &glTexGeniv;
AnyGL_glFeedbackBuffer = &glFeedbackBuffer;
AnyGL_glSelectBuffer = &glSelectBuffer;
AnyGL_glRenderMode = &glRenderMode;
AnyGL_glInitNames = &glInitNames;
AnyGL_glLoadName = &glLoadName;
AnyGL_glPassThrough = &glPassThrough;
AnyGL_glPopName = &glPopName;
AnyGL_glPushName = &glPushName;
AnyGL_glClearAccum = &glClearAccum;
AnyGL_glClearIndex = &glClearIndex;
AnyGL_glIndexMask = &glIndexMask;
AnyGL_glAccum = &glAccum;
AnyGL_glPopAttrib = &glPopAttrib;
AnyGL_glPushAttrib = &glPushAttrib;
AnyGL_glMap1d = &glMap1d;
AnyGL_glMap1f = &glMap1f;
AnyGL_glMap2d = &glMap2d;
AnyGL_glMap2f = &glMap2f;
AnyGL_glMapGrid1d = &glMapGrid1d;
AnyGL_glMapGrid1f = &glMapGrid1f;
AnyGL_glMapGrid2d = &glMapGrid2d;
AnyGL_glMapGrid2f = &glMapGrid2f;
AnyGL_glEvalCoord1d = &glEvalCoord1d;
AnyGL_glEvalCoord1dv = &glEvalCoord1dv;
AnyGL_glEvalCoord1f = &glEvalCoord1f;
AnyGL_glEvalCoord1fv = &glEvalCoord1fv;
AnyGL_glEvalCoord2d = &glEvalCoord2d;
AnyGL_glEvalCoord2dv = &glEvalCoord2dv;
AnyGL_glEvalCoord2f = &glEvalCoord2f;
AnyGL_glEvalCoord2fv = &glEvalCoord2fv;
AnyGL_glEvalMesh1 = &glEvalMesh1;
AnyGL_glEvalPoint1 = &glEvalPoint1;
AnyGL_glEvalMesh2 = &glEvalMesh2;
AnyGL_glEvalPoint2 = &glEvalPoint2;
AnyGL_glAlphaFunc = &glAlphaFunc;
AnyGL_glPixelZoom = &glPixelZoom;
AnyGL_glPixelTransferf = &glPixelTransferf;
AnyGL_glPixelTransferi = &glPixelTransferi;
AnyGL_glPixelMapfv = &glPixelMapfv;
AnyGL_glPixelMapuiv = &glPixelMapuiv;
AnyGL_glPixelMapusv = &glPixelMapusv;
AnyGL_glCopyPixels = &glCopyPixels;
AnyGL_glDrawPixels = &glDrawPixels;
AnyGL_glGetClipPlane = &glGetClipPlane;
AnyGL_glGetLightfv = &glGetLightfv;
AnyGL_glGetLightiv = &glGetLightiv;
AnyGL_glGetMapdv = &glGetMapdv;
AnyGL_glGetMapfv = &glGetMapfv;
AnyGL_glGetMapiv = &glGetMapiv;
AnyGL_glGetMaterialfv = &glGetMaterialfv;
AnyGL_glGetMaterialiv = &glGetMaterialiv;
AnyGL_glGetPixelMapfv = &glGetPixelMapfv;
AnyGL_glGetPixelMapuiv = &glGetPixelMapuiv;
AnyGL_glGetPixelMapusv = &glGetPixelMapusv;
AnyGL_glGetPolygonStipple = &glGetPolygonStipple;
AnyGL_glGetTexEnvfv = &glGetTexEnvfv;
AnyGL_glGetTexEnviv = &glGetTexEnviv;
AnyGL_glGetTexGendv = &glGetTexGendv;
AnyGL_glGetTexGenfv = &glGetTexGenfv;
AnyGL_glGetTexGeniv = &glGetTexGeniv;
AnyGL_glIsList = &glIsList;
AnyGL_glFrustum = &glFrustum;
AnyGL_glLoadIdentity = &glLoadIdentity;
AnyGL_glLoadMatrixf = &glLoadMatrixf;
AnyGL_glLoadMatrixd = &glLoadMatrixd;
AnyGL_glMatrixMode = &glMatrixMode;
AnyGL_glMultMatrixf = &glMultMatrixf;
AnyGL_glMultMatrixd = &glMultMatrixd;
AnyGL_glOrtho = &glOrtho;
AnyGL_glPopMatrix = &glPopMatrix;
AnyGL_glPushMatrix = &glPushMatrix;
AnyGL_glRotated = &glRotated;
AnyGL_glRotatef = &glRotatef;
AnyGL_glScaled = &glScaled;
AnyGL_glScalef = &glScalef;
AnyGL_glTranslated = &glTranslated;
AnyGL_glTranslatef = &glTranslatef;
if (!AnyGL_updateGLVersion())
return 0;
#ifndef ANYGL_VERSION_1_1
if (AnyGL_atLeastVersion(1, 1, 0))
{
AnyGL_glDrawArrays = (PFNANYGLDRAWARRAYSPROC)&glDrawArrays;
AnyGL_glDrawElements = (PFNANYGLDRAWELEMENTSPROC)&glDrawElements;
AnyGL_glGetPointerv = (PFNANYGLGETPOINTERVPROC)&glGetPointerv;
AnyGL_glPolygonOffset = (PFNANYGLPOLYGONOFFSETPROC)&glPolygonOffset;
AnyGL_glCopyTexImage1D = (PFNANYGLCOPYTEXIMAGE1DPROC)&glCopyTexImage1D;
AnyGL_glCopyTexImage2D = (PFNANYGLCOPYTEXIMAGE2DPROC)&glCopyTexImage2D;
AnyGL_glCopyTexSubImage1D = (PFNANYGLCOPYTEXSUBIMAGE1DPROC)&glCopyTexSubImage1D;
AnyGL_glCopyTexSubImage2D = (PFNANYGLCOPYTEXSUBIMAGE2DPROC)&glCopyTexSubImage2D;
AnyGL_glTexSubImage1D = (PFNANYGLTEXSUBIMAGE1DPROC)&glTexSubImage1D;
AnyGL_glTexSubImage2D = (PFNANYGLTEXSUBIMAGE2DPROC)&glTexSubImage2D;
AnyGL_glBindTexture = (PFNANYGLBINDTEXTUREPROC)&glBindTexture;
AnyGL_glDeleteTextures = (PFNANYGLDELETETEXTURESPROC)&glDeleteTextures;
AnyGL_glGenTextures = (PFNANYGLGENTEXTURESPROC)&glGenTextures;
AnyGL_glIsTexture = (PFNANYGLISTEXTUREPROC)&glIsTexture;
AnyGL_glArrayElement = (PFNANYGLARRAYELEMENTPROC)&glArrayElement;
AnyGL_glColorPointer = (PFNANYGLCOLORPOINTERPROC)&glColorPointer;
AnyGL_glDisableClientState = (PFNANYGLDISABLECLIENTSTATEPROC)&glDisableClientState;
AnyGL_glEdgeFlagPointer = (PFNANYGLEDGEFLAGPOINTERPROC)&glEdgeFlagPointer;
AnyGL_glEnableClientState = (PFNANYGLENABLECLIENTSTATEPROC)&glEnableClientState;
AnyGL_glIndexPointer = (PFNANYGLINDEXPOINTERPROC)&glIndexPointer;
AnyGL_glInterleavedArrays = (PFNANYGLINTERLEAVEDARRAYSPROC)&glInterleavedArrays;
AnyGL_glNormalPointer = (PFNANYGLNORMALPOINTERPROC)&glNormalPointer;
AnyGL_glTexCoordPointer = (PFNANYGLTEXCOORDPOINTERPROC)&glTexCoordPointer;
AnyGL_glVertexPointer = (PFNANYGLVERTEXPOINTERPROC)&glVertexPointer;
AnyGL_glAreTexturesResident = (PFNANYGLARETEXTURESRESIDENTPROC)&glAreTexturesResident;
AnyGL_glPrioritizeTextures = (PFNANYGLPRIORITIZETEXTURESPROC)&glPrioritizeTextures;
AnyGL_glIndexub = (PFNANYGLINDEXUBPROC)&glIndexub;
AnyGL_glIndexubv = (PFNANYGLINDEXUBVPROC)&glIndexubv;
AnyGL_glPopClientAttrib = (PFNANYGLPOPCLIENTATTRIBPROC)&glPopClientAttrib;
AnyGL_glPushClientAttrib = (PFNANYGLPUSHCLIENTATTRIBPROC)&glPushClientAttrib;
}
#endif /* GL_VERSION_1_1 */
#ifndef ANYGL_VERSION_1_2
if (AnyGL_atLeastVersion(1, 2, 0))
{
AnyGL_glDrawRangeElements = (PFNANYGLDRAWRANGEELEMENTSPROC)&glDrawRangeElements;
AnyGL_glTexImage3D = (PFNANYGLTEXIMAGE3DPROC)&glTexImage3D;
AnyGL_glTexSubImage3D = (PFNANYGLTEXSUBIMAGE3DPROC)&glTexSubImage3D;
AnyGL_glCopyTexSubImage3D = (PFNANYGLCOPYTEXSUBIMAGE3DPROC)&glCopyTexSubImage3D;
}
#endif /* GL_VERSION_1_2 */
#ifndef ANYGL_VERSION_1_3
if (AnyGL_atLeastVersion(1, 3, 0))
{
AnyGL_glActiveTexture = (PFNANYGLACTIVETEXTUREPROC)&glActiveTexture;
AnyGL_glSampleCoverage = (PFNANYGLSAMPLECOVERAGEPROC)&glSampleCoverage;
AnyGL_glCompressedTexImage3D = (PFNANYGLCOMPRESSEDTEXIMAGE3DPROC)&glCompressedTexImage3D;
AnyGL_glCompressedTexImage2D = (PFNANYGLCOMPRESSEDTEXIMAGE2DPROC)&glCompressedTexImage2D;
AnyGL_glCompressedTexImage1D = (PFNANYGLCOMPRESSEDTEXIMAGE1DPROC)&glCompressedTexImage1D;
AnyGL_glCompressedTexSubImage3D = (PFNANYGLCOMPRESSEDTEXSUBIMAGE3DPROC)&glCompressedTexSubImage3D;
AnyGL_glCompressedTexSubImage2D = (PFNANYGLCOMPRESSEDTEXSUBIMAGE2DPROC)&glCompressedTexSubImage2D;
AnyGL_glCompressedTexSubImage1D = (PFNANYGLCOMPRESSEDTEXSUBIMAGE1DPROC)&glCompressedTexSubImage1D;
AnyGL_glGetCompressedTexImage = (PFNANYGLGETCOMPRESSEDTEXIMAGEPROC)&glGetCompressedTexImage;
AnyGL_glClientActiveTexture = (PFNANYGLCLIENTACTIVETEXTUREPROC)&glClientActiveTexture;
AnyGL_glMultiTexCoord1d = (PFNANYGLMULTITEXCOORD1DPROC)&glMultiTexCoord1d;
AnyGL_glMultiTexCoord1dv = (PFNANYGLMULTITEXCOORD1DVPROC)&glMultiTexCoord1dv;
AnyGL_glMultiTexCoord1f = (PFNANYGLMULTITEXCOORD1FPROC)&glMultiTexCoord1f;
AnyGL_glMultiTexCoord1fv = (PFNANYGLMULTITEXCOORD1FVPROC)&glMultiTexCoord1fv;
AnyGL_glMultiTexCoord1i = (PFNANYGLMULTITEXCOORD1IPROC)&glMultiTexCoord1i;
AnyGL_glMultiTexCoord1iv = (PFNANYGLMULTITEXCOORD1IVPROC)&glMultiTexCoord1iv;
AnyGL_glMultiTexCoord1s = (PFNANYGLMULTITEXCOORD1SPROC)&glMultiTexCoord1s;
AnyGL_glMultiTexCoord1sv = (PFNANYGLMULTITEXCOORD1SVPROC)&glMultiTexCoord1sv;
AnyGL_glMultiTexCoord2d = (PFNANYGLMULTITEXCOORD2DPROC)&glMultiTexCoord2d;
AnyGL_glMultiTexCoord2dv = (PFNANYGLMULTITEXCOORD2DVPROC)&glMultiTexCoord2dv;
AnyGL_glMultiTexCoord2f = (PFNANYGLMULTITEXCOORD2FPROC)&glMultiTexCoord2f;
AnyGL_glMultiTexCoord2fv = (PFNANYGLMULTITEXCOORD2FVPROC)&glMultiTexCoord2fv;
AnyGL_glMultiTexCoord2i = (PFNANYGLMULTITEXCOORD2IPROC)&glMultiTexCoord2i;
AnyGL_glMultiTexCoord2iv = (PFNANYGLMULTITEXCOORD2IVPROC)&glMultiTexCoord2iv;
AnyGL_glMultiTexCoord2s = (PFNANYGLMULTITEXCOORD2SPROC)&glMultiTexCoord2s;
AnyGL_glMultiTexCoord2sv = (PFNANYGLMULTITEXCOORD2SVPROC)&glMultiTexCoord2sv;
AnyGL_glMultiTexCoord3d = (PFNANYGLMULTITEXCOORD3DPROC)&glMultiTexCoord3d;
AnyGL_glMultiTexCoord3dv = (PFNANYGLMULTITEXCOORD3DVPROC)&glMultiTexCoord3dv;
AnyGL_glMultiTexCoord3f = (PFNANYGLMULTITEXCOORD3FPROC)&glMultiTexCoord3f;
AnyGL_glMultiTexCoord3fv = (PFNANYGLMULTITEXCOORD3FVPROC)&glMultiTexCoord3fv;
AnyGL_glMultiTexCoord3i = (PFNANYGLMULTITEXCOORD3IPROC)&glMultiTexCoord3i;
AnyGL_glMultiTexCoord3iv = (PFNANYGLMULTITEXCOORD3IVPROC)&glMultiTexCoord3iv;
AnyGL_glMultiTexCoord3s = (PFNANYGLMULTITEXCOORD3SPROC)&glMultiTexCoord3s;
AnyGL_glMultiTexCoord3sv = (PFNANYGLMULTITEXCOORD3SVPROC)&glMultiTexCoord3sv;
AnyGL_glMultiTexCoord4d = (PFNANYGLMULTITEXCOORD4DPROC)&glMultiTexCoord4d;
AnyGL_glMultiTexCoord4dv = (PFNANYGLMULTITEXCOORD4DVPROC)&glMultiTexCoord4dv;
AnyGL_glMultiTexCoord4f = (PFNANYGLMULTITEXCOORD4FPROC)&glMultiTexCoord4f;
AnyGL_glMultiTexCoord4fv = (PFNANYGLMULTITEXCOORD4FVPROC)&glMultiTexCoord4fv;
AnyGL_glMultiTexCoord4i = (PFNANYGLMULTITEXCOORD4IPROC)&glMultiTexCoord4i;
AnyGL_glMultiTexCoord4iv = (PFNANYGLMULTITEXCOORD4IVPROC)&glMultiTexCoord4iv;
AnyGL_glMultiTexCoord4s = (PFNANYGLMULTITEXCOORD4SPROC)&glMultiTexCoord4s;
AnyGL_glMultiTexCoord4sv = (PFNANYGLMULTITEXCOORD4SVPROC)&glMultiTexCoord4sv;
AnyGL_glLoadTransposeMatrixf = (PFNANYGLLOADTRANSPOSEMATRIXFPROC)&glLoadTransposeMatrixf;
AnyGL_glLoadTransposeMatrixd = (PFNANYGLLOADTRANSPOSEMATRIXDPROC)&glLoadTransposeMatrixd;
AnyGL_glMultTransposeMatrixf = (PFNANYGLMULTTRANSPOSEMATRIXFPROC)&glMultTransposeMatrixf;
AnyGL_glMultTransposeMatrixd = (PFNANYGLMULTTRANSPOSEMATRIXDPROC)&glMultTransposeMatrixd;
}
#endif /* GL_VERSION_1_3 */
#ifndef ANYGL_VERSION_1_4
if (AnyGL_atLeastVersion(1, 4, 0))
{
AnyGL_glBlendFuncSeparate = (PFNANYGLBLENDFUNCSEPARATEPROC)&glBlendFuncSeparate;
AnyGL_glMultiDrawArrays = (PFNANYGLMULTIDRAWARRAYSPROC)&glMultiDrawArrays;
AnyGL_glMultiDrawElements = (PFNANYGLMULTIDRAWELEMENTSPROC)&glMultiDrawElements;
AnyGL_glPointParameterf = (PFNANYGLPOINTPARAMETERFPROC)&glPointParameterf;
AnyGL_glPointParameterfv = (PFNANYGLPOINTPARAMETERFVPROC)&glPointParameterfv;
AnyGL_glPointParameteri = (PFNANYGLPOINTPARAMETERIPROC)&glPointParameteri;
AnyGL_glPointParameteriv = (PFNANYGLPOINTPARAMETERIVPROC)&glPointParameteriv;
AnyGL_glFogCoordf = (PFNANYGLFOGCOORDFPROC)&glFogCoordf;
AnyGL_glFogCoordfv = (PFNANYGLFOGCOORDFVPROC)&glFogCoordfv;
AnyGL_glFogCoordd = (PFNANYGLFOGCOORDDPROC)&glFogCoordd;
AnyGL_glFogCoorddv = (PFNANYGLFOGCOORDDVPROC)&glFogCoorddv;
AnyGL_glFogCoordPointer = (PFNANYGLFOGCOORDPOINTERPROC)&glFogCoordPointer;
AnyGL_glSecondaryColor3b = (PFNANYGLSECONDARYCOLOR3BPROC)&glSecondaryColor3b;
AnyGL_glSecondaryColor3bv = (PFNANYGLSECONDARYCOLOR3BVPROC)&glSecondaryColor3bv;
AnyGL_glSecondaryColor3d = (PFNANYGLSECONDARYCOLOR3DPROC)&glSecondaryColor3d;
AnyGL_glSecondaryColor3dv = (PFNANYGLSECONDARYCOLOR3DVPROC)&glSecondaryColor3dv;
AnyGL_glSecondaryColor3f = (PFNANYGLSECONDARYCOLOR3FPROC)&glSecondaryColor3f;
AnyGL_glSecondaryColor3fv = (PFNANYGLSECONDARYCOLOR3FVPROC)&glSecondaryColor3fv;
AnyGL_glSecondaryColor3i = (PFNANYGLSECONDARYCOLOR3IPROC)&glSecondaryColor3i;
AnyGL_glSecondaryColor3iv = (PFNANYGLSECONDARYCOLOR3IVPROC)&glSecondaryColor3iv;
AnyGL_glSecondaryColor3s = (PFNANYGLSECONDARYCOLOR3SPROC)&glSecondaryColor3s;
AnyGL_glSecondaryColor3sv = (PFNANYGLSECONDARYCOLOR3SVPROC)&glSecondaryColor3sv;
AnyGL_glSecondaryColor3ub = (PFNANYGLSECONDARYCOLOR3UBPROC)&glSecondaryColor3ub;
AnyGL_glSecondaryColor3ubv = (PFNANYGLSECONDARYCOLOR3UBVPROC)&glSecondaryColor3ubv;
AnyGL_glSecondaryColor3ui = (PFNANYGLSECONDARYCOLOR3UIPROC)&glSecondaryColor3ui;
AnyGL_glSecondaryColor3uiv = (PFNANYGLSECONDARYCOLOR3UIVPROC)&glSecondaryColor3uiv;
AnyGL_glSecondaryColor3us = (PFNANYGLSECONDARYCOLOR3USPROC)&glSecondaryColor3us;
AnyGL_glSecondaryColor3usv = (PFNANYGLSECONDARYCOLOR3USVPROC)&glSecondaryColor3usv;
AnyGL_glSecondaryColorPointer = (PFNANYGLSECONDARYCOLORPOINTERPROC)&glSecondaryColorPointer;
AnyGL_glWindowPos2d = (PFNANYGLWINDOWPOS2DPROC)&glWindowPos2d;
AnyGL_glWindowPos2dv = (PFNANYGLWINDOWPOS2DVPROC)&glWindowPos2dv;
AnyGL_glWindowPos2f = (PFNANYGLWINDOWPOS2FPROC)&glWindowPos2f;
AnyGL_glWindowPos2fv = (PFNANYGLWINDOWPOS2FVPROC)&glWindowPos2fv;
AnyGL_glWindowPos2i = (PFNANYGLWINDOWPOS2IPROC)&glWindowPos2i;
AnyGL_glWindowPos2iv = (PFNANYGLWINDOWPOS2IVPROC)&glWindowPos2iv;
AnyGL_glWindowPos2s = (PFNANYGLWINDOWPOS2SPROC)&glWindowPos2s;
AnyGL_glWindowPos2sv = (PFNANYGLWINDOWPOS2SVPROC)&glWindowPos2sv;
AnyGL_glWindowPos3d = (PFNANYGLWINDOWPOS3DPROC)&glWindowPos3d;
AnyGL_glWindowPos3dv = (PFNANYGLWINDOWPOS3DVPROC)&glWindowPos3dv;
AnyGL_glWindowPos3f = (PFNANYGLWINDOWPOS3FPROC)&glWindowPos3f;
AnyGL_glWindowPos3fv = (PFNANYGLWINDOWPOS3FVPROC)&glWindowPos3fv;
AnyGL_glWindowPos3i = (PFNANYGLWINDOWPOS3IPROC)&glWindowPos3i;
AnyGL_glWindowPos3iv = (PFNANYGLWINDOWPOS3IVPROC)&glWindowPos3iv;
AnyGL_glWindowPos3s = (PFNANYGLWINDOWPOS3SPROC)&glWindowPos3s;
AnyGL_glWindowPos3sv = (PFNANYGLWINDOWPOS3SVPROC)&glWindowPos3sv;
AnyGL_glBlendColor = (PFNANYGLBLENDCOLORPROC)&glBlendColor;
AnyGL_glBlendEquation = (PFNANYGLBLENDEQUATIONPROC)&glBlendEquation;
}
#endif /* GL_VERSION_1_4 */
#ifndef ANYGL_VERSION_1_5
if (AnyGL_atLeastVersion(1, 5, 0))
{
AnyGL_glGenQueries = (PFNANYGLGENQUERIESPROC)&glGenQueries;
AnyGL_glDeleteQueries = (PFNANYGLDELETEQUERIESPROC)&glDeleteQueries;
AnyGL_glIsQuery = (PFNANYGLISQUERYPROC)&glIsQuery;
AnyGL_glBeginQuery = (PFNANYGLBEGINQUERYPROC)&glBeginQuery;
AnyGL_glEndQuery = (PFNANYGLENDQUERYPROC)&glEndQuery;
AnyGL_glGetQueryiv = (PFNANYGLGETQUERYIVPROC)&glGetQueryiv;
AnyGL_glGetQueryObjectiv = (PFNANYGLGETQUERYOBJECTIVPROC)&glGetQueryObjectiv;
AnyGL_glGetQueryObjectuiv = (PFNANYGLGETQUERYOBJECTUIVPROC)&glGetQueryObjectuiv;
AnyGL_glBindBuffer = (PFNANYGLBINDBUFFERPROC)&glBindBuffer;
AnyGL_glDeleteBuffers = (PFNANYGLDELETEBUFFERSPROC)&glDeleteBuffers;
AnyGL_glGenBuffers = (PFNANYGLGENBUFFERSPROC)&glGenBuffers;
AnyGL_glIsBuffer = (PFNANYGLISBUFFERPROC)&glIsBuffer;
AnyGL_glBufferData = (PFNANYGLBUFFERDATAPROC)&glBufferData;
AnyGL_glBufferSubData = (PFNANYGLBUFFERSUBDATAPROC)&glBufferSubData;
AnyGL_glGetBufferSubData = (PFNANYGLGETBUFFERSUBDATAPROC)&glGetBufferSubData;
AnyGL_glMapBuffer = (PFNANYGLMAPBUFFERPROC)&glMapBuffer;
AnyGL_glUnmapBuffer = (PFNANYGLUNMAPBUFFERPROC)&glUnmapBuffer;
AnyGL_glGetBufferParameteriv = (PFNANYGLGETBUFFERPARAMETERIVPROC)&glGetBufferParameteriv;
AnyGL_glGetBufferPointerv = (PFNANYGLGETBUFFERPOINTERVPROC)&glGetBufferPointerv;
}
#endif /* GL_VERSION_1_5 */
#ifndef ANYGL_VERSION_2_0
if (AnyGL_atLeastVersion(2, 0, 0))
{
AnyGL_glBlendEquationSeparate = (PFNANYGLBLENDEQUATIONSEPARATEPROC)&glBlendEquationSeparate;
AnyGL_glDrawBuffers = (PFNANYGLDRAWBUFFERSPROC)&glDrawBuffers;
AnyGL_glStencilOpSeparate = (PFNANYGLSTENCILOPSEPARATEPROC)&glStencilOpSeparate;
AnyGL_glStencilFuncSeparate = (PFNANYGLSTENCILFUNCSEPARATEPROC)&glStencilFuncSeparate;
AnyGL_glStencilMaskSeparate = (PFNANYGLSTENCILMASKSEPARATEPROC)&glStencilMaskSeparate;
AnyGL_glAttachShader = (PFNANYGLATTACHSHADERPROC)&glAttachShader;
AnyGL_glBindAttribLocation = (PFNANYGLBINDATTRIBLOCATIONPROC)&glBindAttribLocation;
AnyGL_glCompileShader = (PFNANYGLCOMPILESHADERPROC)&glCompileShader;
AnyGL_glCreateProgram = (PFNANYGLCREATEPROGRAMPROC)&glCreateProgram;
AnyGL_glCreateShader = (PFNANYGLCREATESHADERPROC)&glCreateShader;
AnyGL_glDeleteProgram = (PFNANYGLDELETEPROGRAMPROC)&glDeleteProgram;
AnyGL_glDeleteShader = (PFNANYGLDELETESHADERPROC)&glDeleteShader;
AnyGL_glDetachShader = (PFNANYGLDETACHSHADERPROC)&glDetachShader;
AnyGL_glDisableVertexAttribArray = (PFNANYGLDISABLEVERTEXATTRIBARRAYPROC)&glDisableVertexAttribArray;
AnyGL_glEnableVertexAttribArray = (PFNANYGLENABLEVERTEXATTRIBARRAYPROC)&glEnableVertexAttribArray;
AnyGL_glGetActiveAttrib = (PFNANYGLGETACTIVEATTRIBPROC)&glGetActiveAttrib;
AnyGL_glGetActiveUniform = (PFNANYGLGETACTIVEUNIFORMPROC)&glGetActiveUniform;
AnyGL_glGetAttachedShaders = (PFNANYGLGETATTACHEDSHADERSPROC)&glGetAttachedShaders;
AnyGL_glGetAttribLocation = (PFNANYGLGETATTRIBLOCATIONPROC)&glGetAttribLocation;
AnyGL_glGetProgramiv = (PFNANYGLGETPROGRAMIVPROC)&glGetProgramiv;
AnyGL_glGetProgramInfoLog = (PFNANYGLGETPROGRAMINFOLOGPROC)&glGetProgramInfoLog;
AnyGL_glGetShaderiv = (PFNANYGLGETSHADERIVPROC)&glGetShaderiv;
AnyGL_glGetShaderInfoLog = (PFNANYGLGETSHADERINFOLOGPROC)&glGetShaderInfoLog;
AnyGL_glGetShaderSource = (PFNANYGLGETSHADERSOURCEPROC)&glGetShaderSource;
AnyGL_glGetUniformLocation = (PFNANYGLGETUNIFORMLOCATIONPROC)&glGetUniformLocation;
AnyGL_glGetUniformfv = (PFNANYGLGETUNIFORMFVPROC)&glGetUniformfv;
AnyGL_glGetUniformiv = (PFNANYGLGETUNIFORMIVPROC)&glGetUniformiv;
AnyGL_glGetVertexAttribdv = (PFNANYGLGETVERTEXATTRIBDVPROC)&glGetVertexAttribdv;
AnyGL_glGetVertexAttribfv = (PFNANYGLGETVERTEXATTRIBFVPROC)&glGetVertexAttribfv;
AnyGL_glGetVertexAttribiv = (PFNANYGLGETVERTEXATTRIBIVPROC)&glGetVertexAttribiv;
AnyGL_glGetVertexAttribPointerv = (PFNANYGLGETVERTEXATTRIBPOINTERVPROC)&glGetVertexAttribPointerv;
AnyGL_glIsProgram = (PFNANYGLISPROGRAMPROC)&glIsProgram;
AnyGL_glIsShader = (PFNANYGLISSHADERPROC)&glIsShader;
AnyGL_glLinkProgram = (PFNANYGLLINKPROGRAMPROC)&glLinkProgram;
AnyGL_glShaderSource = (PFNANYGLSHADERSOURCEPROC)&glShaderSource;
AnyGL_glUseProgram = (PFNANYGLUSEPROGRAMPROC)&glUseProgram;
AnyGL_glUniform1f = (PFNANYGLUNIFORM1FPROC)&glUniform1f;
AnyGL_glUniform2f = (PFNANYGLUNIFORM2FPROC)&glUniform2f;
AnyGL_glUniform3f = (PFNANYGLUNIFORM3FPROC)&glUniform3f;
AnyGL_glUniform4f = (PFNANYGLUNIFORM4FPROC)&glUniform4f;
AnyGL_glUniform1i = (PFNANYGLUNIFORM1IPROC)&glUniform1i;
AnyGL_glUniform2i = (PFNANYGLUNIFORM2IPROC)&glUniform2i;
AnyGL_glUniform3i = (PFNANYGLUNIFORM3IPROC)&glUniform3i;
AnyGL_glUniform4i = (PFNANYGLUNIFORM4IPROC)&glUniform4i;
AnyGL_glUniform1fv = (PFNANYGLUNIFORM1FVPROC)&glUniform1fv;
AnyGL_glUniform2fv = (PFNANYGLUNIFORM2FVPROC)&glUniform2fv;
AnyGL_glUniform3fv = (PFNANYGLUNIFORM3FVPROC)&glUniform3fv;
AnyGL_glUniform4fv = (PFNANYGLUNIFORM4FVPROC)&glUniform4fv;
AnyGL_glUniform1iv = (PFNANYGLUNIFORM1IVPROC)&glUniform1iv;
AnyGL_glUniform2iv = (PFNANYGLUNIFORM2IVPROC)&glUniform2iv;
AnyGL_glUniform3iv = (PFNANYGLUNIFORM3IVPROC)&glUniform3iv;
AnyGL_glUniform4iv = (PFNANYGLUNIFORM4IVPROC)&glUniform4iv;
AnyGL_glUniformMatrix2fv = (PFNANYGLUNIFORMMATRIX2FVPROC)&glUniformMatrix2fv;
AnyGL_glUniformMatrix3fv = (PFNANYGLUNIFORMMATRIX3FVPROC)&glUniformMatrix3fv;
AnyGL_glUniformMatrix4fv = (PFNANYGLUNIFORMMATRIX4FVPROC)&glUniformMatrix4fv;
AnyGL_glValidateProgram = (PFNANYGLVALIDATEPROGRAMPROC)&glValidateProgram;
AnyGL_glVertexAttrib1d = (PFNANYGLVERTEXATTRIB1DPROC)&glVertexAttrib1d;
AnyGL_glVertexAttrib1dv = (PFNANYGLVERTEXATTRIB1DVPROC)&glVertexAttrib1dv;
AnyGL_glVertexAttrib1f = (PFNANYGLVERTEXATTRIB1FPROC)&glVertexAttrib1f;
AnyGL_glVertexAttrib1fv = (PFNANYGLVERTEXATTRIB1FVPROC)&glVertexAttrib1fv;
AnyGL_glVertexAttrib1s = (PFNANYGLVERTEXATTRIB1SPROC)&glVertexAttrib1s;
AnyGL_glVertexAttrib1sv = (PFNANYGLVERTEXATTRIB1SVPROC)&glVertexAttrib1sv;
AnyGL_glVertexAttrib2d = (PFNANYGLVERTEXATTRIB2DPROC)&glVertexAttrib2d;
AnyGL_glVertexAttrib2dv = (PFNANYGLVERTEXATTRIB2DVPROC)&glVertexAttrib2dv;
AnyGL_glVertexAttrib2f = (PFNANYGLVERTEXATTRIB2FPROC)&glVertexAttrib2f;
AnyGL_glVertexAttrib2fv = (PFNANYGLVERTEXATTRIB2FVPROC)&glVertexAttrib2fv;
AnyGL_glVertexAttrib2s = (PFNANYGLVERTEXATTRIB2SPROC)&glVertexAttrib2s;
AnyGL_glVertexAttrib2sv = (PFNANYGLVERTEXATTRIB2SVPROC)&glVertexAttrib2sv;
AnyGL_glVertexAttrib3d = (PFNANYGLVERTEXATTRIB3DPROC)&glVertexAttrib3d;
AnyGL_glVertexAttrib3dv = (PFNANYGLVERTEXATTRIB3DVPROC)&glVertexAttrib3dv;
AnyGL_glVertexAttrib3f = (PFNANYGLVERTEXATTRIB3FPROC)&glVertexAttrib3f;
AnyGL_glVertexAttrib3fv = (PFNANYGLVERTEXATTRIB3FVPROC)&glVertexAttrib3fv;
AnyGL_glVertexAttrib3s = (PFNANYGLVERTEXATTRIB3SPROC)&glVertexAttrib3s;
AnyGL_glVertexAttrib3sv = (PFNANYGLVERTEXATTRIB3SVPROC)&glVertexAttrib3sv;
AnyGL_glVertexAttrib4Nbv = (PFNANYGLVERTEXATTRIB4NBVPROC)&glVertexAttrib4Nbv;
AnyGL_glVertexAttrib4Niv = (PFNANYGLVERTEXATTRIB4NIVPROC)&glVertexAttrib4Niv;
AnyGL_glVertexAttrib4Nsv = (PFNANYGLVERTEXATTRIB4NSVPROC)&glVertexAttrib4Nsv;
AnyGL_glVertexAttrib4Nub = (PFNANYGLVERTEXATTRIB4NUBPROC)&glVertexAttrib4Nub;
AnyGL_glVertexAttrib4Nubv = (PFNANYGLVERTEXATTRIB4NUBVPROC)&glVertexAttrib4Nubv;
AnyGL_glVertexAttrib4Nuiv = (PFNANYGLVERTEXATTRIB4NUIVPROC)&glVertexAttrib4Nuiv;
AnyGL_glVertexAttrib4Nusv = (PFNANYGLVERTEXATTRIB4NUSVPROC)&glVertexAttrib4Nusv;
AnyGL_glVertexAttrib4bv = (PFNANYGLVERTEXATTRIB4BVPROC)&glVertexAttrib4bv;
AnyGL_glVertexAttrib4d = (PFNANYGLVERTEXATTRIB4DPROC)&glVertexAttrib4d;
AnyGL_glVertexAttrib4dv = (PFNANYGLVERTEXATTRIB4DVPROC)&glVertexAttrib4dv;
AnyGL_glVertexAttrib4f = (PFNANYGLVERTEXATTRIB4FPROC)&glVertexAttrib4f;
AnyGL_glVertexAttrib4fv = (PFNANYGLVERTEXATTRIB4FVPROC)&glVertexAttrib4fv;
AnyGL_glVertexAttrib4iv = (PFNANYGLVERTEXATTRIB4IVPROC)&glVertexAttrib4iv;
AnyGL_glVertexAttrib4s = (PFNANYGLVERTEXATTRIB4SPROC)&glVertexAttrib4s;
AnyGL_glVertexAttrib4sv = (PFNANYGLVERTEXATTRIB4SVPROC)&glVertexAttrib4sv;
AnyGL_glVertexAttrib4ubv = (PFNANYGLVERTEXATTRIB4UBVPROC)&glVertexAttrib4ubv;
AnyGL_glVertexAttrib4uiv = (PFNANYGLVERTEXATTRIB4UIVPROC)&glVertexAttrib4uiv;
AnyGL_glVertexAttrib4usv = (PFNANYGLVERTEXATTRIB4USVPROC)&glVertexAttrib4usv;
AnyGL_glVertexAttribPointer = (PFNANYGLVERTEXATTRIBPOINTERPROC)&glVertexAttribPointer;
}
#endif /* GL_VERSION_2_0 */
#ifndef ANYGL_VERSION_2_1
if (AnyGL_atLeastVersion(2, 1, 0))
{
AnyGL_glUniformMatrix2x3fv = (PFNANYGLUNIFORMMATRIX2X3FVPROC)&glUniformMatrix2x3fv;
AnyGL_glUniformMatrix3x2fv = (PFNANYGLUNIFORMMATRIX3X2FVPROC)&glUniformMatrix3x2fv;
AnyGL_glUniformMatrix2x4fv = (PFNANYGLUNIFORMMATRIX2X4FVPROC)&glUniformMatrix2x4fv;
AnyGL_glUniformMatrix4x2fv = (PFNANYGLUNIFORMMATRIX4X2FVPROC)&glUniformMatrix4x2fv;
AnyGL_glUniformMatrix3x4fv = (PFNANYGLUNIFORMMATRIX3X4FVPROC)&glUniformMatrix3x4fv;
AnyGL_glUniformMatrix4x3fv = (PFNANYGLUNIFORMMATRIX4X3FVPROC)&glUniformMatrix4x3fv;
}
#endif /* GL_VERSION_2_1 */
#ifndef ANYGL_VERSION_3_0
if (AnyGL_atLeastVersion(3, 0, 0))
{
AnyGL_glColorMaski = (PFNANYGLCOLORMASKIPROC)&glColorMaski;
AnyGL_glGetBooleani_v = (PFNANYGLGETBOOLEANI_VPROC)&glGetBooleani_v;
AnyGL_glGetIntegeri_v = (PFNANYGLGETINTEGERI_VPROC)&glGetIntegeri_v;
AnyGL_glEnablei = (PFNANYGLENABLEIPROC)&glEnablei;
AnyGL_glDisablei = (PFNANYGLDISABLEIPROC)&glDisablei;
AnyGL_glIsEnabledi = (PFNANYGLISENABLEDIPROC)&glIsEnabledi;
AnyGL_glBeginTransformFeedback = (PFNANYGLBEGINTRANSFORMFEEDBACKPROC)&glBeginTransformFeedback;
AnyGL_glEndTransformFeedback = (PFNANYGLENDTRANSFORMFEEDBACKPROC)&glEndTransformFeedback;
AnyGL_glBindBufferRange = (PFNANYGLBINDBUFFERRANGEPROC)&glBindBufferRange;
AnyGL_glBindBufferBase = (PFNANYGLBINDBUFFERBASEPROC)&glBindBufferBase;
AnyGL_glTransformFeedbackVaryings = (PFNANYGLTRANSFORMFEEDBACKVARYINGSPROC)&glTransformFeedbackVaryings;
AnyGL_glGetTransformFeedbackVarying = (PFNANYGLGETTRANSFORMFEEDBACKVARYINGPROC)&glGetTransformFeedbackVarying;
AnyGL_glClampColor = (PFNANYGLCLAMPCOLORPROC)&glClampColor;
AnyGL_glBeginConditionalRender = (PFNANYGLBEGINCONDITIONALRENDERPROC)&glBeginConditionalRender;
AnyGL_glEndConditionalRender = (PFNANYGLENDCONDITIONALRENDERPROC)&glEndConditionalRender;
AnyGL_glVertexAttribIPointer = (PFNANYGLVERTEXATTRIBIPOINTERPROC)&glVertexAttribIPointer;
AnyGL_glGetVertexAttribIiv = (PFNANYGLGETVERTEXATTRIBIIVPROC)&glGetVertexAttribIiv;
AnyGL_glGetVertexAttribIuiv = (PFNANYGLGETVERTEXATTRIBIUIVPROC)&glGetVertexAttribIuiv;
AnyGL_glVertexAttribI1i = (PFNANYGLVERTEXATTRIBI1IPROC)&glVertexAttribI1i;
AnyGL_glVertexAttribI2i = (PFNANYGLVERTEXATTRIBI2IPROC)&glVertexAttribI2i;
AnyGL_glVertexAttribI3i = (PFNANYGLVERTEXATTRIBI3IPROC)&glVertexAttribI3i;
AnyGL_glVertexAttribI4i = (PFNANYGLVERTEXATTRIBI4IPROC)&glVertexAttribI4i;
AnyGL_glVertexAttribI1ui = (PFNANYGLVERTEXATTRIBI1UIPROC)&glVertexAttribI1ui;
AnyGL_glVertexAttribI2ui = (PFNANYGLVERTEXATTRIBI2UIPROC)&glVertexAttribI2ui;
AnyGL_glVertexAttribI3ui = (PFNANYGLVERTEXATTRIBI3UIPROC)&glVertexAttribI3ui;
AnyGL_glVertexAttribI4ui = (PFNANYGLVERTEXATTRIBI4UIPROC)&glVertexAttribI4ui;
AnyGL_glVertexAttribI1iv = (PFNANYGLVERTEXATTRIBI1IVPROC)&glVertexAttribI1iv;
AnyGL_glVertexAttribI2iv = (PFNANYGLVERTEXATTRIBI2IVPROC)&glVertexAttribI2iv;
AnyGL_glVertexAttribI3iv = (PFNANYGLVERTEXATTRIBI3IVPROC)&glVertexAttribI3iv;
AnyGL_glVertexAttribI4iv = (PFNANYGLVERTEXATTRIBI4IVPROC)&glVertexAttribI4iv;
AnyGL_glVertexAttribI1uiv = (PFNANYGLVERTEXATTRIBI1UIVPROC)&glVertexAttribI1uiv;
AnyGL_glVertexAttribI2uiv = (PFNANYGLVERTEXATTRIBI2UIVPROC)&glVertexAttribI2uiv;
AnyGL_glVertexAttribI3uiv = (PFNANYGLVERTEXATTRIBI3UIVPROC)&glVertexAttribI3uiv;
AnyGL_glVertexAttribI4uiv = (PFNANYGLVERTEXATTRIBI4UIVPROC)&glVertexAttribI4uiv;
AnyGL_glVertexAttribI4bv = (PFNANYGLVERTEXATTRIBI4BVPROC)&glVertexAttribI4bv;
AnyGL_glVertexAttribI4sv = (PFNANYGLVERTEXATTRIBI4SVPROC)&glVertexAttribI4sv;
AnyGL_glVertexAttribI4ubv = (PFNANYGLVERTEXATTRIBI4UBVPROC)&glVertexAttribI4ubv;
AnyGL_glVertexAttribI4usv = (PFNANYGLVERTEXATTRIBI4USVPROC)&glVertexAttribI4usv;
AnyGL_glGetUniformuiv = (PFNANYGLGETUNIFORMUIVPROC)&glGetUniformuiv;
AnyGL_glBindFragDataLocation = (PFNANYGLBINDFRAGDATALOCATIONPROC)&glBindFragDataLocation;
AnyGL_glGetFragDataLocation = (PFNANYGLGETFRAGDATALOCATIONPROC)&glGetFragDataLocation;
AnyGL_glUniform1ui = (PFNANYGLUNIFORM1UIPROC)&glUniform1ui;
AnyGL_glUniform2ui = (PFNANYGLUNIFORM2UIPROC)&glUniform2ui;
AnyGL_glUniform3ui = (PFNANYGLUNIFORM3UIPROC)&glUniform3ui;
AnyGL_glUniform4ui = (PFNANYGLUNIFORM4UIPROC)&glUniform4ui;
AnyGL_glUniform1uiv = (PFNANYGLUNIFORM1UIVPROC)&glUniform1uiv;
AnyGL_glUniform2uiv = (PFNANYGLUNIFORM2UIVPROC)&glUniform2uiv;
AnyGL_glUniform3uiv = (PFNANYGLUNIFORM3UIVPROC)&glUniform3uiv;
AnyGL_glUniform4uiv = (PFNANYGLUNIFORM4UIVPROC)&glUniform4uiv;
AnyGL_glTexParameterIiv = (PFNANYGLTEXPARAMETERIIVPROC)&glTexParameterIiv;
AnyGL_glTexParameterIuiv = (PFNANYGLTEXPARAMETERIUIVPROC)&glTexParameterIuiv;
AnyGL_glGetTexParameterIiv = (PFNANYGLGETTEXPARAMETERIIVPROC)&glGetTexParameterIiv;
AnyGL_glGetTexParameterIuiv = (PFNANYGLGETTEXPARAMETERIUIVPROC)&glGetTexParameterIuiv;
AnyGL_glClearBufferiv = (PFNANYGLCLEARBUFFERIVPROC)&glClearBufferiv;
AnyGL_glClearBufferuiv = (PFNANYGLCLEARBUFFERUIVPROC)&glClearBufferuiv;
AnyGL_glClearBufferfv = (PFNANYGLCLEARBUFFERFVPROC)&glClearBufferfv;
AnyGL_glClearBufferfi = (PFNANYGLCLEARBUFFERFIPROC)&glClearBufferfi;
AnyGL_glGetStringi = (PFNANYGLGETSTRINGIPROC)&glGetStringi;
AnyGL_glIsRenderbuffer = (PFNANYGLISRENDERBUFFERPROC)&glIsRenderbuffer;
AnyGL_glBindRenderbuffer = (PFNANYGLBINDRENDERBUFFERPROC)&glBindRenderbuffer;
AnyGL_glDeleteRenderbuffers = (PFNANYGLDELETERENDERBUFFERSPROC)&glDeleteRenderbuffers;
AnyGL_glGenRenderbuffers = (PFNANYGLGENRENDERBUFFERSPROC)&glGenRenderbuffers;
AnyGL_glRenderbufferStorage = (PFNANYGLRENDERBUFFERSTORAGEPROC)&glRenderbufferStorage;
AnyGL_glGetRenderbufferParameteriv = (PFNANYGLGETRENDERBUFFERPARAMETERIVPROC)&glGetRenderbufferParameteriv;
AnyGL_glIsFramebuffer = (PFNANYGLISFRAMEBUFFERPROC)&glIsFramebuffer;
AnyGL_glBindFramebuffer = (PFNANYGLBINDFRAMEBUFFERPROC)&glBindFramebuffer;
AnyGL_glDeleteFramebuffers = (PFNANYGLDELETEFRAMEBUFFERSPROC)&glDeleteFramebuffers;
AnyGL_glGenFramebuffers = (PFNANYGLGENFRAMEBUFFERSPROC)&glGenFramebuffers;
AnyGL_glCheckFramebufferStatus = (PFNANYGLCHECKFRAMEBUFFERSTATUSPROC)&glCheckFramebufferStatus;
AnyGL_glFramebufferTexture1D = (PFNANYGLFRAMEBUFFERTEXTURE1DPROC)&glFramebufferTexture1D;
AnyGL_glFramebufferTexture2D = (PFNANYGLFRAMEBUFFERTEXTURE2DPROC)&glFramebufferTexture2D;
AnyGL_glFramebufferTexture3D = (PFNANYGLFRAMEBUFFERTEXTURE3DPROC)&glFramebufferTexture3D;
AnyGL_glFramebufferRenderbuffer = (PFNANYGLFRAMEBUFFERRENDERBUFFERPROC)&glFramebufferRenderbuffer;
AnyGL_glGetFramebufferAttachmentParameteriv = (PFNANYGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)&glGetFramebufferAttachmentParameteriv;
AnyGL_glGenerateMipmap = (PFNANYGLGENERATEMIPMAPPROC)&glGenerateMipmap;
AnyGL_glBlitFramebuffer = (PFNANYGLBLITFRAMEBUFFERPROC)&glBlitFramebuffer;
AnyGL_glRenderbufferStorageMultisample = (PFNANYGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)&glRenderbufferStorageMultisample;
AnyGL_glFramebufferTextureLayer = (PFNANYGLFRAMEBUFFERTEXTURELAYERPROC)&glFramebufferTextureLayer;
AnyGL_glMapBufferRange = (PFNANYGLMAPBUFFERRANGEPROC)&glMapBufferRange;
AnyGL_glFlushMappedBufferRange = (PFNANYGLFLUSHMAPPEDBUFFERRANGEPROC)&glFlushMappedBufferRange;
AnyGL_glBindVertexArray = (PFNANYGLBINDVERTEXARRAYPROC)&glBindVertexArray;
AnyGL_glDeleteVertexArrays = (PFNANYGLDELETEVERTEXARRAYSPROC)&glDeleteVertexArrays;
AnyGL_glGenVertexArrays = (PFNANYGLGENVERTEXARRAYSPROC)&glGenVertexArrays;
AnyGL_glIsVertexArray = (PFNANYGLISVERTEXARRAYPROC)&glIsVertexArray;
}
#endif /* GL_VERSION_3_0 */
#ifndef ANYGL_VERSION_3_1
if (AnyGL_atLeastVersion(3, 1, 0))
{
AnyGL_glDrawArraysInstanced = (PFNANYGLDRAWARRAYSINSTANCEDPROC)&glDrawArraysInstanced;
AnyGL_glDrawElementsInstanced = (PFNANYGLDRAWELEMENTSINSTANCEDPROC)&glDrawElementsInstanced;
AnyGL_glTexBuffer = (PFNANYGLTEXBUFFERPROC)&glTexBuffer;
AnyGL_glPrimitiveRestartIndex = (PFNANYGLPRIMITIVERESTARTINDEXPROC)&glPrimitiveRestartIndex;
AnyGL_glCopyBufferSubData = (PFNANYGLCOPYBUFFERSUBDATAPROC)&glCopyBufferSubData;
AnyGL_glGetUniformIndices = (PFNANYGLGETUNIFORMINDICESPROC)&glGetUniformIndices;
AnyGL_glGetActiveUniformsiv = (PFNANYGLGETACTIVEUNIFORMSIVPROC)&glGetActiveUniformsiv;
AnyGL_glGetActiveUniformName = (PFNANYGLGETACTIVEUNIFORMNAMEPROC)&glGetActiveUniformName;
AnyGL_glGetUniformBlockIndex = (PFNANYGLGETUNIFORMBLOCKINDEXPROC)&glGetUniformBlockIndex;
AnyGL_glGetActiveUniformBlockiv = (PFNANYGLGETACTIVEUNIFORMBLOCKIVPROC)&glGetActiveUniformBlockiv;
AnyGL_glGetActiveUniformBlockName = (PFNANYGLGETACTIVEUNIFORMBLOCKNAMEPROC)&glGetActiveUniformBlockName;
AnyGL_glUniformBlockBinding = (PFNANYGLUNIFORMBLOCKBINDINGPROC)&glUniformBlockBinding;
AnyGL_glBindBufferRange = (PFNANYGLBINDBUFFERRANGEPROC)&glBindBufferRange;
AnyGL_glBindBufferBase = (PFNANYGLBINDBUFFERBASEPROC)&glBindBufferBase;
AnyGL_glGetIntegeri_v = (PFNANYGLGETINTEGERI_VPROC)&glGetIntegeri_v;
}
#endif /* GL_VERSION_3_1 */
#ifndef ANYGL_VERSION_3_2
if (AnyGL_atLeastVersion(3, 2, 0))
{
AnyGL_glDrawElementsBaseVertex = (PFNANYGLDRAWELEMENTSBASEVERTEXPROC)&glDrawElementsBaseVertex;
AnyGL_glDrawRangeElementsBaseVertex = (PFNANYGLDRAWRANGEELEMENTSBASEVERTEXPROC)&glDrawRangeElementsBaseVertex;
AnyGL_glDrawElementsInstancedBaseVertex = (PFNANYGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)&glDrawElementsInstancedBaseVertex;
AnyGL_glMultiDrawElementsBaseVertex = (PFNANYGLMULTIDRAWELEMENTSBASEVERTEXPROC)&glMultiDrawElementsBaseVertex;
AnyGL_glProvokingVertex = (PFNANYGLPROVOKINGVERTEXPROC)&glProvokingVertex;
AnyGL_glFenceSync = (PFNANYGLFENCESYNCPROC)&glFenceSync;
AnyGL_glIsSync = (PFNANYGLISSYNCPROC)&glIsSync;
AnyGL_glDeleteSync = (PFNANYGLDELETESYNCPROC)&glDeleteSync;
AnyGL_glClientWaitSync = (PFNANYGLCLIENTWAITSYNCPROC)&glClientWaitSync;
AnyGL_glWaitSync = (PFNANYGLWAITSYNCPROC)&glWaitSync;
AnyGL_glGetInteger64v = (PFNANYGLGETINTEGER64VPROC)&glGetInteger64v;
AnyGL_glGetSynciv = (PFNANYGLGETSYNCIVPROC)&glGetSynciv;
AnyGL_glGetInteger64i_v = (PFNANYGLGETINTEGER64I_VPROC)&glGetInteger64i_v;
AnyGL_glGetBufferParameteri64v = (PFNANYGLGETBUFFERPARAMETERI64VPROC)&glGetBufferParameteri64v;
AnyGL_glFramebufferTexture = (PFNANYGLFRAMEBUFFERTEXTUREPROC)&glFramebufferTexture;
AnyGL_glTexImage2DMultisample = (PFNANYGLTEXIMAGE2DMULTISAMPLEPROC)&glTexImage2DMultisample;
AnyGL_glTexImage3DMultisample = (PFNANYGLTEXIMAGE3DMULTISAMPLEPROC)&glTexImage3DMultisample;
AnyGL_glGetMultisamplefv = (PFNANYGLGETMULTISAMPLEFVPROC)&glGetMultisamplefv;
AnyGL_glSampleMaski = (PFNANYGLSAMPLEMASKIPROC)&glSampleMaski;
}
#endif /* GL_VERSION_3_2 */
#ifndef ANYGL_VERSION_3_3
if (AnyGL_atLeastVersion(3, 3, 0))
{
AnyGL_glBindFragDataLocationIndexed = (PFNANYGLBINDFRAGDATALOCATIONINDEXEDPROC)&glBindFragDataLocationIndexed;
AnyGL_glGetFragDataIndex = (PFNANYGLGETFRAGDATAINDEXPROC)&glGetFragDataIndex;
AnyGL_glGenSamplers = (PFNANYGLGENSAMPLERSPROC)&glGenSamplers;
AnyGL_glDeleteSamplers = (PFNANYGLDELETESAMPLERSPROC)&glDeleteSamplers;
AnyGL_glIsSampler = (PFNANYGLISSAMPLERPROC)&glIsSampler;
AnyGL_glBindSampler = (PFNANYGLBINDSAMPLERPROC)&glBindSampler;
AnyGL_glSamplerParameteri = (PFNANYGLSAMPLERPARAMETERIPROC)&glSamplerParameteri;
AnyGL_glSamplerParameteriv = (PFNANYGLSAMPLERPARAMETERIVPROC)&glSamplerParameteriv;
AnyGL_glSamplerParameterf = (PFNANYGLSAMPLERPARAMETERFPROC)&glSamplerParameterf;
AnyGL_glSamplerParameterfv = (PFNANYGLSAMPLERPARAMETERFVPROC)&glSamplerParameterfv;
AnyGL_glSamplerParameterIiv = (PFNANYGLSAMPLERPARAMETERIIVPROC)&glSamplerParameterIiv;
AnyGL_glSamplerParameterIuiv = (PFNANYGLSAMPLERPARAMETERIUIVPROC)&glSamplerParameterIuiv;
AnyGL_glGetSamplerParameteriv = (PFNANYGLGETSAMPLERPARAMETERIVPROC)&glGetSamplerParameteriv;
AnyGL_glGetSamplerParameterIiv = (PFNANYGLGETSAMPLERPARAMETERIIVPROC)&glGetSamplerParameterIiv;
AnyGL_glGetSamplerParameterfv = (PFNANYGLGETSAMPLERPARAMETERFVPROC)&glGetSamplerParameterfv;
AnyGL_glGetSamplerParameterIuiv = (PFNANYGLGETSAMPLERPARAMETERIUIVPROC)&glGetSamplerParameterIuiv;
AnyGL_glQueryCounter = (PFNANYGLQUERYCOUNTERPROC)&glQueryCounter;
AnyGL_glGetQueryObjecti64v = (PFNANYGLGETQUERYOBJECTI64VPROC)&glGetQueryObjecti64v;
AnyGL_glGetQueryObjectui64v = (PFNANYGLGETQUERYOBJECTUI64VPROC)&glGetQueryObjectui64v;
AnyGL_glVertexAttribDivisor = (PFNANYGLVERTEXATTRIBDIVISORPROC)&glVertexAttribDivisor;
AnyGL_glVertexAttribP1ui = (PFNANYGLVERTEXATTRIBP1UIPROC)&glVertexAttribP1ui;
AnyGL_glVertexAttribP1uiv = (PFNANYGLVERTEXATTRIBP1UIVPROC)&glVertexAttribP1uiv;
AnyGL_glVertexAttribP2ui = (PFNANYGLVERTEXATTRIBP2UIPROC)&glVertexAttribP2ui;
AnyGL_glVertexAttribP2uiv = (PFNANYGLVERTEXATTRIBP2UIVPROC)&glVertexAttribP2uiv;
AnyGL_glVertexAttribP3ui = (PFNANYGLVERTEXATTRIBP3UIPROC)&glVertexAttribP3ui;
AnyGL_glVertexAttribP3uiv = (PFNANYGLVERTEXATTRIBP3UIVPROC)&glVertexAttribP3uiv;
AnyGL_glVertexAttribP4ui = (PFNANYGLVERTEXATTRIBP4UIPROC)&glVertexAttribP4ui;
AnyGL_glVertexAttribP4uiv = (PFNANYGLVERTEXATTRIBP4UIVPROC)&glVertexAttribP4uiv;
#if !ANYGL_APPLE
AnyGL_glVertexP2ui = (PFNANYGLVERTEXP2UIPROC)&glVertexP2ui;
AnyGL_glVertexP2uiv = (PFNANYGLVERTEXP2UIVPROC)&glVertexP2uiv;
AnyGL_glVertexP3ui = (PFNANYGLVERTEXP3UIPROC)&glVertexP3ui;
AnyGL_glVertexP3uiv = (PFNANYGLVERTEXP3UIVPROC)&glVertexP3uiv;
AnyGL_glVertexP4ui = (PFNANYGLVERTEXP4UIPROC)&glVertexP4ui;
AnyGL_glVertexP4uiv = (PFNANYGLVERTEXP4UIVPROC)&glVertexP4uiv;
AnyGL_glTexCoordP1ui = (PFNANYGLTEXCOORDP1UIPROC)&glTexCoordP1ui;
AnyGL_glTexCoordP1uiv = (PFNANYGLTEXCOORDP1UIVPROC)&glTexCoordP1uiv;
AnyGL_glTexCoordP2ui = (PFNANYGLTEXCOORDP2UIPROC)&glTexCoordP2ui;
AnyGL_glTexCoordP2uiv = (PFNANYGLTEXCOORDP2UIVPROC)&glTexCoordP2uiv;
AnyGL_glTexCoordP3ui = (PFNANYGLTEXCOORDP3UIPROC)&glTexCoordP3ui;
AnyGL_glTexCoordP3uiv = (PFNANYGLTEXCOORDP3UIVPROC)&glTexCoordP3uiv;
AnyGL_glTexCoordP4ui = (PFNANYGLTEXCOORDP4UIPROC)&glTexCoordP4ui;
AnyGL_glTexCoordP4uiv = (PFNANYGLTEXCOORDP4UIVPROC)&glTexCoordP4uiv;
AnyGL_glMultiTexCoordP1ui = (PFNANYGLMULTITEXCOORDP1UIPROC)&glMultiTexCoordP1ui;
AnyGL_glMultiTexCoordP1uiv = (PFNANYGLMULTITEXCOORDP1UIVPROC)&glMultiTexCoordP1uiv;
AnyGL_glMultiTexCoordP2ui = (PFNANYGLMULTITEXCOORDP2UIPROC)&glMultiTexCoordP2ui;
AnyGL_glMultiTexCoordP2uiv = (PFNANYGLMULTITEXCOORDP2UIVPROC)&glMultiTexCoordP2uiv;
AnyGL_glMultiTexCoordP3ui = (PFNANYGLMULTITEXCOORDP3UIPROC)&glMultiTexCoordP3ui;
AnyGL_glMultiTexCoordP3uiv = (PFNANYGLMULTITEXCOORDP3UIVPROC)&glMultiTexCoordP3uiv;
AnyGL_glMultiTexCoordP4ui = (PFNANYGLMULTITEXCOORDP4UIPROC)&glMultiTexCoordP4ui;
AnyGL_glMultiTexCoordP4uiv = (PFNANYGLMULTITEXCOORDP4UIVPROC)&glMultiTexCoordP4uiv;
AnyGL_glNormalP3ui = (PFNANYGLNORMALP3UIPROC)&glNormalP3ui;
AnyGL_glNormalP3uiv = (PFNANYGLNORMALP3UIVPROC)&glNormalP3uiv;
AnyGL_glColorP3ui = (PFNANYGLCOLORP3UIPROC)&glColorP3ui;
AnyGL_glColorP3uiv = (PFNANYGLCOLORP3UIVPROC)&glColorP3uiv;
AnyGL_glColorP4ui = (PFNANYGLCOLORP4UIPROC)&glColorP4ui;
AnyGL_glColorP4uiv = (PFNANYGLCOLORP4UIVPROC)&glColorP4uiv;
AnyGL_glSecondaryColorP3ui = (PFNANYGLSECONDARYCOLORP3UIPROC)&glSecondaryColorP3ui;
AnyGL_glSecondaryColorP3uiv = (PFNANYGLSECONDARYCOLORP3UIVPROC)&glSecondaryColorP3uiv;
#endif
}
#endif /* GL_VERSION_3_3 */
#ifndef ANYGL_VERSION_4_0
if (AnyGL_atLeastVersion(4, 0, 0))
{
AnyGL_glMinSampleShading = (PFNANYGLMINSAMPLESHADINGPROC)&glMinSampleShading;
AnyGL_glBlendEquationi = (PFNANYGLBLENDEQUATIONIPROC)&glBlendEquationi;
AnyGL_glBlendEquationSeparatei = (PFNANYGLBLENDEQUATIONSEPARATEIPROC)&glBlendEquationSeparatei;
AnyGL_glBlendFunci = (PFNANYGLBLENDFUNCIPROC)&glBlendFunci;
AnyGL_glBlendFuncSeparatei = (PFNANYGLBLENDFUNCSEPARATEIPROC)&glBlendFuncSeparatei;
AnyGL_glDrawArraysIndirect = (PFNANYGLDRAWARRAYSINDIRECTPROC)&glDrawArraysIndirect;
AnyGL_glDrawElementsIndirect = (PFNANYGLDRAWELEMENTSINDIRECTPROC)&glDrawElementsIndirect;
AnyGL_glUniform1d = (PFNANYGLUNIFORM1DPROC)&glUniform1d;
AnyGL_glUniform2d = (PFNANYGLUNIFORM2DPROC)&glUniform2d;
AnyGL_glUniform3d = (PFNANYGLUNIFORM3DPROC)&glUniform3d;
AnyGL_glUniform4d = (PFNANYGLUNIFORM4DPROC)&glUniform4d;
AnyGL_glUniform1dv = (PFNANYGLUNIFORM1DVPROC)&glUniform1dv;
AnyGL_glUniform2dv = (PFNANYGLUNIFORM2DVPROC)&glUniform2dv;
AnyGL_glUniform3dv = (PFNANYGLUNIFORM3DVPROC)&glUniform3dv;
AnyGL_glUniform4dv = (PFNANYGLUNIFORM4DVPROC)&glUniform4dv;
AnyGL_glUniformMatrix2dv = (PFNANYGLUNIFORMMATRIX2DVPROC)&glUniformMatrix2dv;
AnyGL_glUniformMatrix3dv = (PFNANYGLUNIFORMMATRIX3DVPROC)&glUniformMatrix3dv;
AnyGL_glUniformMatrix4dv = (PFNANYGLUNIFORMMATRIX4DVPROC)&glUniformMatrix4dv;
AnyGL_glUniformMatrix2x3dv = (PFNANYGLUNIFORMMATRIX2X3DVPROC)&glUniformMatrix2x3dv;
AnyGL_glUniformMatrix2x4dv = (PFNANYGLUNIFORMMATRIX2X4DVPROC)&glUniformMatrix2x4dv;
AnyGL_glUniformMatrix3x2dv = (PFNANYGLUNIFORMMATRIX3X2DVPROC)&glUniformMatrix3x2dv;
AnyGL_glUniformMatrix3x4dv = (PFNANYGLUNIFORMMATRIX3X4DVPROC)&glUniformMatrix3x4dv;
AnyGL_glUniformMatrix4x2dv = (PFNANYGLUNIFORMMATRIX4X2DVPROC)&glUniformMatrix4x2dv;
AnyGL_glUniformMatrix4x3dv = (PFNANYGLUNIFORMMATRIX4X3DVPROC)&glUniformMatrix4x3dv;
AnyGL_glGetUniformdv = (PFNANYGLGETUNIFORMDVPROC)&glGetUniformdv;
AnyGL_glGetSubroutineUniformLocation = (PFNANYGLGETSUBROUTINEUNIFORMLOCATIONPROC)&glGetSubroutineUniformLocation;
AnyGL_glGetSubroutineIndex = (PFNANYGLGETSUBROUTINEINDEXPROC)&glGetSubroutineIndex;
AnyGL_glGetActiveSubroutineUniformiv = (PFNANYGLGETACTIVESUBROUTINEUNIFORMIVPROC)&glGetActiveSubroutineUniformiv;
AnyGL_glGetActiveSubroutineUniformName = (PFNANYGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)&glGetActiveSubroutineUniformName;
AnyGL_glGetActiveSubroutineName = (PFNANYGLGETACTIVESUBROUTINENAMEPROC)&glGetActiveSubroutineName;
AnyGL_glUniformSubroutinesuiv = (PFNANYGLUNIFORMSUBROUTINESUIVPROC)&glUniformSubroutinesuiv;
AnyGL_glGetUniformSubroutineuiv = (PFNANYGLGETUNIFORMSUBROUTINEUIVPROC)&glGetUniformSubroutineuiv;
AnyGL_glGetProgramStageiv = (PFNANYGLGETPROGRAMSTAGEIVPROC)&glGetProgramStageiv;
AnyGL_glPatchParameteri = (PFNANYGLPATCHPARAMETERIPROC)&glPatchParameteri;
AnyGL_glPatchParameterfv = (PFNANYGLPATCHPARAMETERFVPROC)&glPatchParameterfv;
AnyGL_glBindTransformFeedback = (PFNANYGLBINDTRANSFORMFEEDBACKPROC)&glBindTransformFeedback;
AnyGL_glDeleteTransformFeedbacks = (PFNANYGLDELETETRANSFORMFEEDBACKSPROC)&glDeleteTransformFeedbacks;
AnyGL_glGenTransformFeedbacks = (PFNANYGLGENTRANSFORMFEEDBACKSPROC)&glGenTransformFeedbacks;
AnyGL_glIsTransformFeedback = (PFNANYGLISTRANSFORMFEEDBACKPROC)&glIsTransformFeedback;
AnyGL_glPauseTransformFeedback = (PFNANYGLPAUSETRANSFORMFEEDBACKPROC)&glPauseTransformFeedback;
AnyGL_glResumeTransformFeedback = (PFNANYGLRESUMETRANSFORMFEEDBACKPROC)&glResumeTransformFeedback;
AnyGL_glDrawTransformFeedback = (PFNANYGLDRAWTRANSFORMFEEDBACKPROC)&glDrawTransformFeedback;
AnyGL_glDrawTransformFeedbackStream = (PFNANYGLDRAWTRANSFORMFEEDBACKSTREAMPROC)&glDrawTransformFeedbackStream;
AnyGL_glBeginQueryIndexed = (PFNANYGLBEGINQUERYINDEXEDPROC)&glBeginQueryIndexed;
AnyGL_glEndQueryIndexed = (PFNANYGLENDQUERYINDEXEDPROC)&glEndQueryIndexed;
AnyGL_glGetQueryIndexediv = (PFNANYGLGETQUERYINDEXEDIVPROC)&glGetQueryIndexediv;
}
#endif /* GL_VERSION_4_0 */
#ifndef ANYGL_VERSION_4_1
if (AnyGL_atLeastVersion(4, 1, 0))
{
AnyGL_glReleaseShaderCompiler = (PFNANYGLRELEASESHADERCOMPILERPROC)&glReleaseShaderCompiler;
AnyGL_glShaderBinary = (PFNANYGLSHADERBINARYPROC)&glShaderBinary;
AnyGL_glGetShaderPrecisionFormat = (PFNANYGLGETSHADERPRECISIONFORMATPROC)&glGetShaderPrecisionFormat;
AnyGL_glDepthRangef = (PFNANYGLDEPTHRANGEFPROC)&glDepthRangef;
AnyGL_glClearDepthf = (PFNANYGLCLEARDEPTHFPROC)&glClearDepthf;
AnyGL_glGetProgramBinary = (PFNANYGLGETPROGRAMBINARYPROC)&glGetProgramBinary;
AnyGL_glProgramBinary = (PFNANYGLPROGRAMBINARYPROC)&glProgramBinary;
AnyGL_glProgramParameteri = (PFNANYGLPROGRAMPARAMETERIPROC)&glProgramParameteri;
AnyGL_glUseProgramStages = (PFNANYGLUSEPROGRAMSTAGESPROC)&glUseProgramStages;
AnyGL_glActiveShaderProgram = (PFNANYGLACTIVESHADERPROGRAMPROC)&glActiveShaderProgram;
AnyGL_glCreateShaderProgramv = (PFNANYGLCREATESHADERPROGRAMVPROC)&glCreateShaderProgramv;
AnyGL_glBindProgramPipeline = (PFNANYGLBINDPROGRAMPIPELINEPROC)&glBindProgramPipeline;
AnyGL_glDeleteProgramPipelines = (PFNANYGLDELETEPROGRAMPIPELINESPROC)&glDeleteProgramPipelines;
AnyGL_glGenProgramPipelines = (PFNANYGLGENPROGRAMPIPELINESPROC)&glGenProgramPipelines;
AnyGL_glIsProgramPipeline = (PFNANYGLISPROGRAMPIPELINEPROC)&glIsProgramPipeline;
AnyGL_glGetProgramPipelineiv = (PFNANYGLGETPROGRAMPIPELINEIVPROC)&glGetProgramPipelineiv;
AnyGL_glProgramParameteri = (PFNANYGLPROGRAMPARAMETERIPROC)&glProgramParameteri;
AnyGL_glProgramUniform1i = (PFNANYGLPROGRAMUNIFORM1IPROC)&glProgramUniform1i;
AnyGL_glProgramUniform1iv = (PFNANYGLPROGRAMUNIFORM1IVPROC)&glProgramUniform1iv;
AnyGL_glProgramUniform1f = (PFNANYGLPROGRAMUNIFORM1FPROC)&glProgramUniform1f;
AnyGL_glProgramUniform1fv = (PFNANYGLPROGRAMUNIFORM1FVPROC)&glProgramUniform1fv;
AnyGL_glProgramUniform1d = (PFNANYGLPROGRAMUNIFORM1DPROC)&glProgramUniform1d;
AnyGL_glProgramUniform1dv = (PFNANYGLPROGRAMUNIFORM1DVPROC)&glProgramUniform1dv;
AnyGL_glProgramUniform1ui = (PFNANYGLPROGRAMUNIFORM1UIPROC)&glProgramUniform1ui;
AnyGL_glProgramUniform1uiv = (PFNANYGLPROGRAMUNIFORM1UIVPROC)&glProgramUniform1uiv;
AnyGL_glProgramUniform2i = (PFNANYGLPROGRAMUNIFORM2IPROC)&glProgramUniform2i;
AnyGL_glProgramUniform2iv = (PFNANYGLPROGRAMUNIFORM2IVPROC)&glProgramUniform2iv;
AnyGL_glProgramUniform2f = (PFNANYGLPROGRAMUNIFORM2FPROC)&glProgramUniform2f;
AnyGL_glProgramUniform2fv = (PFNANYGLPROGRAMUNIFORM2FVPROC)&glProgramUniform2fv;
AnyGL_glProgramUniform2d = (PFNANYGLPROGRAMUNIFORM2DPROC)&glProgramUniform2d;
AnyGL_glProgramUniform2dv = (PFNANYGLPROGRAMUNIFORM2DVPROC)&glProgramUniform2dv;
AnyGL_glProgramUniform2ui = (PFNANYGLPROGRAMUNIFORM2UIPROC)&glProgramUniform2ui;
AnyGL_glProgramUniform2uiv = (PFNANYGLPROGRAMUNIFORM2UIVPROC)&glProgramUniform2uiv;
AnyGL_glProgramUniform3i = (PFNANYGLPROGRAMUNIFORM3IPROC)&glProgramUniform3i;
AnyGL_glProgramUniform3iv = (PFNANYGLPROGRAMUNIFORM3IVPROC)&glProgramUniform3iv;
AnyGL_glProgramUniform3f = (PFNANYGLPROGRAMUNIFORM3FPROC)&glProgramUniform3f;
AnyGL_glProgramUniform3fv = (PFNANYGLPROGRAMUNIFORM3FVPROC)&glProgramUniform3fv;
AnyGL_glProgramUniform3d = (PFNANYGLPROGRAMUNIFORM3DPROC)&glProgramUniform3d;
AnyGL_glProgramUniform3dv = (PFNANYGLPROGRAMUNIFORM3DVPROC)&glProgramUniform3dv;
AnyGL_glProgramUniform3ui = (PFNANYGLPROGRAMUNIFORM3UIPROC)&glProgramUniform3ui;
AnyGL_glProgramUniform3uiv = (PFNANYGLPROGRAMUNIFORM3UIVPROC)&glProgramUniform3uiv;
AnyGL_glProgramUniform4i = (PFNANYGLPROGRAMUNIFORM4IPROC)&glProgramUniform4i;
AnyGL_glProgramUniform4iv = (PFNANYGLPROGRAMUNIFORM4IVPROC)&glProgramUniform4iv;
AnyGL_glProgramUniform4f = (PFNANYGLPROGRAMUNIFORM4FPROC)&glProgramUniform4f;
AnyGL_glProgramUniform4fv = (PFNANYGLPROGRAMUNIFORM4FVPROC)&glProgramUniform4fv;
AnyGL_glProgramUniform4d = (PFNANYGLPROGRAMUNIFORM4DPROC)&glProgramUniform4d;
AnyGL_glProgramUniform4dv = (PFNANYGLPROGRAMUNIFORM4DVPROC)&glProgramUniform4dv;
AnyGL_glProgramUniform4ui = (PFNANYGLPROGRAMUNIFORM4UIPROC)&glProgramUniform4ui;
AnyGL_glProgramUniform4uiv = (PFNANYGLPROGRAMUNIFORM4UIVPROC)&glProgramUniform4uiv;
AnyGL_glProgramUniformMatrix2fv = (PFNANYGLPROGRAMUNIFORMMATRIX2FVPROC)&glProgramUniformMatrix2fv;
AnyGL_glProgramUniformMatrix3fv = (PFNANYGLPROGRAMUNIFORMMATRIX3FVPROC)&glProgramUniformMatrix3fv;
AnyGL_glProgramUniformMatrix4fv = (PFNANYGLPROGRAMUNIFORMMATRIX4FVPROC)&glProgramUniformMatrix4fv;
AnyGL_glProgramUniformMatrix2dv = (PFNANYGLPROGRAMUNIFORMMATRIX2DVPROC)&glProgramUniformMatrix2dv;
AnyGL_glProgramUniformMatrix3dv = (PFNANYGLPROGRAMUNIFORMMATRIX3DVPROC)&glProgramUniformMatrix3dv;
AnyGL_glProgramUniformMatrix4dv = (PFNANYGLPROGRAMUNIFORMMATRIX4DVPROC)&glProgramUniformMatrix4dv;
AnyGL_glProgramUniformMatrix2x3fv = (PFNANYGLPROGRAMUNIFORMMATRIX2X3FVPROC)&glProgramUniformMatrix2x3fv;
AnyGL_glProgramUniformMatrix3x2fv = (PFNANYGLPROGRAMUNIFORMMATRIX3X2FVPROC)&glProgramUniformMatrix3x2fv;
AnyGL_glProgramUniformMatrix2x4fv = (PFNANYGLPROGRAMUNIFORMMATRIX2X4FVPROC)&glProgramUniformMatrix2x4fv;
AnyGL_glProgramUniformMatrix4x2fv = (PFNANYGLPROGRAMUNIFORMMATRIX4X2FVPROC)&glProgramUniformMatrix4x2fv;
AnyGL_glProgramUniformMatrix3x4fv = (PFNANYGLPROGRAMUNIFORMMATRIX3X4FVPROC)&glProgramUniformMatrix3x4fv;
AnyGL_glProgramUniformMatrix4x3fv = (PFNANYGLPROGRAMUNIFORMMATRIX4X3FVPROC)&glProgramUniformMatrix4x3fv;
AnyGL_glProgramUniformMatrix2x3dv = (PFNANYGLPROGRAMUNIFORMMATRIX2X3DVPROC)&glProgramUniformMatrix2x3dv;
AnyGL_glProgramUniformMatrix3x2dv = (PFNANYGLPROGRAMUNIFORMMATRIX3X2DVPROC)&glProgramUniformMatrix3x2dv;
AnyGL_glProgramUniformMatrix2x4dv = (PFNANYGLPROGRAMUNIFORMMATRIX2X4DVPROC)&glProgramUniformMatrix2x4dv;
AnyGL_glProgramUniformMatrix4x2dv = (PFNANYGLPROGRAMUNIFORMMATRIX4X2DVPROC)&glProgramUniformMatrix4x2dv;
AnyGL_glProgramUniformMatrix3x4dv = (PFNANYGLPROGRAMUNIFORMMATRIX3X4DVPROC)&glProgramUniformMatrix3x4dv;
AnyGL_glProgramUniformMatrix4x3dv = (PFNANYGLPROGRAMUNIFORMMATRIX4X3DVPROC)&glProgramUniformMatrix4x3dv;
AnyGL_glValidateProgramPipeline = (PFNANYGLVALIDATEPROGRAMPIPELINEPROC)&glValidateProgramPipeline;
AnyGL_glGetProgramPipelineInfoLog = (PFNANYGLGETPROGRAMPIPELINEINFOLOGPROC)&glGetProgramPipelineInfoLog;
AnyGL_glVertexAttribL1d = (PFNANYGLVERTEXATTRIBL1DPROC)&glVertexAttribL1d;
AnyGL_glVertexAttribL2d = (PFNANYGLVERTEXATTRIBL2DPROC)&glVertexAttribL2d;
AnyGL_glVertexAttribL3d = (PFNANYGLVERTEXATTRIBL3DPROC)&glVertexAttribL3d;
AnyGL_glVertexAttribL4d = (PFNANYGLVERTEXATTRIBL4DPROC)&glVertexAttribL4d;
AnyGL_glVertexAttribL1dv = (PFNANYGLVERTEXATTRIBL1DVPROC)&glVertexAttribL1dv;
AnyGL_glVertexAttribL2dv = (PFNANYGLVERTEXATTRIBL2DVPROC)&glVertexAttribL2dv;
AnyGL_glVertexAttribL3dv = (PFNANYGLVERTEXATTRIBL3DVPROC)&glVertexAttribL3dv;
AnyGL_glVertexAttribL4dv = (PFNANYGLVERTEXATTRIBL4DVPROC)&glVertexAttribL4dv;
AnyGL_glVertexAttribLPointer = (PFNANYGLVERTEXATTRIBLPOINTERPROC)&glVertexAttribLPointer;
AnyGL_glGetVertexAttribLdv = (PFNANYGLGETVERTEXATTRIBLDVPROC)&glGetVertexAttribLdv;
AnyGL_glViewportArrayv = (PFNANYGLVIEWPORTARRAYVPROC)&glViewportArrayv;
AnyGL_glViewportIndexedf = (PFNANYGLVIEWPORTINDEXEDFPROC)&glViewportIndexedf;
AnyGL_glViewportIndexedfv = (PFNANYGLVIEWPORTINDEXEDFVPROC)&glViewportIndexedfv;
AnyGL_glScissorArrayv = (PFNANYGLSCISSORARRAYVPROC)&glScissorArrayv;
AnyGL_glScissorIndexed = (PFNANYGLSCISSORINDEXEDPROC)&glScissorIndexed;
AnyGL_glScissorIndexedv = (PFNANYGLSCISSORINDEXEDVPROC)&glScissorIndexedv;
AnyGL_glDepthRangeArrayv = (PFNANYGLDEPTHRANGEARRAYVPROC)&glDepthRangeArrayv;
AnyGL_glDepthRangeIndexed = (PFNANYGLDEPTHRANGEINDEXEDPROC)&glDepthRangeIndexed;
AnyGL_glGetFloati_v = (PFNANYGLGETFLOATI_VPROC)&glGetFloati_v;
AnyGL_glGetDoublei_v = (PFNANYGLGETDOUBLEI_VPROC)&glGetDoublei_v;
}
#endif /* GL_VERSION_4_1 */
#ifndef ANYGL_VERSION_4_2
if (AnyGL_atLeastVersion(4, 2, 0))
{
AnyGL_glDrawArraysInstancedBaseInstance = (PFNANYGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)&glDrawArraysInstancedBaseInstance;
AnyGL_glDrawElementsInstancedBaseInstance = (PFNANYGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)&glDrawElementsInstancedBaseInstance;
AnyGL_glDrawElementsInstancedBaseVertexBaseInstance = (PFNANYGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)&glDrawElementsInstancedBaseVertexBaseInstance;
AnyGL_glGetInternalformativ = (PFNANYGLGETINTERNALFORMATIVPROC)&glGetInternalformativ;
AnyGL_glGetActiveAtomicCounterBufferiv = (PFNANYGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)&glGetActiveAtomicCounterBufferiv;
AnyGL_glBindImageTexture = (PFNANYGLBINDIMAGETEXTUREPROC)&glBindImageTexture;
AnyGL_glMemoryBarrier = (PFNANYGLMEMORYBARRIERPROC)&glMemoryBarrier;
AnyGL_glTexStorage1D = (PFNANYGLTEXSTORAGE1DPROC)&glTexStorage1D;
AnyGL_glTexStorage2D = (PFNANYGLTEXSTORAGE2DPROC)&glTexStorage2D;
AnyGL_glTexStorage3D = (PFNANYGLTEXSTORAGE3DPROC)&glTexStorage3D;
AnyGL_glDrawTransformFeedbackInstanced = (PFNANYGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)&glDrawTransformFeedbackInstanced;
AnyGL_glDrawTransformFeedbackStreamInstanced = (PFNANYGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)&glDrawTransformFeedbackStreamInstanced;
}
#endif /* GL_VERSION_4_2 */