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Update OpenGL function mapping (#69)
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We implemented a few new functions, but we didn't update the mapping.
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mardy authored Sep 23, 2024
1 parent 11bbaa5 commit 14a593b
Showing 1 changed file with 100 additions and 100 deletions.
200 changes: 100 additions & 100 deletions src/functions.c
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ static const ProcMap s_proc_map[] = {
//PROC(glAccum),
PROC(glAlphaFunc),
//PROC(glAreTexturesResident),
//PROC(glArrayElement),
PROC(glArrayElement),
PROC(glBegin),
PROC(glBegin),
PROC(glBindTexture),
Expand All @@ -58,38 +58,38 @@ static const ProcMap s_proc_map[] = {
//PROC(glClearIndex),
PROC(glClearStencil),
PROC(glClipPlane),
//PROC(glColor3b),
//PROC(glColor3bv),
//PROC(glColor3d),
//PROC(glColor3dv),
PROC(glColor3b),
PROC(glColor3bv),
PROC(glColor3d),
PROC(glColor3dv),
PROC(glColor3f),
PROC(glColor3fv),
//PROC(glColor3i),
//PROC(glColor3iv),
//PROC(glColor3s),
//PROC(glColor3sv),
PROC(glColor3i),
PROC(glColor3iv),
PROC(glColor3s),
PROC(glColor3sv),
PROC(glColor3ub),
//PROC(glColor3ubv),
//PROC(glColor3ui),
//PROC(glColor3uiv),
//PROC(glColor3us),
//PROC(glColor3usv),
//PROC(glColor4b),
//PROC(glColor4bv),
//PROC(glColor4d),
//PROC(glColor4dv),
PROC(glColor3ubv),
PROC(glColor3ui),
PROC(glColor3uiv),
PROC(glColor3us),
PROC(glColor3usv),
PROC(glColor4b),
PROC(glColor4bv),
PROC(glColor4d),
PROC(glColor4dv),
PROC(glColor4f),
PROC(glColor4fv),
//PROC(glColor4i),
//PROC(glColor4iv),
//PROC(glColor4s),
//PROC(glColor4sv),
//PROC(glColor4ub),
PROC(glColor4i),
PROC(glColor4iv),
PROC(glColor4s),
PROC(glColor4sv),
PROC(glColor4ub),
PROC(glColor4ubv),
//PROC(glColor4ui),
//PROC(glColor4uiv),
//PROC(glColor4us),
//PROC(glColor4usv),
PROC(glColor4ui),
PROC(glColor4uiv),
PROC(glColor4us),
PROC(glColor4usv),
PROC(glColorMask),
PROC(glColorMaterial),
PROC(glColorPointer),
Expand All @@ -98,7 +98,7 @@ static const ProcMap s_proc_map[] = {
//PROC(glCopyTexImage2D),
//PROC(glCopyTexSubImage1D),
//PROC(glCopyTexSubImage2D),
//PROC(glCullFace),
PROC(glCullFace),
PROC(glDeleteLists),
PROC(glDeleteTextures),
PROC(glDepthFunc),
Expand Down Expand Up @@ -136,7 +136,7 @@ static const ProcMap s_proc_map[] = {
PROC(glFogfv),
PROC(glFogi),
//PROC(glFogiv),
//PROC(glFrontFace),
PROC(glFrontFace),
PROC(glFrustum),
PROC(glGenLists),
PROC(glGenTextures),
Expand Down Expand Up @@ -184,7 +184,7 @@ static const ProcMap s_proc_map[] = {
//PROC(glIndexubv),
PROC(glInitNames),
PROC(glInterleavedArrays),
//PROC(glIsEnabled),
PROC(glIsEnabled),
PROC(glIsList),
//PROC(glIsTexture),
PROC(glLightModelf),
Expand All @@ -195,7 +195,7 @@ static const ProcMap s_proc_map[] = {
PROC(glLightfv),
//PROC(glLighti),
//PROC(glLightiv),
//PROC(glLineStipple),
PROC(glLineStipple),
PROC(glLineWidth),
//PROC(glListBase),
PROC(glLoadIdentity),
Expand All @@ -219,16 +219,16 @@ static const ProcMap s_proc_map[] = {
PROC(glMultMatrixd),
PROC(glMultMatrixf),
PROC(glNewList),
//PROC(glNormal3b),
//PROC(glNormal3bv),
//PROC(glNormal3d),
//PROC(glNormal3dv),
PROC(glNormal3b),
PROC(glNormal3bv),
PROC(glNormal3d),
PROC(glNormal3dv),
PROC(glNormal3f),
PROC(glNormal3fv),
//PROC(glNormal3i),
//PROC(glNormal3iv),
//PROC(glNormal3s),
//PROC(glNormal3sv),
PROC(glNormal3i),
PROC(glNormal3iv),
PROC(glNormal3s),
PROC(glNormal3sv),
PROC(glNormalPointer),
PROC(glOrtho),
//PROC(glPassThrough),
Expand All @@ -242,8 +242,8 @@ static const ProcMap s_proc_map[] = {
//PROC(glPixelZoom),
PROC(glPointSize),
PROC(glPolygonMode),
//PROC(glPolygonOffset),
//PROC(glPolygonStipple),
PROC(glPolygonOffset),
PROC(glPolygonStipple),
PROC(glPopAttrib),
PROC(glPopClientAttrib),
PROC(glPopMatrix),
Expand Down Expand Up @@ -279,14 +279,14 @@ static const ProcMap s_proc_map[] = {
//PROC(glRasterPos4sv),
PROC(glReadBuffer),
PROC(glReadPixels),
//PROC(glRectd),
//PROC(glRectdv),
//PROC(glRectf),
//PROC(glRectfv),
//PROC(glRecti),
//PROC(glRectiv),
//PROC(glRects),
//PROC(glRectsv),
PROC(glRectd),
PROC(glRectdv),
PROC(glRectf),
PROC(glRectfv),
PROC(glRecti),
PROC(glRectiv),
PROC(glRects),
PROC(glRectsv),
PROC(glRenderMode),
//PROC(glRotated),
PROC(glRotatef),
Expand All @@ -295,41 +295,41 @@ static const ProcMap s_proc_map[] = {
PROC(glScissor),
PROC(glSelectBuffer),
PROC(glShadeModel),
//PROC(glStencilFunc),
PROC(glStencilFunc),
PROC(glStencilMask),
//PROC(glStencilOp),
//PROC(glTexCoord1d),
//PROC(glTexCoord1dv),
//PROC(glTexCoord1f),
//PROC(glTexCoord1fv),
//PROC(glTexCoord1i),
//PROC(glTexCoord1iv),
//PROC(glTexCoord1s),
//PROC(glTexCoord1sv),
PROC(glStencilOp),
PROC(glTexCoord1d),
PROC(glTexCoord1dv),
PROC(glTexCoord1f),
PROC(glTexCoord1fv),
PROC(glTexCoord1i),
PROC(glTexCoord1iv),
PROC(glTexCoord1s),
PROC(glTexCoord1sv),
PROC(glTexCoord2d),
//PROC(glTexCoord2dv),
PROC(glTexCoord2dv),
PROC(glTexCoord2f),
//PROC(glTexCoord2fv),
PROC(glTexCoord2fv),
PROC(glTexCoord2i),
//PROC(glTexCoord2iv),
//PROC(glTexCoord2s),
//PROC(glTexCoord2sv),
//PROC(glTexCoord3d),
//PROC(glTexCoord3dv),
PROC(glTexCoord2iv),
PROC(glTexCoord2s),
PROC(glTexCoord2sv),
PROC(glTexCoord3d),
PROC(glTexCoord3dv),
PROC(glTexCoord3f),
//PROC(glTexCoord3fv),
//PROC(glTexCoord3i),
//PROC(glTexCoord3iv),
//PROC(glTexCoord3s),
//PROC(glTexCoord3sv),
//PROC(glTexCoord4d),
//PROC(glTexCoord4dv),
//PROC(glTexCoord4f),
//PROC(glTexCoord4fv),
//PROC(glTexCoord4i),
//PROC(glTexCoord4iv),
//PROC(glTexCoord4s),
//PROC(glTexCoord4sv),
PROC(glTexCoord3fv),
PROC(glTexCoord3i),
PROC(glTexCoord3iv),
PROC(glTexCoord3s),
PROC(glTexCoord3sv),
PROC(glTexCoord4d),
PROC(glTexCoord4dv),
PROC(glTexCoord4f),
PROC(glTexCoord4fv),
PROC(glTexCoord4i),
PROC(glTexCoord4iv),
PROC(glTexCoord4s),
PROC(glTexCoord4sv),
PROC(glTexCoordPointer),
PROC(glTexEnvf),
PROC(glTexEnvfv),
Expand All @@ -338,8 +338,8 @@ static const ProcMap s_proc_map[] = {
//PROC(glTexGend),
//PROC(glTexGendv),
//PROC(glTexGenf),
//PROC(glTexGenfv),
//PROC(glTexGeni),
PROC(glTexGenfv),
PROC(glTexGeni),
//PROC(glTexGeniv),
PROC(glTexImage1D),
PROC(glTexImage2D),
Expand All @@ -352,29 +352,29 @@ static const ProcMap s_proc_map[] = {
PROC(glTranslated),
PROC(glTranslatef),
PROC(glVertex2d),
//PROC(glVertex2dv),
PROC(glVertex2dv),
PROC(glVertex2f),
//PROC(glVertex2fv),
PROC(glVertex2fv),
PROC(glVertex2i),
//PROC(glVertex2iv),
//PROC(glVertex2s),
//PROC(glVertex2sv),
//PROC(glVertex3d),
//PROC(glVertex3dv),
PROC(glVertex2iv),
PROC(glVertex2s),
PROC(glVertex2sv),
PROC(glVertex3d),
PROC(glVertex3dv),
PROC(glVertex3f),
//PROC(glVertex3fv),
//PROC(glVertex3i),
//PROC(glVertex3iv),
//PROC(glVertex3s),
//PROC(glVertex3sv),
//PROC(glVertex4d),
//PROC(glVertex4dv),
PROC(glVertex3fv),
PROC(glVertex3i),
PROC(glVertex3iv),
PROC(glVertex3s),
PROC(glVertex3sv),
PROC(glVertex4d),
PROC(glVertex4dv),
PROC(glVertex4f),
//PROC(glVertex4fv),
//PROC(glVertex4i),
//PROC(glVertex4iv),
//PROC(glVertex4s),
//PROC(glVertex4sv),
PROC(glVertex4fv),
PROC(glVertex4i),
PROC(glVertex4iv),
PROC(glVertex4s),
PROC(glVertex4sv),
PROC(glVertexPointer),
PROC(glViewport),
};
Expand Down

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