mirror of
https://github.com/Ryujinx/Opentk.git
synced 2025-01-03 17:45:37 +00:00
This commit is contained in:
parent
3e97dc1f8e
commit
e2b6970635
|
@ -14,6 +14,18 @@ namespace OpenTK.OpenGL.Bind
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/// </summary>
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public class Function
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{
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#region Wrapper type property
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private WrapperTypes _wrapper_type = WrapperTypes.None;
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public WrapperTypes WrapperType
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{
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get { return _wrapper_type; }
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set { _wrapper_type = value; }
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}
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#endregion
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#region Needs wrapper property
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bool _needs_wrapper;
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@ -126,5 +138,24 @@ namespace OpenTK.OpenGL.Bind
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}
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#endregion
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#region Call function string
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public string CallString()
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{
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StringBuilder sb = new StringBuilder();
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sb.Append(Name);
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sb.Append("(");
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foreach (Parameter p in Parameters)
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{
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sb.Append(p.Name);
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sb.Append(", ");
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}
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sb.Replace(", ", ")", sb.Length - 2, 2);
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return sb.ToString();
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}
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#endregion
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}
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}
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@ -24,7 +24,7 @@ namespace OpenTK.OpenGL.Bind
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#endregion
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#region _unmanaged_type property
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#region UnmanagedType property
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UnmanagedType _unmanaged_type;
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/// <summary>
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@ -47,8 +47,26 @@ namespace OpenTK.OpenGL.Bind
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public string Type
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{
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get { return _type; }
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set { _type = value; }
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set
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{
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if (_type != null)
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PreviousType = _type;
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_type = value;
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}
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}
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#endregion
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#region Previous type property
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private string _previous_type;
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public string PreviousType
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{
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get { return _previous_type; }
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set { _previous_type = value; }
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}
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#endregion
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@ -110,7 +128,7 @@ namespace OpenTK.OpenGL.Bind
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if (UnmanagedType == UnmanagedType.LPArray)
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sb.Append("[MarshalAs(UnmanagedType.LPArray)] ");
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if (Flow == FlowDirection.Out && !Array)
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if (Flow == FlowDirection.Out && !Array && !(Type == "IntPtr"))
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sb.Append("out ");
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sb.Append(Type);
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@ -9,6 +9,18 @@ using System.Collections;
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namespace OpenTK.OpenGL.Bind
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{
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public enum WrapperTypes
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{
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None,
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VoidPointerIn,
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VoidPointerOut,
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ArrayOut,
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ArrayIn,
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UShortMaskParameter,
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ReturnsString,
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ReturnsVoidPointer,
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}
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static class Translation
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{
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public static char[] Separators = { ' ', '\n', ',', '(', ')', ';', '#' };
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@ -188,7 +200,8 @@ namespace OpenTK.OpenGL.Bind
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}
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#endregion
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#region TranslateReturnValue
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#region Translate return value
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private static void TranslateReturnValue(Function f, Hashtable enums)
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{
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string s;
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@ -198,27 +211,26 @@ namespace OpenTK.OpenGL.Bind
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if (GLtypes.TryGetValue(f.ReturnValue, out s))
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f.ReturnValue = s;
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//if (CStypes.TryGetValue(f.ReturnValue, out s))
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// f.ReturnValue = s;
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if (f.ReturnValue == "void[]")
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{
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f.NeedsWrapper = true;
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f.WrapperType = WrapperTypes.ReturnsVoidPointer;
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f.ReturnValue = "IntPtr";
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}
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if (f.ReturnValue == "string")
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{
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f.ReturnValue = "IntPtr";
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}
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if (f.ReturnValue == "IntPtr")
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if (f.ReturnValue == "GLstring")
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{
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f.NeedsWrapper = true;
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f.WrapperType = WrapperTypes.ReturnsString;
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f.ReturnValue = "IntPtr";
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}
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}
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#endregion
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#region TranslateParameters
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#region Translate parameters
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private static void TranslateParameters(Function f, Hashtable enums)
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{
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string s;
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@ -236,18 +248,42 @@ namespace OpenTK.OpenGL.Bind
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}
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else if (GLtypes.TryGetValue(p.Type, out s))
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p.Type = s;
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//if (CStypes.TryGetValue(p.Type, out s))
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// p.Type = s;
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if (p.Array && !p.Type.Contains("void"))
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if (p.Array &&
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!p.Type.Contains("void") &&
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!p.Type.Contains("string") &&
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(p.Flow == Parameter.FlowDirection.In || p.Flow == Parameter.FlowDirection.Undefined))
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{
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f.NeedsWrapper = true;
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f.WrapperType = WrapperTypes.ArrayIn;
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p.Type = "IntPtr";
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p.Array = false;
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//p.UnmanagedType = System.Runtime.InteropServices.UnmanagedType.LPArray;
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}
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if (p.Array &&
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!p.Type.Contains("void") &&
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(p.Flow == Parameter.FlowDirection.Out))
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{
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p.UnmanagedType = System.Runtime.InteropServices.UnmanagedType.LPArray;
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//f.NeedsWrapper = true;
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//f.WrapperType = WrapperTypes.ArrayOut;
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}
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else if (p.Array && p.Type.Contains("void"))
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else if (p.Array &&
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p.Type.Contains("void") &&
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(p.Flow == Parameter.FlowDirection.In || p.Flow == Parameter.FlowDirection.Undefined))
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{
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f.NeedsWrapper = true;
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f.WrapperType = WrapperTypes.VoidPointerIn;
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p.Array = false;
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p.Type = "IntPtr";
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}
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else if (p.Array && p.Type.Contains("void") &&
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(p.Flow == Parameter.FlowDirection.Out))
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{
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f.NeedsWrapper = true;
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f.WrapperType = WrapperTypes.VoidPointerOut;
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p.Array = false;
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p.Type = "IntPtr";
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}
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//if (p.Flow == Parameter.FlowDirection.Out && p.Type.Contains("string"))
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@ -259,9 +295,10 @@ namespace OpenTK.OpenGL.Bind
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//}
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}
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}
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#endregion
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#region GenerateWrapper
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#region Generate wrappers
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private static Function GenerateWrapper(Function f)
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{
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if (!f.NeedsWrapper)
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@ -7,6 +7,8 @@ namespace OpenTK.OpenGL.Bind
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{
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static class ContextWriter
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{
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#region Write main context
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public static void WriteMainContext(string output_path, List<Function> functions)
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{
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string filename = Path.Combine(output_path, "ContextLoad.cs");
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@ -48,6 +50,8 @@ namespace OpenTK.OpenGL.Bind
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sw.Close();
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}
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#endregion
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public static void WriteDerivedContext(string output_path, string class_name, List<Function> functions, params string[] import_list)
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{
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string filename = Path.Combine(output_path, class_name + "Load.cs");
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@ -14,6 +14,7 @@ namespace OpenTK.OpenGL.Bind
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static partial class SpecWriter
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{
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#region WriteSpecs
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public static void WriteSpecs(string output_path, List<Function> functions, List<Function> wrappers, Hashtable enums)
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{
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string filename = Path.Combine(output_path, Settings.OutputClass + ".cs");
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@ -214,16 +215,24 @@ namespace OpenTK.OpenGL.Bind
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sw.WriteLine(" #region {0}", f.Name.TrimEnd('_'));
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if (f.Name == "glGetString")
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if (f.WrapperType == WrapperTypes.ReturnsString)
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{
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sw.WriteLine(" public static {0} {1}{2}", "string", f.Name.TrimEnd('_'), f.Parameters.ToString());
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sw.WriteLine(" {");
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sw.WriteLine(" return Marshal.PtrToStringAnsi(glGetString_({0}));", f.Parameters[0].Name);
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sw.WriteLine(" return Marshal.PtrToStringAnsi({0});", f.CallString());
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sw.WriteLine(" }");
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}
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else if (f.Parameters.ToString().Contains("IntPtr"))
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else if (f.Name.Contains("glLineStipple"))
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{
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sw.WriteLine(" public static {0} {1}{2}", f.ReturnValue, f.Name.TrimEnd('_'), f.Parameters.ToString().Replace("GLushort", "GLint"));
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sw.WriteLine(" {");
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sw.WriteLine(" glLineStipple_({0}, unchecked((GLushort){1}));", f.Parameters[0].Name, f.Parameters[1].Name);
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sw.WriteLine(" }");
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}
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else if (f.WrapperType == WrapperTypes.VoidPointerIn || f.WrapperType == WrapperTypes.VoidPointerOut || f.WrapperType == WrapperTypes.ArrayIn)
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{
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// Add object overload (i.e. turn off type checking).
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sw.WriteLine(" public static {0} {1}{2}", f.ReturnValue, f.Name.TrimEnd('_'), f.Parameters.ToString().Replace("IntPtr", "object"));
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sw.WriteLine(" {");
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int i = 0;
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@ -259,6 +268,73 @@ namespace OpenTK.OpenGL.Bind
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}
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sw.WriteLine(" }");
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sw.WriteLine(" }");
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// Add IntPtr overload.
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sw.WriteLine(" public static {0} {1}{2}", f.ReturnValue, f.Name.TrimEnd('_'), f.Parameters.ToString());
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sw.WriteLine(" {");
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sb.Replace(", ", ")", sb.Length - 2, 2);
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if (f.ReturnValue == "void")
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sw.WriteLine(" {0};", f.CallString());
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else
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sw.WriteLine(" return {0};", f.CallString());
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sw.WriteLine(" }");
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}
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if (f.WrapperType == WrapperTypes.ArrayIn)
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{
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// Add overload for the case the normal type is used (e.g. float[], bool[] etc).
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StringBuilder sb = new StringBuilder();
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sb.Append("(");
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foreach (Parameter p in f.Parameters)
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{
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if (p.Type == "IntPtr")
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{
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//sb.Append("[MarshalAs(UnmanagedType.LPArray)] ");
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sb.Append(p.PreviousType);
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sb.Append("[] ");
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sb.Append(p.Name);
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}
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else
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sb.Append(p.ToString());
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sb.Append(", ");
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}
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sb.Replace(", ", ")", sb.Length - 2, 2);
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sw.WriteLine(" public static {0} {1}{2}", f.ReturnValue, f.Name.TrimEnd('_'), sb.ToString());
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sw.WriteLine(" {");
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int i = 0;
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sb = new StringBuilder();
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sb.Append("(");
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foreach (Parameter p in f.Parameters)
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{
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if (p.Type == "IntPtr")
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{
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sw.WriteLine(" GCHandle h{0} = GCHandle.Alloc({1}, GCHandleType.Pinned);", i, p.Name);
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sb.Append("h" + i + ".AddrOfPinnedObject()" + ", ");
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i++;
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}
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else
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{
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sb.Append(p.Name + ", ");
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}
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}
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sb.Replace(", ", ")", sb.Length - 2, 2);
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sw.WriteLine(" try");
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sw.WriteLine(" {");
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if (f.ReturnValue == "void")
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sw.WriteLine(" {0}{1};", f.Name, sb.ToString());
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else
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sw.WriteLine(" return {0}{1};", f.Name, sb.ToString());
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sw.WriteLine(" }");
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sw.WriteLine(" finally");
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sw.WriteLine(" {");
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while (i > 0)
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{
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sw.WriteLine(" h{0}.Free();", --i);
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}
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sw.WriteLine(" }");
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sw.WriteLine(" }");
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}
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sw.WriteLine(" #endregion");
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File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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@ -18,192 +18,192 @@ namespace OpenTK.OpenGL.Platform
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GL.GenLists = new GL.Delegates.GenLists(GL.Imports.GenLists);
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GL.ListBase = new GL.Delegates.ListBase(GL.Imports.ListBase);
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GL.Begin = new GL.Delegates.Begin(GL.Imports.Begin);
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GL.Bitmap = new GL.Delegates.Bitmap(GL.Imports.Bitmap);
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GL.Bitmap_ = new GL.Delegates.Bitmap_(GL.Imports.Bitmap_);
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GL.Color3b = new GL.Delegates.Color3b(GL.Imports.Color3b);
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GL.Color3bv = new GL.Delegates.Color3bv(GL.Imports.Color3bv);
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GL.Color3bv_ = new GL.Delegates.Color3bv_(GL.Imports.Color3bv_);
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GL.Color3d = new GL.Delegates.Color3d(GL.Imports.Color3d);
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GL.Color3dv = new GL.Delegates.Color3dv(GL.Imports.Color3dv);
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GL.Color3dv_ = new GL.Delegates.Color3dv_(GL.Imports.Color3dv_);
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GL.Color3f = new GL.Delegates.Color3f(GL.Imports.Color3f);
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GL.Color3fv = new GL.Delegates.Color3fv(GL.Imports.Color3fv);
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GL.Color3fv_ = new GL.Delegates.Color3fv_(GL.Imports.Color3fv_);
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GL.Color3i = new GL.Delegates.Color3i(GL.Imports.Color3i);
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GL.Color3iv = new GL.Delegates.Color3iv(GL.Imports.Color3iv);
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GL.Color3iv_ = new GL.Delegates.Color3iv_(GL.Imports.Color3iv_);
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GL.Color3s = new GL.Delegates.Color3s(GL.Imports.Color3s);
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GL.Color3sv = new GL.Delegates.Color3sv(GL.Imports.Color3sv);
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GL.Color3sv_ = new GL.Delegates.Color3sv_(GL.Imports.Color3sv_);
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GL.Color3ub = new GL.Delegates.Color3ub(GL.Imports.Color3ub);
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GL.Color3ubv = new GL.Delegates.Color3ubv(GL.Imports.Color3ubv);
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GL.Color3ubv_ = new GL.Delegates.Color3ubv_(GL.Imports.Color3ubv_);
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GL.Color3ui = new GL.Delegates.Color3ui(GL.Imports.Color3ui);
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GL.Color3uiv = new GL.Delegates.Color3uiv(GL.Imports.Color3uiv);
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GL.Color3uiv_ = new GL.Delegates.Color3uiv_(GL.Imports.Color3uiv_);
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GL.Color3us = new GL.Delegates.Color3us(GL.Imports.Color3us);
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GL.Color3usv = new GL.Delegates.Color3usv(GL.Imports.Color3usv);
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GL.Color3usv_ = new GL.Delegates.Color3usv_(GL.Imports.Color3usv_);
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GL.Color4b = new GL.Delegates.Color4b(GL.Imports.Color4b);
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GL.Color4bv = new GL.Delegates.Color4bv(GL.Imports.Color4bv);
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GL.Color4bv_ = new GL.Delegates.Color4bv_(GL.Imports.Color4bv_);
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GL.Color4d = new GL.Delegates.Color4d(GL.Imports.Color4d);
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GL.Color4dv = new GL.Delegates.Color4dv(GL.Imports.Color4dv);
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GL.Color4dv_ = new GL.Delegates.Color4dv_(GL.Imports.Color4dv_);
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GL.Color4f = new GL.Delegates.Color4f(GL.Imports.Color4f);
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GL.Color4fv = new GL.Delegates.Color4fv(GL.Imports.Color4fv);
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||||
GL.Color4fv_ = new GL.Delegates.Color4fv_(GL.Imports.Color4fv_);
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GL.Color4i = new GL.Delegates.Color4i(GL.Imports.Color4i);
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||||
GL.Color4iv = new GL.Delegates.Color4iv(GL.Imports.Color4iv);
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||||
GL.Color4iv_ = new GL.Delegates.Color4iv_(GL.Imports.Color4iv_);
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GL.Color4s = new GL.Delegates.Color4s(GL.Imports.Color4s);
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||||
GL.Color4sv = new GL.Delegates.Color4sv(GL.Imports.Color4sv);
|
||||
GL.Color4sv_ = new GL.Delegates.Color4sv_(GL.Imports.Color4sv_);
|
||||
GL.Color4ub = new GL.Delegates.Color4ub(GL.Imports.Color4ub);
|
||||
GL.Color4ubv = new GL.Delegates.Color4ubv(GL.Imports.Color4ubv);
|
||||
GL.Color4ubv_ = new GL.Delegates.Color4ubv_(GL.Imports.Color4ubv_);
|
||||
GL.Color4ui = new GL.Delegates.Color4ui(GL.Imports.Color4ui);
|
||||
GL.Color4uiv = new GL.Delegates.Color4uiv(GL.Imports.Color4uiv);
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||||
GL.Color4uiv_ = new GL.Delegates.Color4uiv_(GL.Imports.Color4uiv_);
|
||||
GL.Color4us = new GL.Delegates.Color4us(GL.Imports.Color4us);
|
||||
GL.Color4usv = new GL.Delegates.Color4usv(GL.Imports.Color4usv);
|
||||
GL.Color4usv_ = new GL.Delegates.Color4usv_(GL.Imports.Color4usv_);
|
||||
GL.EdgeFlag = new GL.Delegates.EdgeFlag(GL.Imports.EdgeFlag);
|
||||
GL.EdgeFlagv = new GL.Delegates.EdgeFlagv(GL.Imports.EdgeFlagv);
|
||||
GL.End = new GL.Delegates.End(GL.Imports.End);
|
||||
GL.Indexd = new GL.Delegates.Indexd(GL.Imports.Indexd);
|
||||
GL.Indexdv = new GL.Delegates.Indexdv(GL.Imports.Indexdv);
|
||||
GL.Indexdv_ = new GL.Delegates.Indexdv_(GL.Imports.Indexdv_);
|
||||
GL.Indexf = new GL.Delegates.Indexf(GL.Imports.Indexf);
|
||||
GL.Indexfv = new GL.Delegates.Indexfv(GL.Imports.Indexfv);
|
||||
GL.Indexfv_ = new GL.Delegates.Indexfv_(GL.Imports.Indexfv_);
|
||||
GL.Indexi = new GL.Delegates.Indexi(GL.Imports.Indexi);
|
||||
GL.Indexiv = new GL.Delegates.Indexiv(GL.Imports.Indexiv);
|
||||
GL.Indexiv_ = new GL.Delegates.Indexiv_(GL.Imports.Indexiv_);
|
||||
GL.Indexs = new GL.Delegates.Indexs(GL.Imports.Indexs);
|
||||
GL.Indexsv = new GL.Delegates.Indexsv(GL.Imports.Indexsv);
|
||||
GL.Indexsv_ = new GL.Delegates.Indexsv_(GL.Imports.Indexsv_);
|
||||
GL.Normal3b = new GL.Delegates.Normal3b(GL.Imports.Normal3b);
|
||||
GL.Normal3bv = new GL.Delegates.Normal3bv(GL.Imports.Normal3bv);
|
||||
GL.Normal3bv_ = new GL.Delegates.Normal3bv_(GL.Imports.Normal3bv_);
|
||||
GL.Normal3d = new GL.Delegates.Normal3d(GL.Imports.Normal3d);
|
||||
GL.Normal3dv = new GL.Delegates.Normal3dv(GL.Imports.Normal3dv);
|
||||
GL.Normal3dv_ = new GL.Delegates.Normal3dv_(GL.Imports.Normal3dv_);
|
||||
GL.Normal3f = new GL.Delegates.Normal3f(GL.Imports.Normal3f);
|
||||
GL.Normal3fv = new GL.Delegates.Normal3fv(GL.Imports.Normal3fv);
|
||||
GL.Normal3fv_ = new GL.Delegates.Normal3fv_(GL.Imports.Normal3fv_);
|
||||
GL.Normal3i = new GL.Delegates.Normal3i(GL.Imports.Normal3i);
|
||||
GL.Normal3iv = new GL.Delegates.Normal3iv(GL.Imports.Normal3iv);
|
||||
GL.Normal3iv_ = new GL.Delegates.Normal3iv_(GL.Imports.Normal3iv_);
|
||||
GL.Normal3s = new GL.Delegates.Normal3s(GL.Imports.Normal3s);
|
||||
GL.Normal3sv = new GL.Delegates.Normal3sv(GL.Imports.Normal3sv);
|
||||
GL.Normal3sv_ = new GL.Delegates.Normal3sv_(GL.Imports.Normal3sv_);
|
||||
GL.RasterPos2d = new GL.Delegates.RasterPos2d(GL.Imports.RasterPos2d);
|
||||
GL.RasterPos2dv = new GL.Delegates.RasterPos2dv(GL.Imports.RasterPos2dv);
|
||||
GL.RasterPos2dv_ = new GL.Delegates.RasterPos2dv_(GL.Imports.RasterPos2dv_);
|
||||
GL.RasterPos2f = new GL.Delegates.RasterPos2f(GL.Imports.RasterPos2f);
|
||||
GL.RasterPos2fv = new GL.Delegates.RasterPos2fv(GL.Imports.RasterPos2fv);
|
||||
GL.RasterPos2fv_ = new GL.Delegates.RasterPos2fv_(GL.Imports.RasterPos2fv_);
|
||||
GL.RasterPos2i = new GL.Delegates.RasterPos2i(GL.Imports.RasterPos2i);
|
||||
GL.RasterPos2iv = new GL.Delegates.RasterPos2iv(GL.Imports.RasterPos2iv);
|
||||
GL.RasterPos2iv_ = new GL.Delegates.RasterPos2iv_(GL.Imports.RasterPos2iv_);
|
||||
GL.RasterPos2s = new GL.Delegates.RasterPos2s(GL.Imports.RasterPos2s);
|
||||
GL.RasterPos2sv = new GL.Delegates.RasterPos2sv(GL.Imports.RasterPos2sv);
|
||||
GL.RasterPos2sv_ = new GL.Delegates.RasterPos2sv_(GL.Imports.RasterPos2sv_);
|
||||
GL.RasterPos3d = new GL.Delegates.RasterPos3d(GL.Imports.RasterPos3d);
|
||||
GL.RasterPos3dv = new GL.Delegates.RasterPos3dv(GL.Imports.RasterPos3dv);
|
||||
GL.RasterPos3dv_ = new GL.Delegates.RasterPos3dv_(GL.Imports.RasterPos3dv_);
|
||||
GL.RasterPos3f = new GL.Delegates.RasterPos3f(GL.Imports.RasterPos3f);
|
||||
GL.RasterPos3fv = new GL.Delegates.RasterPos3fv(GL.Imports.RasterPos3fv);
|
||||
GL.RasterPos3fv_ = new GL.Delegates.RasterPos3fv_(GL.Imports.RasterPos3fv_);
|
||||
GL.RasterPos3i = new GL.Delegates.RasterPos3i(GL.Imports.RasterPos3i);
|
||||
GL.RasterPos3iv = new GL.Delegates.RasterPos3iv(GL.Imports.RasterPos3iv);
|
||||
GL.RasterPos3iv_ = new GL.Delegates.RasterPos3iv_(GL.Imports.RasterPos3iv_);
|
||||
GL.RasterPos3s = new GL.Delegates.RasterPos3s(GL.Imports.RasterPos3s);
|
||||
GL.RasterPos3sv = new GL.Delegates.RasterPos3sv(GL.Imports.RasterPos3sv);
|
||||
GL.RasterPos3sv_ = new GL.Delegates.RasterPos3sv_(GL.Imports.RasterPos3sv_);
|
||||
GL.RasterPos4d = new GL.Delegates.RasterPos4d(GL.Imports.RasterPos4d);
|
||||
GL.RasterPos4dv = new GL.Delegates.RasterPos4dv(GL.Imports.RasterPos4dv);
|
||||
GL.RasterPos4dv_ = new GL.Delegates.RasterPos4dv_(GL.Imports.RasterPos4dv_);
|
||||
GL.RasterPos4f = new GL.Delegates.RasterPos4f(GL.Imports.RasterPos4f);
|
||||
GL.RasterPos4fv = new GL.Delegates.RasterPos4fv(GL.Imports.RasterPos4fv);
|
||||
GL.RasterPos4fv_ = new GL.Delegates.RasterPos4fv_(GL.Imports.RasterPos4fv_);
|
||||
GL.RasterPos4i = new GL.Delegates.RasterPos4i(GL.Imports.RasterPos4i);
|
||||
GL.RasterPos4iv = new GL.Delegates.RasterPos4iv(GL.Imports.RasterPos4iv);
|
||||
GL.RasterPos4iv_ = new GL.Delegates.RasterPos4iv_(GL.Imports.RasterPos4iv_);
|
||||
GL.RasterPos4s = new GL.Delegates.RasterPos4s(GL.Imports.RasterPos4s);
|
||||
GL.RasterPos4sv = new GL.Delegates.RasterPos4sv(GL.Imports.RasterPos4sv);
|
||||
GL.RasterPos4sv_ = new GL.Delegates.RasterPos4sv_(GL.Imports.RasterPos4sv_);
|
||||
GL.Rectd = new GL.Delegates.Rectd(GL.Imports.Rectd);
|
||||
GL.Rectdv = new GL.Delegates.Rectdv(GL.Imports.Rectdv);
|
||||
GL.Rectdv_ = new GL.Delegates.Rectdv_(GL.Imports.Rectdv_);
|
||||
GL.Rectf = new GL.Delegates.Rectf(GL.Imports.Rectf);
|
||||
GL.Rectfv = new GL.Delegates.Rectfv(GL.Imports.Rectfv);
|
||||
GL.Rectfv_ = new GL.Delegates.Rectfv_(GL.Imports.Rectfv_);
|
||||
GL.Recti = new GL.Delegates.Recti(GL.Imports.Recti);
|
||||
GL.Rectiv = new GL.Delegates.Rectiv(GL.Imports.Rectiv);
|
||||
GL.Rectiv_ = new GL.Delegates.Rectiv_(GL.Imports.Rectiv_);
|
||||
GL.Rects = new GL.Delegates.Rects(GL.Imports.Rects);
|
||||
GL.Rectsv = new GL.Delegates.Rectsv(GL.Imports.Rectsv);
|
||||
GL.Rectsv_ = new GL.Delegates.Rectsv_(GL.Imports.Rectsv_);
|
||||
GL.TexCoord1d = new GL.Delegates.TexCoord1d(GL.Imports.TexCoord1d);
|
||||
GL.TexCoord1dv = new GL.Delegates.TexCoord1dv(GL.Imports.TexCoord1dv);
|
||||
GL.TexCoord1dv_ = new GL.Delegates.TexCoord1dv_(GL.Imports.TexCoord1dv_);
|
||||
GL.TexCoord1f = new GL.Delegates.TexCoord1f(GL.Imports.TexCoord1f);
|
||||
GL.TexCoord1fv = new GL.Delegates.TexCoord1fv(GL.Imports.TexCoord1fv);
|
||||
GL.TexCoord1fv_ = new GL.Delegates.TexCoord1fv_(GL.Imports.TexCoord1fv_);
|
||||
GL.TexCoord1i = new GL.Delegates.TexCoord1i(GL.Imports.TexCoord1i);
|
||||
GL.TexCoord1iv = new GL.Delegates.TexCoord1iv(GL.Imports.TexCoord1iv);
|
||||
GL.TexCoord1iv_ = new GL.Delegates.TexCoord1iv_(GL.Imports.TexCoord1iv_);
|
||||
GL.TexCoord1s = new GL.Delegates.TexCoord1s(GL.Imports.TexCoord1s);
|
||||
GL.TexCoord1sv = new GL.Delegates.TexCoord1sv(GL.Imports.TexCoord1sv);
|
||||
GL.TexCoord1sv_ = new GL.Delegates.TexCoord1sv_(GL.Imports.TexCoord1sv_);
|
||||
GL.TexCoord2d = new GL.Delegates.TexCoord2d(GL.Imports.TexCoord2d);
|
||||
GL.TexCoord2dv = new GL.Delegates.TexCoord2dv(GL.Imports.TexCoord2dv);
|
||||
GL.TexCoord2dv_ = new GL.Delegates.TexCoord2dv_(GL.Imports.TexCoord2dv_);
|
||||
GL.TexCoord2f = new GL.Delegates.TexCoord2f(GL.Imports.TexCoord2f);
|
||||
GL.TexCoord2fv = new GL.Delegates.TexCoord2fv(GL.Imports.TexCoord2fv);
|
||||
GL.TexCoord2fv_ = new GL.Delegates.TexCoord2fv_(GL.Imports.TexCoord2fv_);
|
||||
GL.TexCoord2i = new GL.Delegates.TexCoord2i(GL.Imports.TexCoord2i);
|
||||
GL.TexCoord2iv = new GL.Delegates.TexCoord2iv(GL.Imports.TexCoord2iv);
|
||||
GL.TexCoord2iv_ = new GL.Delegates.TexCoord2iv_(GL.Imports.TexCoord2iv_);
|
||||
GL.TexCoord2s = new GL.Delegates.TexCoord2s(GL.Imports.TexCoord2s);
|
||||
GL.TexCoord2sv = new GL.Delegates.TexCoord2sv(GL.Imports.TexCoord2sv);
|
||||
GL.TexCoord2sv_ = new GL.Delegates.TexCoord2sv_(GL.Imports.TexCoord2sv_);
|
||||
GL.TexCoord3d = new GL.Delegates.TexCoord3d(GL.Imports.TexCoord3d);
|
||||
GL.TexCoord3dv = new GL.Delegates.TexCoord3dv(GL.Imports.TexCoord3dv);
|
||||
GL.TexCoord3dv_ = new GL.Delegates.TexCoord3dv_(GL.Imports.TexCoord3dv_);
|
||||
GL.TexCoord3f = new GL.Delegates.TexCoord3f(GL.Imports.TexCoord3f);
|
||||
GL.TexCoord3fv = new GL.Delegates.TexCoord3fv(GL.Imports.TexCoord3fv);
|
||||
GL.TexCoord3fv_ = new GL.Delegates.TexCoord3fv_(GL.Imports.TexCoord3fv_);
|
||||
GL.TexCoord3i = new GL.Delegates.TexCoord3i(GL.Imports.TexCoord3i);
|
||||
GL.TexCoord3iv = new GL.Delegates.TexCoord3iv(GL.Imports.TexCoord3iv);
|
||||
GL.TexCoord3iv_ = new GL.Delegates.TexCoord3iv_(GL.Imports.TexCoord3iv_);
|
||||
GL.TexCoord3s = new GL.Delegates.TexCoord3s(GL.Imports.TexCoord3s);
|
||||
GL.TexCoord3sv = new GL.Delegates.TexCoord3sv(GL.Imports.TexCoord3sv);
|
||||
GL.TexCoord3sv_ = new GL.Delegates.TexCoord3sv_(GL.Imports.TexCoord3sv_);
|
||||
GL.TexCoord4d = new GL.Delegates.TexCoord4d(GL.Imports.TexCoord4d);
|
||||
GL.TexCoord4dv = new GL.Delegates.TexCoord4dv(GL.Imports.TexCoord4dv);
|
||||
GL.TexCoord4dv_ = new GL.Delegates.TexCoord4dv_(GL.Imports.TexCoord4dv_);
|
||||
GL.TexCoord4f = new GL.Delegates.TexCoord4f(GL.Imports.TexCoord4f);
|
||||
GL.TexCoord4fv = new GL.Delegates.TexCoord4fv(GL.Imports.TexCoord4fv);
|
||||
GL.TexCoord4fv_ = new GL.Delegates.TexCoord4fv_(GL.Imports.TexCoord4fv_);
|
||||
GL.TexCoord4i = new GL.Delegates.TexCoord4i(GL.Imports.TexCoord4i);
|
||||
GL.TexCoord4iv = new GL.Delegates.TexCoord4iv(GL.Imports.TexCoord4iv);
|
||||
GL.TexCoord4iv_ = new GL.Delegates.TexCoord4iv_(GL.Imports.TexCoord4iv_);
|
||||
GL.TexCoord4s = new GL.Delegates.TexCoord4s(GL.Imports.TexCoord4s);
|
||||
GL.TexCoord4sv = new GL.Delegates.TexCoord4sv(GL.Imports.TexCoord4sv);
|
||||
GL.TexCoord4sv_ = new GL.Delegates.TexCoord4sv_(GL.Imports.TexCoord4sv_);
|
||||
GL.Vertex2d = new GL.Delegates.Vertex2d(GL.Imports.Vertex2d);
|
||||
GL.Vertex2dv = new GL.Delegates.Vertex2dv(GL.Imports.Vertex2dv);
|
||||
GL.Vertex2dv_ = new GL.Delegates.Vertex2dv_(GL.Imports.Vertex2dv_);
|
||||
GL.Vertex2f = new GL.Delegates.Vertex2f(GL.Imports.Vertex2f);
|
||||
GL.Vertex2fv = new GL.Delegates.Vertex2fv(GL.Imports.Vertex2fv);
|
||||
GL.Vertex2fv_ = new GL.Delegates.Vertex2fv_(GL.Imports.Vertex2fv_);
|
||||
GL.Vertex2i = new GL.Delegates.Vertex2i(GL.Imports.Vertex2i);
|
||||
GL.Vertex2iv = new GL.Delegates.Vertex2iv(GL.Imports.Vertex2iv);
|
||||
GL.Vertex2iv_ = new GL.Delegates.Vertex2iv_(GL.Imports.Vertex2iv_);
|
||||
GL.Vertex2s = new GL.Delegates.Vertex2s(GL.Imports.Vertex2s);
|
||||
GL.Vertex2sv = new GL.Delegates.Vertex2sv(GL.Imports.Vertex2sv);
|
||||
GL.Vertex2sv_ = new GL.Delegates.Vertex2sv_(GL.Imports.Vertex2sv_);
|
||||
GL.Vertex3d = new GL.Delegates.Vertex3d(GL.Imports.Vertex3d);
|
||||
GL.Vertex3dv = new GL.Delegates.Vertex3dv(GL.Imports.Vertex3dv);
|
||||
GL.Vertex3dv_ = new GL.Delegates.Vertex3dv_(GL.Imports.Vertex3dv_);
|
||||
GL.Vertex3f = new GL.Delegates.Vertex3f(GL.Imports.Vertex3f);
|
||||
GL.Vertex3fv = new GL.Delegates.Vertex3fv(GL.Imports.Vertex3fv);
|
||||
GL.Vertex3fv_ = new GL.Delegates.Vertex3fv_(GL.Imports.Vertex3fv_);
|
||||
GL.Vertex3i = new GL.Delegates.Vertex3i(GL.Imports.Vertex3i);
|
||||
GL.Vertex3iv = new GL.Delegates.Vertex3iv(GL.Imports.Vertex3iv);
|
||||
GL.Vertex3iv_ = new GL.Delegates.Vertex3iv_(GL.Imports.Vertex3iv_);
|
||||
GL.Vertex3s = new GL.Delegates.Vertex3s(GL.Imports.Vertex3s);
|
||||
GL.Vertex3sv = new GL.Delegates.Vertex3sv(GL.Imports.Vertex3sv);
|
||||
GL.Vertex3sv_ = new GL.Delegates.Vertex3sv_(GL.Imports.Vertex3sv_);
|
||||
GL.Vertex4d = new GL.Delegates.Vertex4d(GL.Imports.Vertex4d);
|
||||
GL.Vertex4dv = new GL.Delegates.Vertex4dv(GL.Imports.Vertex4dv);
|
||||
GL.Vertex4dv_ = new GL.Delegates.Vertex4dv_(GL.Imports.Vertex4dv_);
|
||||
GL.Vertex4f = new GL.Delegates.Vertex4f(GL.Imports.Vertex4f);
|
||||
GL.Vertex4fv = new GL.Delegates.Vertex4fv(GL.Imports.Vertex4fv);
|
||||
GL.Vertex4fv_ = new GL.Delegates.Vertex4fv_(GL.Imports.Vertex4fv_);
|
||||
GL.Vertex4i = new GL.Delegates.Vertex4i(GL.Imports.Vertex4i);
|
||||
GL.Vertex4iv = new GL.Delegates.Vertex4iv(GL.Imports.Vertex4iv);
|
||||
GL.Vertex4iv_ = new GL.Delegates.Vertex4iv_(GL.Imports.Vertex4iv_);
|
||||
GL.Vertex4s = new GL.Delegates.Vertex4s(GL.Imports.Vertex4s);
|
||||
GL.Vertex4sv = new GL.Delegates.Vertex4sv(GL.Imports.Vertex4sv);
|
||||
GL.ClipPlane = new GL.Delegates.ClipPlane(GL.Imports.ClipPlane);
|
||||
GL.Vertex4sv_ = new GL.Delegates.Vertex4sv_(GL.Imports.Vertex4sv_);
|
||||
GL.ClipPlane_ = new GL.Delegates.ClipPlane_(GL.Imports.ClipPlane_);
|
||||
GL.ColorMaterial = new GL.Delegates.ColorMaterial(GL.Imports.ColorMaterial);
|
||||
GL.CullFace = new GL.Delegates.CullFace(GL.Imports.CullFace);
|
||||
GL.Fogf = new GL.Delegates.Fogf(GL.Imports.Fogf);
|
||||
GL.Fogfv = new GL.Delegates.Fogfv(GL.Imports.Fogfv);
|
||||
GL.Fogfv_ = new GL.Delegates.Fogfv_(GL.Imports.Fogfv_);
|
||||
GL.Fogi = new GL.Delegates.Fogi(GL.Imports.Fogi);
|
||||
GL.Fogiv = new GL.Delegates.Fogiv(GL.Imports.Fogiv);
|
||||
GL.Fogiv_ = new GL.Delegates.Fogiv_(GL.Imports.Fogiv_);
|
||||
GL.FrontFace = new GL.Delegates.FrontFace(GL.Imports.FrontFace);
|
||||
GL.Hint = new GL.Delegates.Hint(GL.Imports.Hint);
|
||||
GL.Lightf = new GL.Delegates.Lightf(GL.Imports.Lightf);
|
||||
GL.Lightfv = new GL.Delegates.Lightfv(GL.Imports.Lightfv);
|
||||
GL.Lightfv_ = new GL.Delegates.Lightfv_(GL.Imports.Lightfv_);
|
||||
GL.Lighti = new GL.Delegates.Lighti(GL.Imports.Lighti);
|
||||
GL.Lightiv = new GL.Delegates.Lightiv(GL.Imports.Lightiv);
|
||||
GL.Lightiv_ = new GL.Delegates.Lightiv_(GL.Imports.Lightiv_);
|
||||
GL.LightModelf = new GL.Delegates.LightModelf(GL.Imports.LightModelf);
|
||||
GL.LightModelfv = new GL.Delegates.LightModelfv(GL.Imports.LightModelfv);
|
||||
GL.LightModelfv_ = new GL.Delegates.LightModelfv_(GL.Imports.LightModelfv_);
|
||||
GL.LightModeli = new GL.Delegates.LightModeli(GL.Imports.LightModeli);
|
||||
GL.LightModeliv = new GL.Delegates.LightModeliv(GL.Imports.LightModeliv);
|
||||
GL.LightModeliv_ = new GL.Delegates.LightModeliv_(GL.Imports.LightModeliv_);
|
||||
GL.LineStipple = new GL.Delegates.LineStipple(GL.Imports.LineStipple);
|
||||
GL.LineWidth = new GL.Delegates.LineWidth(GL.Imports.LineWidth);
|
||||
GL.Materialf = new GL.Delegates.Materialf(GL.Imports.Materialf);
|
||||
GL.Materialfv = new GL.Delegates.Materialfv(GL.Imports.Materialfv);
|
||||
GL.Materialfv_ = new GL.Delegates.Materialfv_(GL.Imports.Materialfv_);
|
||||
GL.Materiali = new GL.Delegates.Materiali(GL.Imports.Materiali);
|
||||
GL.Materialiv = new GL.Delegates.Materialiv(GL.Imports.Materialiv);
|
||||
GL.Materialiv_ = new GL.Delegates.Materialiv_(GL.Imports.Materialiv_);
|
||||
GL.PointSize = new GL.Delegates.PointSize(GL.Imports.PointSize);
|
||||
GL.PolygonMode = new GL.Delegates.PolygonMode(GL.Imports.PolygonMode);
|
||||
GL.PolygonStipple = new GL.Delegates.PolygonStipple(GL.Imports.PolygonStipple);
|
||||
GL.PolygonStipple_ = new GL.Delegates.PolygonStipple_(GL.Imports.PolygonStipple_);
|
||||
GL.Scissor = new GL.Delegates.Scissor(GL.Imports.Scissor);
|
||||
GL.ShadeModel = new GL.Delegates.ShadeModel(GL.Imports.ShadeModel);
|
||||
GL.TexParameterf = new GL.Delegates.TexParameterf(GL.Imports.TexParameterf);
|
||||
GL.TexParameterfv = new GL.Delegates.TexParameterfv(GL.Imports.TexParameterfv);
|
||||
GL.TexParameterfv_ = new GL.Delegates.TexParameterfv_(GL.Imports.TexParameterfv_);
|
||||
GL.TexParameteri = new GL.Delegates.TexParameteri(GL.Imports.TexParameteri);
|
||||
GL.TexParameteriv = new GL.Delegates.TexParameteriv(GL.Imports.TexParameteriv);
|
||||
GL.TexParameteriv_ = new GL.Delegates.TexParameteriv_(GL.Imports.TexParameteriv_);
|
||||
GL.TexImage1D = new GL.Delegates.TexImage1D(GL.Imports.TexImage1D);
|
||||
GL.TexImage2D = new GL.Delegates.TexImage2D(GL.Imports.TexImage2D);
|
||||
GL.TexEnvf = new GL.Delegates.TexEnvf(GL.Imports.TexEnvf);
|
||||
GL.TexEnvfv = new GL.Delegates.TexEnvfv(GL.Imports.TexEnvfv);
|
||||
GL.TexEnvfv_ = new GL.Delegates.TexEnvfv_(GL.Imports.TexEnvfv_);
|
||||
GL.TexEnvi = new GL.Delegates.TexEnvi(GL.Imports.TexEnvi);
|
||||
GL.TexEnviv = new GL.Delegates.TexEnviv(GL.Imports.TexEnviv);
|
||||
GL.TexEnviv_ = new GL.Delegates.TexEnviv_(GL.Imports.TexEnviv_);
|
||||
GL.TexGend = new GL.Delegates.TexGend(GL.Imports.TexGend);
|
||||
GL.TexGendv = new GL.Delegates.TexGendv(GL.Imports.TexGendv);
|
||||
GL.TexGendv_ = new GL.Delegates.TexGendv_(GL.Imports.TexGendv_);
|
||||
GL.TexGenf = new GL.Delegates.TexGenf(GL.Imports.TexGenf);
|
||||
GL.TexGenfv = new GL.Delegates.TexGenfv(GL.Imports.TexGenfv);
|
||||
GL.TexGenfv_ = new GL.Delegates.TexGenfv_(GL.Imports.TexGenfv_);
|
||||
GL.TexGeni = new GL.Delegates.TexGeni(GL.Imports.TexGeni);
|
||||
GL.TexGeniv = new GL.Delegates.TexGeniv(GL.Imports.TexGeniv);
|
||||
GL.TexGeniv_ = new GL.Delegates.TexGeniv_(GL.Imports.TexGeniv_);
|
||||
GL.FeedbackBuffer = new GL.Delegates.FeedbackBuffer(GL.Imports.FeedbackBuffer);
|
||||
GL.SelectBuffer = new GL.Delegates.SelectBuffer(GL.Imports.SelectBuffer);
|
||||
GL.RenderMode = new GL.Delegates.RenderMode(GL.Imports.RenderMode);
|
||||
|
@ -230,22 +230,22 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.Flush = new GL.Delegates.Flush(GL.Imports.Flush);
|
||||
GL.PopAttrib = new GL.Delegates.PopAttrib(GL.Imports.PopAttrib);
|
||||
GL.PushAttrib = new GL.Delegates.PushAttrib(GL.Imports.PushAttrib);
|
||||
GL.Map1d = new GL.Delegates.Map1d(GL.Imports.Map1d);
|
||||
GL.Map1f = new GL.Delegates.Map1f(GL.Imports.Map1f);
|
||||
GL.Map2d = new GL.Delegates.Map2d(GL.Imports.Map2d);
|
||||
GL.Map2f = new GL.Delegates.Map2f(GL.Imports.Map2f);
|
||||
GL.Map1d_ = new GL.Delegates.Map1d_(GL.Imports.Map1d_);
|
||||
GL.Map1f_ = new GL.Delegates.Map1f_(GL.Imports.Map1f_);
|
||||
GL.Map2d_ = new GL.Delegates.Map2d_(GL.Imports.Map2d_);
|
||||
GL.Map2f_ = new GL.Delegates.Map2f_(GL.Imports.Map2f_);
|
||||
GL.MapGrid1d = new GL.Delegates.MapGrid1d(GL.Imports.MapGrid1d);
|
||||
GL.MapGrid1f = new GL.Delegates.MapGrid1f(GL.Imports.MapGrid1f);
|
||||
GL.MapGrid2d = new GL.Delegates.MapGrid2d(GL.Imports.MapGrid2d);
|
||||
GL.MapGrid2f = new GL.Delegates.MapGrid2f(GL.Imports.MapGrid2f);
|
||||
GL.EvalCoord1d = new GL.Delegates.EvalCoord1d(GL.Imports.EvalCoord1d);
|
||||
GL.EvalCoord1dv = new GL.Delegates.EvalCoord1dv(GL.Imports.EvalCoord1dv);
|
||||
GL.EvalCoord1dv_ = new GL.Delegates.EvalCoord1dv_(GL.Imports.EvalCoord1dv_);
|
||||
GL.EvalCoord1f = new GL.Delegates.EvalCoord1f(GL.Imports.EvalCoord1f);
|
||||
GL.EvalCoord1fv = new GL.Delegates.EvalCoord1fv(GL.Imports.EvalCoord1fv);
|
||||
GL.EvalCoord1fv_ = new GL.Delegates.EvalCoord1fv_(GL.Imports.EvalCoord1fv_);
|
||||
GL.EvalCoord2d = new GL.Delegates.EvalCoord2d(GL.Imports.EvalCoord2d);
|
||||
GL.EvalCoord2dv = new GL.Delegates.EvalCoord2dv(GL.Imports.EvalCoord2dv);
|
||||
GL.EvalCoord2dv_ = new GL.Delegates.EvalCoord2dv_(GL.Imports.EvalCoord2dv_);
|
||||
GL.EvalCoord2f = new GL.Delegates.EvalCoord2f(GL.Imports.EvalCoord2f);
|
||||
GL.EvalCoord2fv = new GL.Delegates.EvalCoord2fv(GL.Imports.EvalCoord2fv);
|
||||
GL.EvalCoord2fv_ = new GL.Delegates.EvalCoord2fv_(GL.Imports.EvalCoord2fv_);
|
||||
GL.EvalMesh1 = new GL.Delegates.EvalMesh1(GL.Imports.EvalMesh1);
|
||||
GL.EvalPoint1 = new GL.Delegates.EvalPoint1(GL.Imports.EvalPoint1);
|
||||
GL.EvalMesh2 = new GL.Delegates.EvalMesh2(GL.Imports.EvalMesh2);
|
||||
|
@ -261,9 +261,9 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.PixelTransferi = new GL.Delegates.PixelTransferi(GL.Imports.PixelTransferi);
|
||||
GL.PixelStoref = new GL.Delegates.PixelStoref(GL.Imports.PixelStoref);
|
||||
GL.PixelStorei = new GL.Delegates.PixelStorei(GL.Imports.PixelStorei);
|
||||
GL.PixelMapfv = new GL.Delegates.PixelMapfv(GL.Imports.PixelMapfv);
|
||||
GL.PixelMapuiv = new GL.Delegates.PixelMapuiv(GL.Imports.PixelMapuiv);
|
||||
GL.PixelMapusv = new GL.Delegates.PixelMapusv(GL.Imports.PixelMapusv);
|
||||
GL.PixelMapfv_ = new GL.Delegates.PixelMapfv_(GL.Imports.PixelMapfv_);
|
||||
GL.PixelMapuiv_ = new GL.Delegates.PixelMapuiv_(GL.Imports.PixelMapuiv_);
|
||||
GL.PixelMapusv_ = new GL.Delegates.PixelMapusv_(GL.Imports.PixelMapusv_);
|
||||
GL.ReadBuffer = new GL.Delegates.ReadBuffer(GL.Imports.ReadBuffer);
|
||||
GL.CopyPixels = new GL.Delegates.CopyPixels(GL.Imports.CopyPixels);
|
||||
GL.ReadPixels_ = new GL.Delegates.ReadPixels_(GL.Imports.ReadPixels_);
|
||||
|
@ -285,7 +285,7 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GetPixelMapuiv = new GL.Delegates.GetPixelMapuiv(GL.Imports.GetPixelMapuiv);
|
||||
GL.GetPixelMapusv = new GL.Delegates.GetPixelMapusv(GL.Imports.GetPixelMapusv);
|
||||
GL.GetPolygonStipple = new GL.Delegates.GetPolygonStipple(GL.Imports.GetPolygonStipple);
|
||||
GL.GetString = new GL.Delegates.GetString(GL.Imports.GetString);
|
||||
GL.GetString_ = new GL.Delegates.GetString_(GL.Imports.GetString_);
|
||||
GL.GetTexEnvfv = new GL.Delegates.GetTexEnvfv(GL.Imports.GetTexEnvfv);
|
||||
GL.GetTexEnviv = new GL.Delegates.GetTexEnviv(GL.Imports.GetTexEnviv);
|
||||
GL.GetTexGendv = new GL.Delegates.GetTexGendv(GL.Imports.GetTexGendv);
|
||||
|
@ -301,11 +301,11 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.DepthRange = new GL.Delegates.DepthRange(GL.Imports.DepthRange);
|
||||
GL.Frustum = new GL.Delegates.Frustum(GL.Imports.Frustum);
|
||||
GL.LoadIdentity = new GL.Delegates.LoadIdentity(GL.Imports.LoadIdentity);
|
||||
GL.LoadMatrixf = new GL.Delegates.LoadMatrixf(GL.Imports.LoadMatrixf);
|
||||
GL.LoadMatrixd = new GL.Delegates.LoadMatrixd(GL.Imports.LoadMatrixd);
|
||||
GL.LoadMatrixf_ = new GL.Delegates.LoadMatrixf_(GL.Imports.LoadMatrixf_);
|
||||
GL.LoadMatrixd_ = new GL.Delegates.LoadMatrixd_(GL.Imports.LoadMatrixd_);
|
||||
GL.MatrixMode = new GL.Delegates.MatrixMode(GL.Imports.MatrixMode);
|
||||
GL.MultMatrixf = new GL.Delegates.MultMatrixf(GL.Imports.MultMatrixf);
|
||||
GL.MultMatrixd = new GL.Delegates.MultMatrixd(GL.Imports.MultMatrixd);
|
||||
GL.MultMatrixf_ = new GL.Delegates.MultMatrixf_(GL.Imports.MultMatrixf_);
|
||||
GL.MultMatrixd_ = new GL.Delegates.MultMatrixd_(GL.Imports.MultMatrixd_);
|
||||
GL.Ortho = new GL.Delegates.Ortho(GL.Imports.Ortho);
|
||||
GL.PopMatrix = new GL.Delegates.PopMatrix(GL.Imports.PopMatrix);
|
||||
GL.PushMatrix = new GL.Delegates.PushMatrix(GL.Imports.PushMatrix);
|
||||
|
@ -336,14 +336,14 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.CopyTexSubImage2D = new GL.Delegates.CopyTexSubImage2D(GL.Imports.CopyTexSubImage2D);
|
||||
GL.TexSubImage1D = new GL.Delegates.TexSubImage1D(GL.Imports.TexSubImage1D);
|
||||
GL.TexSubImage2D = new GL.Delegates.TexSubImage2D(GL.Imports.TexSubImage2D);
|
||||
GL.AreTexturesResident = new GL.Delegates.AreTexturesResident(GL.Imports.AreTexturesResident);
|
||||
GL.AreTexturesResident_ = new GL.Delegates.AreTexturesResident_(GL.Imports.AreTexturesResident_);
|
||||
GL.BindTexture = new GL.Delegates.BindTexture(GL.Imports.BindTexture);
|
||||
GL.DeleteTextures = new GL.Delegates.DeleteTextures(GL.Imports.DeleteTextures);
|
||||
GL.DeleteTextures_ = new GL.Delegates.DeleteTextures_(GL.Imports.DeleteTextures_);
|
||||
GL.GenTextures = new GL.Delegates.GenTextures(GL.Imports.GenTextures);
|
||||
GL.IsTexture = new GL.Delegates.IsTexture(GL.Imports.IsTexture);
|
||||
GL.PrioritizeTextures = new GL.Delegates.PrioritizeTextures(GL.Imports.PrioritizeTextures);
|
||||
GL.PrioritizeTextures_ = new GL.Delegates.PrioritizeTextures_(GL.Imports.PrioritizeTextures_);
|
||||
GL.Indexub = new GL.Delegates.Indexub(GL.Imports.Indexub);
|
||||
GL.Indexubv = new GL.Delegates.Indexubv(GL.Imports.Indexubv);
|
||||
GL.Indexubv_ = new GL.Delegates.Indexubv_(GL.Imports.Indexubv_);
|
||||
GL.PopClientAttrib = new GL.Delegates.PopClientAttrib(GL.Imports.PopClientAttrib);
|
||||
GL.PushClientAttrib = new GL.Delegates.PushClientAttrib(GL.Imports.PushClientAttrib);
|
||||
}
|
||||
|
|
|
@ -18,192 +18,192 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GenLists = new GL.Delegates.GenLists(GL.Imports.GenLists);
|
||||
GL.ListBase = new GL.Delegates.ListBase(GL.Imports.ListBase);
|
||||
GL.Begin = new GL.Delegates.Begin(GL.Imports.Begin);
|
||||
GL.Bitmap = new GL.Delegates.Bitmap(GL.Imports.Bitmap);
|
||||
GL.Bitmap_ = new GL.Delegates.Bitmap_(GL.Imports.Bitmap_);
|
||||
GL.Color3b = new GL.Delegates.Color3b(GL.Imports.Color3b);
|
||||
GL.Color3bv = new GL.Delegates.Color3bv(GL.Imports.Color3bv);
|
||||
GL.Color3bv_ = new GL.Delegates.Color3bv_(GL.Imports.Color3bv_);
|
||||
GL.Color3d = new GL.Delegates.Color3d(GL.Imports.Color3d);
|
||||
GL.Color3dv = new GL.Delegates.Color3dv(GL.Imports.Color3dv);
|
||||
GL.Color3dv_ = new GL.Delegates.Color3dv_(GL.Imports.Color3dv_);
|
||||
GL.Color3f = new GL.Delegates.Color3f(GL.Imports.Color3f);
|
||||
GL.Color3fv = new GL.Delegates.Color3fv(GL.Imports.Color3fv);
|
||||
GL.Color3fv_ = new GL.Delegates.Color3fv_(GL.Imports.Color3fv_);
|
||||
GL.Color3i = new GL.Delegates.Color3i(GL.Imports.Color3i);
|
||||
GL.Color3iv = new GL.Delegates.Color3iv(GL.Imports.Color3iv);
|
||||
GL.Color3iv_ = new GL.Delegates.Color3iv_(GL.Imports.Color3iv_);
|
||||
GL.Color3s = new GL.Delegates.Color3s(GL.Imports.Color3s);
|
||||
GL.Color3sv = new GL.Delegates.Color3sv(GL.Imports.Color3sv);
|
||||
GL.Color3sv_ = new GL.Delegates.Color3sv_(GL.Imports.Color3sv_);
|
||||
GL.Color3ub = new GL.Delegates.Color3ub(GL.Imports.Color3ub);
|
||||
GL.Color3ubv = new GL.Delegates.Color3ubv(GL.Imports.Color3ubv);
|
||||
GL.Color3ubv_ = new GL.Delegates.Color3ubv_(GL.Imports.Color3ubv_);
|
||||
GL.Color3ui = new GL.Delegates.Color3ui(GL.Imports.Color3ui);
|
||||
GL.Color3uiv = new GL.Delegates.Color3uiv(GL.Imports.Color3uiv);
|
||||
GL.Color3uiv_ = new GL.Delegates.Color3uiv_(GL.Imports.Color3uiv_);
|
||||
GL.Color3us = new GL.Delegates.Color3us(GL.Imports.Color3us);
|
||||
GL.Color3usv = new GL.Delegates.Color3usv(GL.Imports.Color3usv);
|
||||
GL.Color3usv_ = new GL.Delegates.Color3usv_(GL.Imports.Color3usv_);
|
||||
GL.Color4b = new GL.Delegates.Color4b(GL.Imports.Color4b);
|
||||
GL.Color4bv = new GL.Delegates.Color4bv(GL.Imports.Color4bv);
|
||||
GL.Color4bv_ = new GL.Delegates.Color4bv_(GL.Imports.Color4bv_);
|
||||
GL.Color4d = new GL.Delegates.Color4d(GL.Imports.Color4d);
|
||||
GL.Color4dv = new GL.Delegates.Color4dv(GL.Imports.Color4dv);
|
||||
GL.Color4dv_ = new GL.Delegates.Color4dv_(GL.Imports.Color4dv_);
|
||||
GL.Color4f = new GL.Delegates.Color4f(GL.Imports.Color4f);
|
||||
GL.Color4fv = new GL.Delegates.Color4fv(GL.Imports.Color4fv);
|
||||
GL.Color4fv_ = new GL.Delegates.Color4fv_(GL.Imports.Color4fv_);
|
||||
GL.Color4i = new GL.Delegates.Color4i(GL.Imports.Color4i);
|
||||
GL.Color4iv = new GL.Delegates.Color4iv(GL.Imports.Color4iv);
|
||||
GL.Color4iv_ = new GL.Delegates.Color4iv_(GL.Imports.Color4iv_);
|
||||
GL.Color4s = new GL.Delegates.Color4s(GL.Imports.Color4s);
|
||||
GL.Color4sv = new GL.Delegates.Color4sv(GL.Imports.Color4sv);
|
||||
GL.Color4sv_ = new GL.Delegates.Color4sv_(GL.Imports.Color4sv_);
|
||||
GL.Color4ub = new GL.Delegates.Color4ub(GL.Imports.Color4ub);
|
||||
GL.Color4ubv = new GL.Delegates.Color4ubv(GL.Imports.Color4ubv);
|
||||
GL.Color4ubv_ = new GL.Delegates.Color4ubv_(GL.Imports.Color4ubv_);
|
||||
GL.Color4ui = new GL.Delegates.Color4ui(GL.Imports.Color4ui);
|
||||
GL.Color4uiv = new GL.Delegates.Color4uiv(GL.Imports.Color4uiv);
|
||||
GL.Color4uiv_ = new GL.Delegates.Color4uiv_(GL.Imports.Color4uiv_);
|
||||
GL.Color4us = new GL.Delegates.Color4us(GL.Imports.Color4us);
|
||||
GL.Color4usv = new GL.Delegates.Color4usv(GL.Imports.Color4usv);
|
||||
GL.Color4usv_ = new GL.Delegates.Color4usv_(GL.Imports.Color4usv_);
|
||||
GL.EdgeFlag = new GL.Delegates.EdgeFlag(GL.Imports.EdgeFlag);
|
||||
GL.EdgeFlagv = new GL.Delegates.EdgeFlagv(GL.Imports.EdgeFlagv);
|
||||
GL.End = new GL.Delegates.End(GL.Imports.End);
|
||||
GL.Indexd = new GL.Delegates.Indexd(GL.Imports.Indexd);
|
||||
GL.Indexdv = new GL.Delegates.Indexdv(GL.Imports.Indexdv);
|
||||
GL.Indexdv_ = new GL.Delegates.Indexdv_(GL.Imports.Indexdv_);
|
||||
GL.Indexf = new GL.Delegates.Indexf(GL.Imports.Indexf);
|
||||
GL.Indexfv = new GL.Delegates.Indexfv(GL.Imports.Indexfv);
|
||||
GL.Indexfv_ = new GL.Delegates.Indexfv_(GL.Imports.Indexfv_);
|
||||
GL.Indexi = new GL.Delegates.Indexi(GL.Imports.Indexi);
|
||||
GL.Indexiv = new GL.Delegates.Indexiv(GL.Imports.Indexiv);
|
||||
GL.Indexiv_ = new GL.Delegates.Indexiv_(GL.Imports.Indexiv_);
|
||||
GL.Indexs = new GL.Delegates.Indexs(GL.Imports.Indexs);
|
||||
GL.Indexsv = new GL.Delegates.Indexsv(GL.Imports.Indexsv);
|
||||
GL.Indexsv_ = new GL.Delegates.Indexsv_(GL.Imports.Indexsv_);
|
||||
GL.Normal3b = new GL.Delegates.Normal3b(GL.Imports.Normal3b);
|
||||
GL.Normal3bv = new GL.Delegates.Normal3bv(GL.Imports.Normal3bv);
|
||||
GL.Normal3bv_ = new GL.Delegates.Normal3bv_(GL.Imports.Normal3bv_);
|
||||
GL.Normal3d = new GL.Delegates.Normal3d(GL.Imports.Normal3d);
|
||||
GL.Normal3dv = new GL.Delegates.Normal3dv(GL.Imports.Normal3dv);
|
||||
GL.Normal3dv_ = new GL.Delegates.Normal3dv_(GL.Imports.Normal3dv_);
|
||||
GL.Normal3f = new GL.Delegates.Normal3f(GL.Imports.Normal3f);
|
||||
GL.Normal3fv = new GL.Delegates.Normal3fv(GL.Imports.Normal3fv);
|
||||
GL.Normal3fv_ = new GL.Delegates.Normal3fv_(GL.Imports.Normal3fv_);
|
||||
GL.Normal3i = new GL.Delegates.Normal3i(GL.Imports.Normal3i);
|
||||
GL.Normal3iv = new GL.Delegates.Normal3iv(GL.Imports.Normal3iv);
|
||||
GL.Normal3iv_ = new GL.Delegates.Normal3iv_(GL.Imports.Normal3iv_);
|
||||
GL.Normal3s = new GL.Delegates.Normal3s(GL.Imports.Normal3s);
|
||||
GL.Normal3sv = new GL.Delegates.Normal3sv(GL.Imports.Normal3sv);
|
||||
GL.Normal3sv_ = new GL.Delegates.Normal3sv_(GL.Imports.Normal3sv_);
|
||||
GL.RasterPos2d = new GL.Delegates.RasterPos2d(GL.Imports.RasterPos2d);
|
||||
GL.RasterPos2dv = new GL.Delegates.RasterPos2dv(GL.Imports.RasterPos2dv);
|
||||
GL.RasterPos2dv_ = new GL.Delegates.RasterPos2dv_(GL.Imports.RasterPos2dv_);
|
||||
GL.RasterPos2f = new GL.Delegates.RasterPos2f(GL.Imports.RasterPos2f);
|
||||
GL.RasterPos2fv = new GL.Delegates.RasterPos2fv(GL.Imports.RasterPos2fv);
|
||||
GL.RasterPos2fv_ = new GL.Delegates.RasterPos2fv_(GL.Imports.RasterPos2fv_);
|
||||
GL.RasterPos2i = new GL.Delegates.RasterPos2i(GL.Imports.RasterPos2i);
|
||||
GL.RasterPos2iv = new GL.Delegates.RasterPos2iv(GL.Imports.RasterPos2iv);
|
||||
GL.RasterPos2iv_ = new GL.Delegates.RasterPos2iv_(GL.Imports.RasterPos2iv_);
|
||||
GL.RasterPos2s = new GL.Delegates.RasterPos2s(GL.Imports.RasterPos2s);
|
||||
GL.RasterPos2sv = new GL.Delegates.RasterPos2sv(GL.Imports.RasterPos2sv);
|
||||
GL.RasterPos2sv_ = new GL.Delegates.RasterPos2sv_(GL.Imports.RasterPos2sv_);
|
||||
GL.RasterPos3d = new GL.Delegates.RasterPos3d(GL.Imports.RasterPos3d);
|
||||
GL.RasterPos3dv = new GL.Delegates.RasterPos3dv(GL.Imports.RasterPos3dv);
|
||||
GL.RasterPos3dv_ = new GL.Delegates.RasterPos3dv_(GL.Imports.RasterPos3dv_);
|
||||
GL.RasterPos3f = new GL.Delegates.RasterPos3f(GL.Imports.RasterPos3f);
|
||||
GL.RasterPos3fv = new GL.Delegates.RasterPos3fv(GL.Imports.RasterPos3fv);
|
||||
GL.RasterPos3fv_ = new GL.Delegates.RasterPos3fv_(GL.Imports.RasterPos3fv_);
|
||||
GL.RasterPos3i = new GL.Delegates.RasterPos3i(GL.Imports.RasterPos3i);
|
||||
GL.RasterPos3iv = new GL.Delegates.RasterPos3iv(GL.Imports.RasterPos3iv);
|
||||
GL.RasterPos3iv_ = new GL.Delegates.RasterPos3iv_(GL.Imports.RasterPos3iv_);
|
||||
GL.RasterPos3s = new GL.Delegates.RasterPos3s(GL.Imports.RasterPos3s);
|
||||
GL.RasterPos3sv = new GL.Delegates.RasterPos3sv(GL.Imports.RasterPos3sv);
|
||||
GL.RasterPos3sv_ = new GL.Delegates.RasterPos3sv_(GL.Imports.RasterPos3sv_);
|
||||
GL.RasterPos4d = new GL.Delegates.RasterPos4d(GL.Imports.RasterPos4d);
|
||||
GL.RasterPos4dv = new GL.Delegates.RasterPos4dv(GL.Imports.RasterPos4dv);
|
||||
GL.RasterPos4dv_ = new GL.Delegates.RasterPos4dv_(GL.Imports.RasterPos4dv_);
|
||||
GL.RasterPos4f = new GL.Delegates.RasterPos4f(GL.Imports.RasterPos4f);
|
||||
GL.RasterPos4fv = new GL.Delegates.RasterPos4fv(GL.Imports.RasterPos4fv);
|
||||
GL.RasterPos4fv_ = new GL.Delegates.RasterPos4fv_(GL.Imports.RasterPos4fv_);
|
||||
GL.RasterPos4i = new GL.Delegates.RasterPos4i(GL.Imports.RasterPos4i);
|
||||
GL.RasterPos4iv = new GL.Delegates.RasterPos4iv(GL.Imports.RasterPos4iv);
|
||||
GL.RasterPos4iv_ = new GL.Delegates.RasterPos4iv_(GL.Imports.RasterPos4iv_);
|
||||
GL.RasterPos4s = new GL.Delegates.RasterPos4s(GL.Imports.RasterPos4s);
|
||||
GL.RasterPos4sv = new GL.Delegates.RasterPos4sv(GL.Imports.RasterPos4sv);
|
||||
GL.RasterPos4sv_ = new GL.Delegates.RasterPos4sv_(GL.Imports.RasterPos4sv_);
|
||||
GL.Rectd = new GL.Delegates.Rectd(GL.Imports.Rectd);
|
||||
GL.Rectdv = new GL.Delegates.Rectdv(GL.Imports.Rectdv);
|
||||
GL.Rectdv_ = new GL.Delegates.Rectdv_(GL.Imports.Rectdv_);
|
||||
GL.Rectf = new GL.Delegates.Rectf(GL.Imports.Rectf);
|
||||
GL.Rectfv = new GL.Delegates.Rectfv(GL.Imports.Rectfv);
|
||||
GL.Rectfv_ = new GL.Delegates.Rectfv_(GL.Imports.Rectfv_);
|
||||
GL.Recti = new GL.Delegates.Recti(GL.Imports.Recti);
|
||||
GL.Rectiv = new GL.Delegates.Rectiv(GL.Imports.Rectiv);
|
||||
GL.Rectiv_ = new GL.Delegates.Rectiv_(GL.Imports.Rectiv_);
|
||||
GL.Rects = new GL.Delegates.Rects(GL.Imports.Rects);
|
||||
GL.Rectsv = new GL.Delegates.Rectsv(GL.Imports.Rectsv);
|
||||
GL.Rectsv_ = new GL.Delegates.Rectsv_(GL.Imports.Rectsv_);
|
||||
GL.TexCoord1d = new GL.Delegates.TexCoord1d(GL.Imports.TexCoord1d);
|
||||
GL.TexCoord1dv = new GL.Delegates.TexCoord1dv(GL.Imports.TexCoord1dv);
|
||||
GL.TexCoord1dv_ = new GL.Delegates.TexCoord1dv_(GL.Imports.TexCoord1dv_);
|
||||
GL.TexCoord1f = new GL.Delegates.TexCoord1f(GL.Imports.TexCoord1f);
|
||||
GL.TexCoord1fv = new GL.Delegates.TexCoord1fv(GL.Imports.TexCoord1fv);
|
||||
GL.TexCoord1fv_ = new GL.Delegates.TexCoord1fv_(GL.Imports.TexCoord1fv_);
|
||||
GL.TexCoord1i = new GL.Delegates.TexCoord1i(GL.Imports.TexCoord1i);
|
||||
GL.TexCoord1iv = new GL.Delegates.TexCoord1iv(GL.Imports.TexCoord1iv);
|
||||
GL.TexCoord1iv_ = new GL.Delegates.TexCoord1iv_(GL.Imports.TexCoord1iv_);
|
||||
GL.TexCoord1s = new GL.Delegates.TexCoord1s(GL.Imports.TexCoord1s);
|
||||
GL.TexCoord1sv = new GL.Delegates.TexCoord1sv(GL.Imports.TexCoord1sv);
|
||||
GL.TexCoord1sv_ = new GL.Delegates.TexCoord1sv_(GL.Imports.TexCoord1sv_);
|
||||
GL.TexCoord2d = new GL.Delegates.TexCoord2d(GL.Imports.TexCoord2d);
|
||||
GL.TexCoord2dv = new GL.Delegates.TexCoord2dv(GL.Imports.TexCoord2dv);
|
||||
GL.TexCoord2dv_ = new GL.Delegates.TexCoord2dv_(GL.Imports.TexCoord2dv_);
|
||||
GL.TexCoord2f = new GL.Delegates.TexCoord2f(GL.Imports.TexCoord2f);
|
||||
GL.TexCoord2fv = new GL.Delegates.TexCoord2fv(GL.Imports.TexCoord2fv);
|
||||
GL.TexCoord2fv_ = new GL.Delegates.TexCoord2fv_(GL.Imports.TexCoord2fv_);
|
||||
GL.TexCoord2i = new GL.Delegates.TexCoord2i(GL.Imports.TexCoord2i);
|
||||
GL.TexCoord2iv = new GL.Delegates.TexCoord2iv(GL.Imports.TexCoord2iv);
|
||||
GL.TexCoord2iv_ = new GL.Delegates.TexCoord2iv_(GL.Imports.TexCoord2iv_);
|
||||
GL.TexCoord2s = new GL.Delegates.TexCoord2s(GL.Imports.TexCoord2s);
|
||||
GL.TexCoord2sv = new GL.Delegates.TexCoord2sv(GL.Imports.TexCoord2sv);
|
||||
GL.TexCoord2sv_ = new GL.Delegates.TexCoord2sv_(GL.Imports.TexCoord2sv_);
|
||||
GL.TexCoord3d = new GL.Delegates.TexCoord3d(GL.Imports.TexCoord3d);
|
||||
GL.TexCoord3dv = new GL.Delegates.TexCoord3dv(GL.Imports.TexCoord3dv);
|
||||
GL.TexCoord3dv_ = new GL.Delegates.TexCoord3dv_(GL.Imports.TexCoord3dv_);
|
||||
GL.TexCoord3f = new GL.Delegates.TexCoord3f(GL.Imports.TexCoord3f);
|
||||
GL.TexCoord3fv = new GL.Delegates.TexCoord3fv(GL.Imports.TexCoord3fv);
|
||||
GL.TexCoord3fv_ = new GL.Delegates.TexCoord3fv_(GL.Imports.TexCoord3fv_);
|
||||
GL.TexCoord3i = new GL.Delegates.TexCoord3i(GL.Imports.TexCoord3i);
|
||||
GL.TexCoord3iv = new GL.Delegates.TexCoord3iv(GL.Imports.TexCoord3iv);
|
||||
GL.TexCoord3iv_ = new GL.Delegates.TexCoord3iv_(GL.Imports.TexCoord3iv_);
|
||||
GL.TexCoord3s = new GL.Delegates.TexCoord3s(GL.Imports.TexCoord3s);
|
||||
GL.TexCoord3sv = new GL.Delegates.TexCoord3sv(GL.Imports.TexCoord3sv);
|
||||
GL.TexCoord3sv_ = new GL.Delegates.TexCoord3sv_(GL.Imports.TexCoord3sv_);
|
||||
GL.TexCoord4d = new GL.Delegates.TexCoord4d(GL.Imports.TexCoord4d);
|
||||
GL.TexCoord4dv = new GL.Delegates.TexCoord4dv(GL.Imports.TexCoord4dv);
|
||||
GL.TexCoord4dv_ = new GL.Delegates.TexCoord4dv_(GL.Imports.TexCoord4dv_);
|
||||
GL.TexCoord4f = new GL.Delegates.TexCoord4f(GL.Imports.TexCoord4f);
|
||||
GL.TexCoord4fv = new GL.Delegates.TexCoord4fv(GL.Imports.TexCoord4fv);
|
||||
GL.TexCoord4fv_ = new GL.Delegates.TexCoord4fv_(GL.Imports.TexCoord4fv_);
|
||||
GL.TexCoord4i = new GL.Delegates.TexCoord4i(GL.Imports.TexCoord4i);
|
||||
GL.TexCoord4iv = new GL.Delegates.TexCoord4iv(GL.Imports.TexCoord4iv);
|
||||
GL.TexCoord4iv_ = new GL.Delegates.TexCoord4iv_(GL.Imports.TexCoord4iv_);
|
||||
GL.TexCoord4s = new GL.Delegates.TexCoord4s(GL.Imports.TexCoord4s);
|
||||
GL.TexCoord4sv = new GL.Delegates.TexCoord4sv(GL.Imports.TexCoord4sv);
|
||||
GL.TexCoord4sv_ = new GL.Delegates.TexCoord4sv_(GL.Imports.TexCoord4sv_);
|
||||
GL.Vertex2d = new GL.Delegates.Vertex2d(GL.Imports.Vertex2d);
|
||||
GL.Vertex2dv = new GL.Delegates.Vertex2dv(GL.Imports.Vertex2dv);
|
||||
GL.Vertex2dv_ = new GL.Delegates.Vertex2dv_(GL.Imports.Vertex2dv_);
|
||||
GL.Vertex2f = new GL.Delegates.Vertex2f(GL.Imports.Vertex2f);
|
||||
GL.Vertex2fv = new GL.Delegates.Vertex2fv(GL.Imports.Vertex2fv);
|
||||
GL.Vertex2fv_ = new GL.Delegates.Vertex2fv_(GL.Imports.Vertex2fv_);
|
||||
GL.Vertex2i = new GL.Delegates.Vertex2i(GL.Imports.Vertex2i);
|
||||
GL.Vertex2iv = new GL.Delegates.Vertex2iv(GL.Imports.Vertex2iv);
|
||||
GL.Vertex2iv_ = new GL.Delegates.Vertex2iv_(GL.Imports.Vertex2iv_);
|
||||
GL.Vertex2s = new GL.Delegates.Vertex2s(GL.Imports.Vertex2s);
|
||||
GL.Vertex2sv = new GL.Delegates.Vertex2sv(GL.Imports.Vertex2sv);
|
||||
GL.Vertex2sv_ = new GL.Delegates.Vertex2sv_(GL.Imports.Vertex2sv_);
|
||||
GL.Vertex3d = new GL.Delegates.Vertex3d(GL.Imports.Vertex3d);
|
||||
GL.Vertex3dv = new GL.Delegates.Vertex3dv(GL.Imports.Vertex3dv);
|
||||
GL.Vertex3dv_ = new GL.Delegates.Vertex3dv_(GL.Imports.Vertex3dv_);
|
||||
GL.Vertex3f = new GL.Delegates.Vertex3f(GL.Imports.Vertex3f);
|
||||
GL.Vertex3fv = new GL.Delegates.Vertex3fv(GL.Imports.Vertex3fv);
|
||||
GL.Vertex3fv_ = new GL.Delegates.Vertex3fv_(GL.Imports.Vertex3fv_);
|
||||
GL.Vertex3i = new GL.Delegates.Vertex3i(GL.Imports.Vertex3i);
|
||||
GL.Vertex3iv = new GL.Delegates.Vertex3iv(GL.Imports.Vertex3iv);
|
||||
GL.Vertex3iv_ = new GL.Delegates.Vertex3iv_(GL.Imports.Vertex3iv_);
|
||||
GL.Vertex3s = new GL.Delegates.Vertex3s(GL.Imports.Vertex3s);
|
||||
GL.Vertex3sv = new GL.Delegates.Vertex3sv(GL.Imports.Vertex3sv);
|
||||
GL.Vertex3sv_ = new GL.Delegates.Vertex3sv_(GL.Imports.Vertex3sv_);
|
||||
GL.Vertex4d = new GL.Delegates.Vertex4d(GL.Imports.Vertex4d);
|
||||
GL.Vertex4dv = new GL.Delegates.Vertex4dv(GL.Imports.Vertex4dv);
|
||||
GL.Vertex4dv_ = new GL.Delegates.Vertex4dv_(GL.Imports.Vertex4dv_);
|
||||
GL.Vertex4f = new GL.Delegates.Vertex4f(GL.Imports.Vertex4f);
|
||||
GL.Vertex4fv = new GL.Delegates.Vertex4fv(GL.Imports.Vertex4fv);
|
||||
GL.Vertex4fv_ = new GL.Delegates.Vertex4fv_(GL.Imports.Vertex4fv_);
|
||||
GL.Vertex4i = new GL.Delegates.Vertex4i(GL.Imports.Vertex4i);
|
||||
GL.Vertex4iv = new GL.Delegates.Vertex4iv(GL.Imports.Vertex4iv);
|
||||
GL.Vertex4iv_ = new GL.Delegates.Vertex4iv_(GL.Imports.Vertex4iv_);
|
||||
GL.Vertex4s = new GL.Delegates.Vertex4s(GL.Imports.Vertex4s);
|
||||
GL.Vertex4sv = new GL.Delegates.Vertex4sv(GL.Imports.Vertex4sv);
|
||||
GL.ClipPlane = new GL.Delegates.ClipPlane(GL.Imports.ClipPlane);
|
||||
GL.Vertex4sv_ = new GL.Delegates.Vertex4sv_(GL.Imports.Vertex4sv_);
|
||||
GL.ClipPlane_ = new GL.Delegates.ClipPlane_(GL.Imports.ClipPlane_);
|
||||
GL.ColorMaterial = new GL.Delegates.ColorMaterial(GL.Imports.ColorMaterial);
|
||||
GL.CullFace = new GL.Delegates.CullFace(GL.Imports.CullFace);
|
||||
GL.Fogf = new GL.Delegates.Fogf(GL.Imports.Fogf);
|
||||
GL.Fogfv = new GL.Delegates.Fogfv(GL.Imports.Fogfv);
|
||||
GL.Fogfv_ = new GL.Delegates.Fogfv_(GL.Imports.Fogfv_);
|
||||
GL.Fogi = new GL.Delegates.Fogi(GL.Imports.Fogi);
|
||||
GL.Fogiv = new GL.Delegates.Fogiv(GL.Imports.Fogiv);
|
||||
GL.Fogiv_ = new GL.Delegates.Fogiv_(GL.Imports.Fogiv_);
|
||||
GL.FrontFace = new GL.Delegates.FrontFace(GL.Imports.FrontFace);
|
||||
GL.Hint = new GL.Delegates.Hint(GL.Imports.Hint);
|
||||
GL.Lightf = new GL.Delegates.Lightf(GL.Imports.Lightf);
|
||||
GL.Lightfv = new GL.Delegates.Lightfv(GL.Imports.Lightfv);
|
||||
GL.Lightfv_ = new GL.Delegates.Lightfv_(GL.Imports.Lightfv_);
|
||||
GL.Lighti = new GL.Delegates.Lighti(GL.Imports.Lighti);
|
||||
GL.Lightiv = new GL.Delegates.Lightiv(GL.Imports.Lightiv);
|
||||
GL.Lightiv_ = new GL.Delegates.Lightiv_(GL.Imports.Lightiv_);
|
||||
GL.LightModelf = new GL.Delegates.LightModelf(GL.Imports.LightModelf);
|
||||
GL.LightModelfv = new GL.Delegates.LightModelfv(GL.Imports.LightModelfv);
|
||||
GL.LightModelfv_ = new GL.Delegates.LightModelfv_(GL.Imports.LightModelfv_);
|
||||
GL.LightModeli = new GL.Delegates.LightModeli(GL.Imports.LightModeli);
|
||||
GL.LightModeliv = new GL.Delegates.LightModeliv(GL.Imports.LightModeliv);
|
||||
GL.LightModeliv_ = new GL.Delegates.LightModeliv_(GL.Imports.LightModeliv_);
|
||||
GL.LineStipple = new GL.Delegates.LineStipple(GL.Imports.LineStipple);
|
||||
GL.LineWidth = new GL.Delegates.LineWidth(GL.Imports.LineWidth);
|
||||
GL.Materialf = new GL.Delegates.Materialf(GL.Imports.Materialf);
|
||||
GL.Materialfv = new GL.Delegates.Materialfv(GL.Imports.Materialfv);
|
||||
GL.Materialfv_ = new GL.Delegates.Materialfv_(GL.Imports.Materialfv_);
|
||||
GL.Materiali = new GL.Delegates.Materiali(GL.Imports.Materiali);
|
||||
GL.Materialiv = new GL.Delegates.Materialiv(GL.Imports.Materialiv);
|
||||
GL.Materialiv_ = new GL.Delegates.Materialiv_(GL.Imports.Materialiv_);
|
||||
GL.PointSize = new GL.Delegates.PointSize(GL.Imports.PointSize);
|
||||
GL.PolygonMode = new GL.Delegates.PolygonMode(GL.Imports.PolygonMode);
|
||||
GL.PolygonStipple = new GL.Delegates.PolygonStipple(GL.Imports.PolygonStipple);
|
||||
GL.PolygonStipple_ = new GL.Delegates.PolygonStipple_(GL.Imports.PolygonStipple_);
|
||||
GL.Scissor = new GL.Delegates.Scissor(GL.Imports.Scissor);
|
||||
GL.ShadeModel = new GL.Delegates.ShadeModel(GL.Imports.ShadeModel);
|
||||
GL.TexParameterf = new GL.Delegates.TexParameterf(GL.Imports.TexParameterf);
|
||||
GL.TexParameterfv = new GL.Delegates.TexParameterfv(GL.Imports.TexParameterfv);
|
||||
GL.TexParameterfv_ = new GL.Delegates.TexParameterfv_(GL.Imports.TexParameterfv_);
|
||||
GL.TexParameteri = new GL.Delegates.TexParameteri(GL.Imports.TexParameteri);
|
||||
GL.TexParameteriv = new GL.Delegates.TexParameteriv(GL.Imports.TexParameteriv);
|
||||
GL.TexParameteriv_ = new GL.Delegates.TexParameteriv_(GL.Imports.TexParameteriv_);
|
||||
GL.TexImage1D = new GL.Delegates.TexImage1D(GL.Imports.TexImage1D);
|
||||
GL.TexImage2D = new GL.Delegates.TexImage2D(GL.Imports.TexImage2D);
|
||||
GL.TexEnvf = new GL.Delegates.TexEnvf(GL.Imports.TexEnvf);
|
||||
GL.TexEnvfv = new GL.Delegates.TexEnvfv(GL.Imports.TexEnvfv);
|
||||
GL.TexEnvfv_ = new GL.Delegates.TexEnvfv_(GL.Imports.TexEnvfv_);
|
||||
GL.TexEnvi = new GL.Delegates.TexEnvi(GL.Imports.TexEnvi);
|
||||
GL.TexEnviv = new GL.Delegates.TexEnviv(GL.Imports.TexEnviv);
|
||||
GL.TexEnviv_ = new GL.Delegates.TexEnviv_(GL.Imports.TexEnviv_);
|
||||
GL.TexGend = new GL.Delegates.TexGend(GL.Imports.TexGend);
|
||||
GL.TexGendv = new GL.Delegates.TexGendv(GL.Imports.TexGendv);
|
||||
GL.TexGendv_ = new GL.Delegates.TexGendv_(GL.Imports.TexGendv_);
|
||||
GL.TexGenf = new GL.Delegates.TexGenf(GL.Imports.TexGenf);
|
||||
GL.TexGenfv = new GL.Delegates.TexGenfv(GL.Imports.TexGenfv);
|
||||
GL.TexGenfv_ = new GL.Delegates.TexGenfv_(GL.Imports.TexGenfv_);
|
||||
GL.TexGeni = new GL.Delegates.TexGeni(GL.Imports.TexGeni);
|
||||
GL.TexGeniv = new GL.Delegates.TexGeniv(GL.Imports.TexGeniv);
|
||||
GL.TexGeniv_ = new GL.Delegates.TexGeniv_(GL.Imports.TexGeniv_);
|
||||
GL.FeedbackBuffer = new GL.Delegates.FeedbackBuffer(GL.Imports.FeedbackBuffer);
|
||||
GL.SelectBuffer = new GL.Delegates.SelectBuffer(GL.Imports.SelectBuffer);
|
||||
GL.RenderMode = new GL.Delegates.RenderMode(GL.Imports.RenderMode);
|
||||
|
@ -230,22 +230,22 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.Flush = new GL.Delegates.Flush(GL.Imports.Flush);
|
||||
GL.PopAttrib = new GL.Delegates.PopAttrib(GL.Imports.PopAttrib);
|
||||
GL.PushAttrib = new GL.Delegates.PushAttrib(GL.Imports.PushAttrib);
|
||||
GL.Map1d = new GL.Delegates.Map1d(GL.Imports.Map1d);
|
||||
GL.Map1f = new GL.Delegates.Map1f(GL.Imports.Map1f);
|
||||
GL.Map2d = new GL.Delegates.Map2d(GL.Imports.Map2d);
|
||||
GL.Map2f = new GL.Delegates.Map2f(GL.Imports.Map2f);
|
||||
GL.Map1d_ = new GL.Delegates.Map1d_(GL.Imports.Map1d_);
|
||||
GL.Map1f_ = new GL.Delegates.Map1f_(GL.Imports.Map1f_);
|
||||
GL.Map2d_ = new GL.Delegates.Map2d_(GL.Imports.Map2d_);
|
||||
GL.Map2f_ = new GL.Delegates.Map2f_(GL.Imports.Map2f_);
|
||||
GL.MapGrid1d = new GL.Delegates.MapGrid1d(GL.Imports.MapGrid1d);
|
||||
GL.MapGrid1f = new GL.Delegates.MapGrid1f(GL.Imports.MapGrid1f);
|
||||
GL.MapGrid2d = new GL.Delegates.MapGrid2d(GL.Imports.MapGrid2d);
|
||||
GL.MapGrid2f = new GL.Delegates.MapGrid2f(GL.Imports.MapGrid2f);
|
||||
GL.EvalCoord1d = new GL.Delegates.EvalCoord1d(GL.Imports.EvalCoord1d);
|
||||
GL.EvalCoord1dv = new GL.Delegates.EvalCoord1dv(GL.Imports.EvalCoord1dv);
|
||||
GL.EvalCoord1dv_ = new GL.Delegates.EvalCoord1dv_(GL.Imports.EvalCoord1dv_);
|
||||
GL.EvalCoord1f = new GL.Delegates.EvalCoord1f(GL.Imports.EvalCoord1f);
|
||||
GL.EvalCoord1fv = new GL.Delegates.EvalCoord1fv(GL.Imports.EvalCoord1fv);
|
||||
GL.EvalCoord1fv_ = new GL.Delegates.EvalCoord1fv_(GL.Imports.EvalCoord1fv_);
|
||||
GL.EvalCoord2d = new GL.Delegates.EvalCoord2d(GL.Imports.EvalCoord2d);
|
||||
GL.EvalCoord2dv = new GL.Delegates.EvalCoord2dv(GL.Imports.EvalCoord2dv);
|
||||
GL.EvalCoord2dv_ = new GL.Delegates.EvalCoord2dv_(GL.Imports.EvalCoord2dv_);
|
||||
GL.EvalCoord2f = new GL.Delegates.EvalCoord2f(GL.Imports.EvalCoord2f);
|
||||
GL.EvalCoord2fv = new GL.Delegates.EvalCoord2fv(GL.Imports.EvalCoord2fv);
|
||||
GL.EvalCoord2fv_ = new GL.Delegates.EvalCoord2fv_(GL.Imports.EvalCoord2fv_);
|
||||
GL.EvalMesh1 = new GL.Delegates.EvalMesh1(GL.Imports.EvalMesh1);
|
||||
GL.EvalPoint1 = new GL.Delegates.EvalPoint1(GL.Imports.EvalPoint1);
|
||||
GL.EvalMesh2 = new GL.Delegates.EvalMesh2(GL.Imports.EvalMesh2);
|
||||
|
@ -261,9 +261,9 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.PixelTransferi = new GL.Delegates.PixelTransferi(GL.Imports.PixelTransferi);
|
||||
GL.PixelStoref = new GL.Delegates.PixelStoref(GL.Imports.PixelStoref);
|
||||
GL.PixelStorei = new GL.Delegates.PixelStorei(GL.Imports.PixelStorei);
|
||||
GL.PixelMapfv = new GL.Delegates.PixelMapfv(GL.Imports.PixelMapfv);
|
||||
GL.PixelMapuiv = new GL.Delegates.PixelMapuiv(GL.Imports.PixelMapuiv);
|
||||
GL.PixelMapusv = new GL.Delegates.PixelMapusv(GL.Imports.PixelMapusv);
|
||||
GL.PixelMapfv_ = new GL.Delegates.PixelMapfv_(GL.Imports.PixelMapfv_);
|
||||
GL.PixelMapuiv_ = new GL.Delegates.PixelMapuiv_(GL.Imports.PixelMapuiv_);
|
||||
GL.PixelMapusv_ = new GL.Delegates.PixelMapusv_(GL.Imports.PixelMapusv_);
|
||||
GL.ReadBuffer = new GL.Delegates.ReadBuffer(GL.Imports.ReadBuffer);
|
||||
GL.CopyPixels = new GL.Delegates.CopyPixels(GL.Imports.CopyPixels);
|
||||
GL.ReadPixels_ = new GL.Delegates.ReadPixels_(GL.Imports.ReadPixels_);
|
||||
|
@ -285,7 +285,7 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GetPixelMapuiv = new GL.Delegates.GetPixelMapuiv(GL.Imports.GetPixelMapuiv);
|
||||
GL.GetPixelMapusv = new GL.Delegates.GetPixelMapusv(GL.Imports.GetPixelMapusv);
|
||||
GL.GetPolygonStipple = new GL.Delegates.GetPolygonStipple(GL.Imports.GetPolygonStipple);
|
||||
GL.GetString = new GL.Delegates.GetString(GL.Imports.GetString);
|
||||
GL.GetString_ = new GL.Delegates.GetString_(GL.Imports.GetString_);
|
||||
GL.GetTexEnvfv = new GL.Delegates.GetTexEnvfv(GL.Imports.GetTexEnvfv);
|
||||
GL.GetTexEnviv = new GL.Delegates.GetTexEnviv(GL.Imports.GetTexEnviv);
|
||||
GL.GetTexGendv = new GL.Delegates.GetTexGendv(GL.Imports.GetTexGendv);
|
||||
|
@ -301,11 +301,11 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.DepthRange = new GL.Delegates.DepthRange(GL.Imports.DepthRange);
|
||||
GL.Frustum = new GL.Delegates.Frustum(GL.Imports.Frustum);
|
||||
GL.LoadIdentity = new GL.Delegates.LoadIdentity(GL.Imports.LoadIdentity);
|
||||
GL.LoadMatrixf = new GL.Delegates.LoadMatrixf(GL.Imports.LoadMatrixf);
|
||||
GL.LoadMatrixd = new GL.Delegates.LoadMatrixd(GL.Imports.LoadMatrixd);
|
||||
GL.LoadMatrixf_ = new GL.Delegates.LoadMatrixf_(GL.Imports.LoadMatrixf_);
|
||||
GL.LoadMatrixd_ = new GL.Delegates.LoadMatrixd_(GL.Imports.LoadMatrixd_);
|
||||
GL.MatrixMode = new GL.Delegates.MatrixMode(GL.Imports.MatrixMode);
|
||||
GL.MultMatrixf = new GL.Delegates.MultMatrixf(GL.Imports.MultMatrixf);
|
||||
GL.MultMatrixd = new GL.Delegates.MultMatrixd(GL.Imports.MultMatrixd);
|
||||
GL.MultMatrixf_ = new GL.Delegates.MultMatrixf_(GL.Imports.MultMatrixf_);
|
||||
GL.MultMatrixd_ = new GL.Delegates.MultMatrixd_(GL.Imports.MultMatrixd_);
|
||||
GL.Ortho = new GL.Delegates.Ortho(GL.Imports.Ortho);
|
||||
GL.PopMatrix = new GL.Delegates.PopMatrix(GL.Imports.PopMatrix);
|
||||
GL.PushMatrix = new GL.Delegates.PushMatrix(GL.Imports.PushMatrix);
|
||||
|
@ -336,22 +336,22 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.CopyTexSubImage2D = new GL.Delegates.CopyTexSubImage2D(GL.Imports.CopyTexSubImage2D);
|
||||
GL.TexSubImage1D = new GL.Delegates.TexSubImage1D(GL.Imports.TexSubImage1D);
|
||||
GL.TexSubImage2D = new GL.Delegates.TexSubImage2D(GL.Imports.TexSubImage2D);
|
||||
GL.AreTexturesResident = new GL.Delegates.AreTexturesResident(GL.Imports.AreTexturesResident);
|
||||
GL.AreTexturesResident_ = new GL.Delegates.AreTexturesResident_(GL.Imports.AreTexturesResident_);
|
||||
GL.BindTexture = new GL.Delegates.BindTexture(GL.Imports.BindTexture);
|
||||
GL.DeleteTextures = new GL.Delegates.DeleteTextures(GL.Imports.DeleteTextures);
|
||||
GL.DeleteTextures_ = new GL.Delegates.DeleteTextures_(GL.Imports.DeleteTextures_);
|
||||
GL.GenTextures = new GL.Delegates.GenTextures(GL.Imports.GenTextures);
|
||||
GL.IsTexture = new GL.Delegates.IsTexture(GL.Imports.IsTexture);
|
||||
GL.PrioritizeTextures = new GL.Delegates.PrioritizeTextures(GL.Imports.PrioritizeTextures);
|
||||
GL.PrioritizeTextures_ = new GL.Delegates.PrioritizeTextures_(GL.Imports.PrioritizeTextures_);
|
||||
GL.Indexub = new GL.Delegates.Indexub(GL.Imports.Indexub);
|
||||
GL.Indexubv = new GL.Delegates.Indexubv(GL.Imports.Indexubv);
|
||||
GL.Indexubv_ = new GL.Delegates.Indexubv_(GL.Imports.Indexubv_);
|
||||
GL.PopClientAttrib = new GL.Delegates.PopClientAttrib(GL.Imports.PopClientAttrib);
|
||||
GL.PushClientAttrib = new GL.Delegates.PushClientAttrib(GL.Imports.PushClientAttrib);
|
||||
GL.BlendColor = new GL.Delegates.BlendColor(GL.Imports.BlendColor);
|
||||
GL.BlendEquation = new GL.Delegates.BlendEquation(GL.Imports.BlendEquation);
|
||||
GL.DrawRangeElements_ = new GL.Delegates.DrawRangeElements_(GL.Imports.DrawRangeElements_);
|
||||
GL.ColorTable_ = new GL.Delegates.ColorTable_(GL.Imports.ColorTable_);
|
||||
GL.ColorTableParameterfv = new GL.Delegates.ColorTableParameterfv(GL.Imports.ColorTableParameterfv);
|
||||
GL.ColorTableParameteriv = new GL.Delegates.ColorTableParameteriv(GL.Imports.ColorTableParameteriv);
|
||||
GL.ColorTableParameterfv_ = new GL.Delegates.ColorTableParameterfv_(GL.Imports.ColorTableParameterfv_);
|
||||
GL.ColorTableParameteriv_ = new GL.Delegates.ColorTableParameteriv_(GL.Imports.ColorTableParameteriv_);
|
||||
GL.CopyColorTable = new GL.Delegates.CopyColorTable(GL.Imports.CopyColorTable);
|
||||
GL.GetColorTable_ = new GL.Delegates.GetColorTable_(GL.Imports.GetColorTable_);
|
||||
GL.GetColorTableParameterfv = new GL.Delegates.GetColorTableParameterfv(GL.Imports.GetColorTableParameterfv);
|
||||
|
@ -361,9 +361,9 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.ConvolutionFilter1D_ = new GL.Delegates.ConvolutionFilter1D_(GL.Imports.ConvolutionFilter1D_);
|
||||
GL.ConvolutionFilter2D_ = new GL.Delegates.ConvolutionFilter2D_(GL.Imports.ConvolutionFilter2D_);
|
||||
GL.ConvolutionParameterf = new GL.Delegates.ConvolutionParameterf(GL.Imports.ConvolutionParameterf);
|
||||
GL.ConvolutionParameterfv = new GL.Delegates.ConvolutionParameterfv(GL.Imports.ConvolutionParameterfv);
|
||||
GL.ConvolutionParameterfv_ = new GL.Delegates.ConvolutionParameterfv_(GL.Imports.ConvolutionParameterfv_);
|
||||
GL.ConvolutionParameteri = new GL.Delegates.ConvolutionParameteri(GL.Imports.ConvolutionParameteri);
|
||||
GL.ConvolutionParameteriv = new GL.Delegates.ConvolutionParameteriv(GL.Imports.ConvolutionParameteriv);
|
||||
GL.ConvolutionParameteriv_ = new GL.Delegates.ConvolutionParameteriv_(GL.Imports.ConvolutionParameteriv_);
|
||||
GL.CopyConvolutionFilter1D = new GL.Delegates.CopyConvolutionFilter1D(GL.Imports.CopyConvolutionFilter1D);
|
||||
GL.CopyConvolutionFilter2D = new GL.Delegates.CopyConvolutionFilter2D(GL.Imports.CopyConvolutionFilter2D);
|
||||
GL.GetConvolutionFilter_ = new GL.Delegates.GetConvolutionFilter_(GL.Imports.GetConvolutionFilter_);
|
||||
|
@ -387,41 +387,41 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.ActiveTexture = new GL.Delegates.ActiveTexture(GL.Imports.ActiveTexture);
|
||||
GL.ClientActiveTexture = new GL.Delegates.ClientActiveTexture(GL.Imports.ClientActiveTexture);
|
||||
GL.MultiTexCoord1d = new GL.Delegates.MultiTexCoord1d(GL.Imports.MultiTexCoord1d);
|
||||
GL.MultiTexCoord1dv = new GL.Delegates.MultiTexCoord1dv(GL.Imports.MultiTexCoord1dv);
|
||||
GL.MultiTexCoord1dv_ = new GL.Delegates.MultiTexCoord1dv_(GL.Imports.MultiTexCoord1dv_);
|
||||
GL.MultiTexCoord1f = new GL.Delegates.MultiTexCoord1f(GL.Imports.MultiTexCoord1f);
|
||||
GL.MultiTexCoord1fv = new GL.Delegates.MultiTexCoord1fv(GL.Imports.MultiTexCoord1fv);
|
||||
GL.MultiTexCoord1fv_ = new GL.Delegates.MultiTexCoord1fv_(GL.Imports.MultiTexCoord1fv_);
|
||||
GL.MultiTexCoord1i = new GL.Delegates.MultiTexCoord1i(GL.Imports.MultiTexCoord1i);
|
||||
GL.MultiTexCoord1iv = new GL.Delegates.MultiTexCoord1iv(GL.Imports.MultiTexCoord1iv);
|
||||
GL.MultiTexCoord1iv_ = new GL.Delegates.MultiTexCoord1iv_(GL.Imports.MultiTexCoord1iv_);
|
||||
GL.MultiTexCoord1s = new GL.Delegates.MultiTexCoord1s(GL.Imports.MultiTexCoord1s);
|
||||
GL.MultiTexCoord1sv = new GL.Delegates.MultiTexCoord1sv(GL.Imports.MultiTexCoord1sv);
|
||||
GL.MultiTexCoord1sv_ = new GL.Delegates.MultiTexCoord1sv_(GL.Imports.MultiTexCoord1sv_);
|
||||
GL.MultiTexCoord2d = new GL.Delegates.MultiTexCoord2d(GL.Imports.MultiTexCoord2d);
|
||||
GL.MultiTexCoord2dv = new GL.Delegates.MultiTexCoord2dv(GL.Imports.MultiTexCoord2dv);
|
||||
GL.MultiTexCoord2dv_ = new GL.Delegates.MultiTexCoord2dv_(GL.Imports.MultiTexCoord2dv_);
|
||||
GL.MultiTexCoord2f = new GL.Delegates.MultiTexCoord2f(GL.Imports.MultiTexCoord2f);
|
||||
GL.MultiTexCoord2fv = new GL.Delegates.MultiTexCoord2fv(GL.Imports.MultiTexCoord2fv);
|
||||
GL.MultiTexCoord2fv_ = new GL.Delegates.MultiTexCoord2fv_(GL.Imports.MultiTexCoord2fv_);
|
||||
GL.MultiTexCoord2i = new GL.Delegates.MultiTexCoord2i(GL.Imports.MultiTexCoord2i);
|
||||
GL.MultiTexCoord2iv = new GL.Delegates.MultiTexCoord2iv(GL.Imports.MultiTexCoord2iv);
|
||||
GL.MultiTexCoord2iv_ = new GL.Delegates.MultiTexCoord2iv_(GL.Imports.MultiTexCoord2iv_);
|
||||
GL.MultiTexCoord2s = new GL.Delegates.MultiTexCoord2s(GL.Imports.MultiTexCoord2s);
|
||||
GL.MultiTexCoord2sv = new GL.Delegates.MultiTexCoord2sv(GL.Imports.MultiTexCoord2sv);
|
||||
GL.MultiTexCoord2sv_ = new GL.Delegates.MultiTexCoord2sv_(GL.Imports.MultiTexCoord2sv_);
|
||||
GL.MultiTexCoord3d = new GL.Delegates.MultiTexCoord3d(GL.Imports.MultiTexCoord3d);
|
||||
GL.MultiTexCoord3dv = new GL.Delegates.MultiTexCoord3dv(GL.Imports.MultiTexCoord3dv);
|
||||
GL.MultiTexCoord3dv_ = new GL.Delegates.MultiTexCoord3dv_(GL.Imports.MultiTexCoord3dv_);
|
||||
GL.MultiTexCoord3f = new GL.Delegates.MultiTexCoord3f(GL.Imports.MultiTexCoord3f);
|
||||
GL.MultiTexCoord3fv = new GL.Delegates.MultiTexCoord3fv(GL.Imports.MultiTexCoord3fv);
|
||||
GL.MultiTexCoord3fv_ = new GL.Delegates.MultiTexCoord3fv_(GL.Imports.MultiTexCoord3fv_);
|
||||
GL.MultiTexCoord3i = new GL.Delegates.MultiTexCoord3i(GL.Imports.MultiTexCoord3i);
|
||||
GL.MultiTexCoord3iv = new GL.Delegates.MultiTexCoord3iv(GL.Imports.MultiTexCoord3iv);
|
||||
GL.MultiTexCoord3iv_ = new GL.Delegates.MultiTexCoord3iv_(GL.Imports.MultiTexCoord3iv_);
|
||||
GL.MultiTexCoord3s = new GL.Delegates.MultiTexCoord3s(GL.Imports.MultiTexCoord3s);
|
||||
GL.MultiTexCoord3sv = new GL.Delegates.MultiTexCoord3sv(GL.Imports.MultiTexCoord3sv);
|
||||
GL.MultiTexCoord3sv_ = new GL.Delegates.MultiTexCoord3sv_(GL.Imports.MultiTexCoord3sv_);
|
||||
GL.MultiTexCoord4d = new GL.Delegates.MultiTexCoord4d(GL.Imports.MultiTexCoord4d);
|
||||
GL.MultiTexCoord4dv = new GL.Delegates.MultiTexCoord4dv(GL.Imports.MultiTexCoord4dv);
|
||||
GL.MultiTexCoord4dv_ = new GL.Delegates.MultiTexCoord4dv_(GL.Imports.MultiTexCoord4dv_);
|
||||
GL.MultiTexCoord4f = new GL.Delegates.MultiTexCoord4f(GL.Imports.MultiTexCoord4f);
|
||||
GL.MultiTexCoord4fv = new GL.Delegates.MultiTexCoord4fv(GL.Imports.MultiTexCoord4fv);
|
||||
GL.MultiTexCoord4fv_ = new GL.Delegates.MultiTexCoord4fv_(GL.Imports.MultiTexCoord4fv_);
|
||||
GL.MultiTexCoord4i = new GL.Delegates.MultiTexCoord4i(GL.Imports.MultiTexCoord4i);
|
||||
GL.MultiTexCoord4iv = new GL.Delegates.MultiTexCoord4iv(GL.Imports.MultiTexCoord4iv);
|
||||
GL.MultiTexCoord4iv_ = new GL.Delegates.MultiTexCoord4iv_(GL.Imports.MultiTexCoord4iv_);
|
||||
GL.MultiTexCoord4s = new GL.Delegates.MultiTexCoord4s(GL.Imports.MultiTexCoord4s);
|
||||
GL.MultiTexCoord4sv = new GL.Delegates.MultiTexCoord4sv(GL.Imports.MultiTexCoord4sv);
|
||||
GL.LoadTransposeMatrixf = new GL.Delegates.LoadTransposeMatrixf(GL.Imports.LoadTransposeMatrixf);
|
||||
GL.LoadTransposeMatrixd = new GL.Delegates.LoadTransposeMatrixd(GL.Imports.LoadTransposeMatrixd);
|
||||
GL.MultTransposeMatrixf = new GL.Delegates.MultTransposeMatrixf(GL.Imports.MultTransposeMatrixf);
|
||||
GL.MultTransposeMatrixd = new GL.Delegates.MultTransposeMatrixd(GL.Imports.MultTransposeMatrixd);
|
||||
GL.MultiTexCoord4sv_ = new GL.Delegates.MultiTexCoord4sv_(GL.Imports.MultiTexCoord4sv_);
|
||||
GL.LoadTransposeMatrixf_ = new GL.Delegates.LoadTransposeMatrixf_(GL.Imports.LoadTransposeMatrixf_);
|
||||
GL.LoadTransposeMatrixd_ = new GL.Delegates.LoadTransposeMatrixd_(GL.Imports.LoadTransposeMatrixd_);
|
||||
GL.MultTransposeMatrixf_ = new GL.Delegates.MultTransposeMatrixf_(GL.Imports.MultTransposeMatrixf_);
|
||||
GL.MultTransposeMatrixd_ = new GL.Delegates.MultTransposeMatrixd_(GL.Imports.MultTransposeMatrixd_);
|
||||
GL.SampleCoverage = new GL.Delegates.SampleCoverage(GL.Imports.SampleCoverage);
|
||||
GL.CompressedTexImage3D = new GL.Delegates.CompressedTexImage3D(GL.Imports.CompressedTexImage3D);
|
||||
GL.CompressedTexImage2D = new GL.Delegates.CompressedTexImage2D(GL.Imports.CompressedTexImage2D);
|
||||
|
@ -432,49 +432,49 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GetCompressedTexImage = new GL.Delegates.GetCompressedTexImage(GL.Imports.GetCompressedTexImage);
|
||||
GL.BlendFuncSeparate = new GL.Delegates.BlendFuncSeparate(GL.Imports.BlendFuncSeparate);
|
||||
GL.FogCoordf = new GL.Delegates.FogCoordf(GL.Imports.FogCoordf);
|
||||
GL.FogCoordfv = new GL.Delegates.FogCoordfv(GL.Imports.FogCoordfv);
|
||||
GL.FogCoordfv_ = new GL.Delegates.FogCoordfv_(GL.Imports.FogCoordfv_);
|
||||
GL.FogCoordd = new GL.Delegates.FogCoordd(GL.Imports.FogCoordd);
|
||||
GL.FogCoorddv = new GL.Delegates.FogCoorddv(GL.Imports.FogCoorddv);
|
||||
GL.FogCoorddv_ = new GL.Delegates.FogCoorddv_(GL.Imports.FogCoorddv_);
|
||||
GL.FogCoordPointer_ = new GL.Delegates.FogCoordPointer_(GL.Imports.FogCoordPointer_);
|
||||
GL.MultiDrawArrays = new GL.Delegates.MultiDrawArrays(GL.Imports.MultiDrawArrays);
|
||||
GL.MultiDrawElements = new GL.Delegates.MultiDrawElements(GL.Imports.MultiDrawElements);
|
||||
GL.MultiDrawElements_ = new GL.Delegates.MultiDrawElements_(GL.Imports.MultiDrawElements_);
|
||||
GL.PointParameterf = new GL.Delegates.PointParameterf(GL.Imports.PointParameterf);
|
||||
GL.PointParameterfv = new GL.Delegates.PointParameterfv(GL.Imports.PointParameterfv);
|
||||
GL.PointParameterfv_ = new GL.Delegates.PointParameterfv_(GL.Imports.PointParameterfv_);
|
||||
GL.PointParameteri = new GL.Delegates.PointParameteri(GL.Imports.PointParameteri);
|
||||
GL.PointParameteriv = new GL.Delegates.PointParameteriv(GL.Imports.PointParameteriv);
|
||||
GL.PointParameteriv_ = new GL.Delegates.PointParameteriv_(GL.Imports.PointParameteriv_);
|
||||
GL.SecondaryColor3b = new GL.Delegates.SecondaryColor3b(GL.Imports.SecondaryColor3b);
|
||||
GL.SecondaryColor3bv = new GL.Delegates.SecondaryColor3bv(GL.Imports.SecondaryColor3bv);
|
||||
GL.SecondaryColor3bv_ = new GL.Delegates.SecondaryColor3bv_(GL.Imports.SecondaryColor3bv_);
|
||||
GL.SecondaryColor3d = new GL.Delegates.SecondaryColor3d(GL.Imports.SecondaryColor3d);
|
||||
GL.SecondaryColor3dv = new GL.Delegates.SecondaryColor3dv(GL.Imports.SecondaryColor3dv);
|
||||
GL.SecondaryColor3dv_ = new GL.Delegates.SecondaryColor3dv_(GL.Imports.SecondaryColor3dv_);
|
||||
GL.SecondaryColor3f = new GL.Delegates.SecondaryColor3f(GL.Imports.SecondaryColor3f);
|
||||
GL.SecondaryColor3fv = new GL.Delegates.SecondaryColor3fv(GL.Imports.SecondaryColor3fv);
|
||||
GL.SecondaryColor3fv_ = new GL.Delegates.SecondaryColor3fv_(GL.Imports.SecondaryColor3fv_);
|
||||
GL.SecondaryColor3i = new GL.Delegates.SecondaryColor3i(GL.Imports.SecondaryColor3i);
|
||||
GL.SecondaryColor3iv = new GL.Delegates.SecondaryColor3iv(GL.Imports.SecondaryColor3iv);
|
||||
GL.SecondaryColor3iv_ = new GL.Delegates.SecondaryColor3iv_(GL.Imports.SecondaryColor3iv_);
|
||||
GL.SecondaryColor3s = new GL.Delegates.SecondaryColor3s(GL.Imports.SecondaryColor3s);
|
||||
GL.SecondaryColor3sv = new GL.Delegates.SecondaryColor3sv(GL.Imports.SecondaryColor3sv);
|
||||
GL.SecondaryColor3sv_ = new GL.Delegates.SecondaryColor3sv_(GL.Imports.SecondaryColor3sv_);
|
||||
GL.SecondaryColor3ub = new GL.Delegates.SecondaryColor3ub(GL.Imports.SecondaryColor3ub);
|
||||
GL.SecondaryColor3ubv = new GL.Delegates.SecondaryColor3ubv(GL.Imports.SecondaryColor3ubv);
|
||||
GL.SecondaryColor3ubv_ = new GL.Delegates.SecondaryColor3ubv_(GL.Imports.SecondaryColor3ubv_);
|
||||
GL.SecondaryColor3ui = new GL.Delegates.SecondaryColor3ui(GL.Imports.SecondaryColor3ui);
|
||||
GL.SecondaryColor3uiv = new GL.Delegates.SecondaryColor3uiv(GL.Imports.SecondaryColor3uiv);
|
||||
GL.SecondaryColor3uiv_ = new GL.Delegates.SecondaryColor3uiv_(GL.Imports.SecondaryColor3uiv_);
|
||||
GL.SecondaryColor3us = new GL.Delegates.SecondaryColor3us(GL.Imports.SecondaryColor3us);
|
||||
GL.SecondaryColor3usv = new GL.Delegates.SecondaryColor3usv(GL.Imports.SecondaryColor3usv);
|
||||
GL.SecondaryColor3usv_ = new GL.Delegates.SecondaryColor3usv_(GL.Imports.SecondaryColor3usv_);
|
||||
GL.SecondaryColorPointer_ = new GL.Delegates.SecondaryColorPointer_(GL.Imports.SecondaryColorPointer_);
|
||||
GL.WindowPos2d = new GL.Delegates.WindowPos2d(GL.Imports.WindowPos2d);
|
||||
GL.WindowPos2dv = new GL.Delegates.WindowPos2dv(GL.Imports.WindowPos2dv);
|
||||
GL.WindowPos2dv_ = new GL.Delegates.WindowPos2dv_(GL.Imports.WindowPos2dv_);
|
||||
GL.WindowPos2f = new GL.Delegates.WindowPos2f(GL.Imports.WindowPos2f);
|
||||
GL.WindowPos2fv = new GL.Delegates.WindowPos2fv(GL.Imports.WindowPos2fv);
|
||||
GL.WindowPos2fv_ = new GL.Delegates.WindowPos2fv_(GL.Imports.WindowPos2fv_);
|
||||
GL.WindowPos2i = new GL.Delegates.WindowPos2i(GL.Imports.WindowPos2i);
|
||||
GL.WindowPos2iv = new GL.Delegates.WindowPos2iv(GL.Imports.WindowPos2iv);
|
||||
GL.WindowPos2iv_ = new GL.Delegates.WindowPos2iv_(GL.Imports.WindowPos2iv_);
|
||||
GL.WindowPos2s = new GL.Delegates.WindowPos2s(GL.Imports.WindowPos2s);
|
||||
GL.WindowPos2sv = new GL.Delegates.WindowPos2sv(GL.Imports.WindowPos2sv);
|
||||
GL.WindowPos2sv_ = new GL.Delegates.WindowPos2sv_(GL.Imports.WindowPos2sv_);
|
||||
GL.WindowPos3d = new GL.Delegates.WindowPos3d(GL.Imports.WindowPos3d);
|
||||
GL.WindowPos3dv = new GL.Delegates.WindowPos3dv(GL.Imports.WindowPos3dv);
|
||||
GL.WindowPos3dv_ = new GL.Delegates.WindowPos3dv_(GL.Imports.WindowPos3dv_);
|
||||
GL.WindowPos3f = new GL.Delegates.WindowPos3f(GL.Imports.WindowPos3f);
|
||||
GL.WindowPos3fv = new GL.Delegates.WindowPos3fv(GL.Imports.WindowPos3fv);
|
||||
GL.WindowPos3fv_ = new GL.Delegates.WindowPos3fv_(GL.Imports.WindowPos3fv_);
|
||||
GL.WindowPos3i = new GL.Delegates.WindowPos3i(GL.Imports.WindowPos3i);
|
||||
GL.WindowPos3iv = new GL.Delegates.WindowPos3iv(GL.Imports.WindowPos3iv);
|
||||
GL.WindowPos3iv_ = new GL.Delegates.WindowPos3iv_(GL.Imports.WindowPos3iv_);
|
||||
GL.WindowPos3s = new GL.Delegates.WindowPos3s(GL.Imports.WindowPos3s);
|
||||
GL.WindowPos3sv = new GL.Delegates.WindowPos3sv(GL.Imports.WindowPos3sv);
|
||||
GL.WindowPos3sv_ = new GL.Delegates.WindowPos3sv_(GL.Imports.WindowPos3sv_);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
|
|
@ -18,192 +18,192 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GenLists = new GL.Delegates.GenLists(GL.Imports.GenLists);
|
||||
GL.ListBase = new GL.Delegates.ListBase(GL.Imports.ListBase);
|
||||
GL.Begin = new GL.Delegates.Begin(GL.Imports.Begin);
|
||||
GL.Bitmap = new GL.Delegates.Bitmap(GL.Imports.Bitmap);
|
||||
GL.Bitmap_ = new GL.Delegates.Bitmap_(GL.Imports.Bitmap_);
|
||||
GL.Color3b = new GL.Delegates.Color3b(GL.Imports.Color3b);
|
||||
GL.Color3bv = new GL.Delegates.Color3bv(GL.Imports.Color3bv);
|
||||
GL.Color3bv_ = new GL.Delegates.Color3bv_(GL.Imports.Color3bv_);
|
||||
GL.Color3d = new GL.Delegates.Color3d(GL.Imports.Color3d);
|
||||
GL.Color3dv = new GL.Delegates.Color3dv(GL.Imports.Color3dv);
|
||||
GL.Color3dv_ = new GL.Delegates.Color3dv_(GL.Imports.Color3dv_);
|
||||
GL.Color3f = new GL.Delegates.Color3f(GL.Imports.Color3f);
|
||||
GL.Color3fv = new GL.Delegates.Color3fv(GL.Imports.Color3fv);
|
||||
GL.Color3fv_ = new GL.Delegates.Color3fv_(GL.Imports.Color3fv_);
|
||||
GL.Color3i = new GL.Delegates.Color3i(GL.Imports.Color3i);
|
||||
GL.Color3iv = new GL.Delegates.Color3iv(GL.Imports.Color3iv);
|
||||
GL.Color3iv_ = new GL.Delegates.Color3iv_(GL.Imports.Color3iv_);
|
||||
GL.Color3s = new GL.Delegates.Color3s(GL.Imports.Color3s);
|
||||
GL.Color3sv = new GL.Delegates.Color3sv(GL.Imports.Color3sv);
|
||||
GL.Color3sv_ = new GL.Delegates.Color3sv_(GL.Imports.Color3sv_);
|
||||
GL.Color3ub = new GL.Delegates.Color3ub(GL.Imports.Color3ub);
|
||||
GL.Color3ubv = new GL.Delegates.Color3ubv(GL.Imports.Color3ubv);
|
||||
GL.Color3ubv_ = new GL.Delegates.Color3ubv_(GL.Imports.Color3ubv_);
|
||||
GL.Color3ui = new GL.Delegates.Color3ui(GL.Imports.Color3ui);
|
||||
GL.Color3uiv = new GL.Delegates.Color3uiv(GL.Imports.Color3uiv);
|
||||
GL.Color3uiv_ = new GL.Delegates.Color3uiv_(GL.Imports.Color3uiv_);
|
||||
GL.Color3us = new GL.Delegates.Color3us(GL.Imports.Color3us);
|
||||
GL.Color3usv = new GL.Delegates.Color3usv(GL.Imports.Color3usv);
|
||||
GL.Color3usv_ = new GL.Delegates.Color3usv_(GL.Imports.Color3usv_);
|
||||
GL.Color4b = new GL.Delegates.Color4b(GL.Imports.Color4b);
|
||||
GL.Color4bv = new GL.Delegates.Color4bv(GL.Imports.Color4bv);
|
||||
GL.Color4bv_ = new GL.Delegates.Color4bv_(GL.Imports.Color4bv_);
|
||||
GL.Color4d = new GL.Delegates.Color4d(GL.Imports.Color4d);
|
||||
GL.Color4dv = new GL.Delegates.Color4dv(GL.Imports.Color4dv);
|
||||
GL.Color4dv_ = new GL.Delegates.Color4dv_(GL.Imports.Color4dv_);
|
||||
GL.Color4f = new GL.Delegates.Color4f(GL.Imports.Color4f);
|
||||
GL.Color4fv = new GL.Delegates.Color4fv(GL.Imports.Color4fv);
|
||||
GL.Color4fv_ = new GL.Delegates.Color4fv_(GL.Imports.Color4fv_);
|
||||
GL.Color4i = new GL.Delegates.Color4i(GL.Imports.Color4i);
|
||||
GL.Color4iv = new GL.Delegates.Color4iv(GL.Imports.Color4iv);
|
||||
GL.Color4iv_ = new GL.Delegates.Color4iv_(GL.Imports.Color4iv_);
|
||||
GL.Color4s = new GL.Delegates.Color4s(GL.Imports.Color4s);
|
||||
GL.Color4sv = new GL.Delegates.Color4sv(GL.Imports.Color4sv);
|
||||
GL.Color4sv_ = new GL.Delegates.Color4sv_(GL.Imports.Color4sv_);
|
||||
GL.Color4ub = new GL.Delegates.Color4ub(GL.Imports.Color4ub);
|
||||
GL.Color4ubv = new GL.Delegates.Color4ubv(GL.Imports.Color4ubv);
|
||||
GL.Color4ubv_ = new GL.Delegates.Color4ubv_(GL.Imports.Color4ubv_);
|
||||
GL.Color4ui = new GL.Delegates.Color4ui(GL.Imports.Color4ui);
|
||||
GL.Color4uiv = new GL.Delegates.Color4uiv(GL.Imports.Color4uiv);
|
||||
GL.Color4uiv_ = new GL.Delegates.Color4uiv_(GL.Imports.Color4uiv_);
|
||||
GL.Color4us = new GL.Delegates.Color4us(GL.Imports.Color4us);
|
||||
GL.Color4usv = new GL.Delegates.Color4usv(GL.Imports.Color4usv);
|
||||
GL.Color4usv_ = new GL.Delegates.Color4usv_(GL.Imports.Color4usv_);
|
||||
GL.EdgeFlag = new GL.Delegates.EdgeFlag(GL.Imports.EdgeFlag);
|
||||
GL.EdgeFlagv = new GL.Delegates.EdgeFlagv(GL.Imports.EdgeFlagv);
|
||||
GL.End = new GL.Delegates.End(GL.Imports.End);
|
||||
GL.Indexd = new GL.Delegates.Indexd(GL.Imports.Indexd);
|
||||
GL.Indexdv = new GL.Delegates.Indexdv(GL.Imports.Indexdv);
|
||||
GL.Indexdv_ = new GL.Delegates.Indexdv_(GL.Imports.Indexdv_);
|
||||
GL.Indexf = new GL.Delegates.Indexf(GL.Imports.Indexf);
|
||||
GL.Indexfv = new GL.Delegates.Indexfv(GL.Imports.Indexfv);
|
||||
GL.Indexfv_ = new GL.Delegates.Indexfv_(GL.Imports.Indexfv_);
|
||||
GL.Indexi = new GL.Delegates.Indexi(GL.Imports.Indexi);
|
||||
GL.Indexiv = new GL.Delegates.Indexiv(GL.Imports.Indexiv);
|
||||
GL.Indexiv_ = new GL.Delegates.Indexiv_(GL.Imports.Indexiv_);
|
||||
GL.Indexs = new GL.Delegates.Indexs(GL.Imports.Indexs);
|
||||
GL.Indexsv = new GL.Delegates.Indexsv(GL.Imports.Indexsv);
|
||||
GL.Indexsv_ = new GL.Delegates.Indexsv_(GL.Imports.Indexsv_);
|
||||
GL.Normal3b = new GL.Delegates.Normal3b(GL.Imports.Normal3b);
|
||||
GL.Normal3bv = new GL.Delegates.Normal3bv(GL.Imports.Normal3bv);
|
||||
GL.Normal3bv_ = new GL.Delegates.Normal3bv_(GL.Imports.Normal3bv_);
|
||||
GL.Normal3d = new GL.Delegates.Normal3d(GL.Imports.Normal3d);
|
||||
GL.Normal3dv = new GL.Delegates.Normal3dv(GL.Imports.Normal3dv);
|
||||
GL.Normal3dv_ = new GL.Delegates.Normal3dv_(GL.Imports.Normal3dv_);
|
||||
GL.Normal3f = new GL.Delegates.Normal3f(GL.Imports.Normal3f);
|
||||
GL.Normal3fv = new GL.Delegates.Normal3fv(GL.Imports.Normal3fv);
|
||||
GL.Normal3fv_ = new GL.Delegates.Normal3fv_(GL.Imports.Normal3fv_);
|
||||
GL.Normal3i = new GL.Delegates.Normal3i(GL.Imports.Normal3i);
|
||||
GL.Normal3iv = new GL.Delegates.Normal3iv(GL.Imports.Normal3iv);
|
||||
GL.Normal3iv_ = new GL.Delegates.Normal3iv_(GL.Imports.Normal3iv_);
|
||||
GL.Normal3s = new GL.Delegates.Normal3s(GL.Imports.Normal3s);
|
||||
GL.Normal3sv = new GL.Delegates.Normal3sv(GL.Imports.Normal3sv);
|
||||
GL.Normal3sv_ = new GL.Delegates.Normal3sv_(GL.Imports.Normal3sv_);
|
||||
GL.RasterPos2d = new GL.Delegates.RasterPos2d(GL.Imports.RasterPos2d);
|
||||
GL.RasterPos2dv = new GL.Delegates.RasterPos2dv(GL.Imports.RasterPos2dv);
|
||||
GL.RasterPos2dv_ = new GL.Delegates.RasterPos2dv_(GL.Imports.RasterPos2dv_);
|
||||
GL.RasterPos2f = new GL.Delegates.RasterPos2f(GL.Imports.RasterPos2f);
|
||||
GL.RasterPos2fv = new GL.Delegates.RasterPos2fv(GL.Imports.RasterPos2fv);
|
||||
GL.RasterPos2fv_ = new GL.Delegates.RasterPos2fv_(GL.Imports.RasterPos2fv_);
|
||||
GL.RasterPos2i = new GL.Delegates.RasterPos2i(GL.Imports.RasterPos2i);
|
||||
GL.RasterPos2iv = new GL.Delegates.RasterPos2iv(GL.Imports.RasterPos2iv);
|
||||
GL.RasterPos2iv_ = new GL.Delegates.RasterPos2iv_(GL.Imports.RasterPos2iv_);
|
||||
GL.RasterPos2s = new GL.Delegates.RasterPos2s(GL.Imports.RasterPos2s);
|
||||
GL.RasterPos2sv = new GL.Delegates.RasterPos2sv(GL.Imports.RasterPos2sv);
|
||||
GL.RasterPos2sv_ = new GL.Delegates.RasterPos2sv_(GL.Imports.RasterPos2sv_);
|
||||
GL.RasterPos3d = new GL.Delegates.RasterPos3d(GL.Imports.RasterPos3d);
|
||||
GL.RasterPos3dv = new GL.Delegates.RasterPos3dv(GL.Imports.RasterPos3dv);
|
||||
GL.RasterPos3dv_ = new GL.Delegates.RasterPos3dv_(GL.Imports.RasterPos3dv_);
|
||||
GL.RasterPos3f = new GL.Delegates.RasterPos3f(GL.Imports.RasterPos3f);
|
||||
GL.RasterPos3fv = new GL.Delegates.RasterPos3fv(GL.Imports.RasterPos3fv);
|
||||
GL.RasterPos3fv_ = new GL.Delegates.RasterPos3fv_(GL.Imports.RasterPos3fv_);
|
||||
GL.RasterPos3i = new GL.Delegates.RasterPos3i(GL.Imports.RasterPos3i);
|
||||
GL.RasterPos3iv = new GL.Delegates.RasterPos3iv(GL.Imports.RasterPos3iv);
|
||||
GL.RasterPos3iv_ = new GL.Delegates.RasterPos3iv_(GL.Imports.RasterPos3iv_);
|
||||
GL.RasterPos3s = new GL.Delegates.RasterPos3s(GL.Imports.RasterPos3s);
|
||||
GL.RasterPos3sv = new GL.Delegates.RasterPos3sv(GL.Imports.RasterPos3sv);
|
||||
GL.RasterPos3sv_ = new GL.Delegates.RasterPos3sv_(GL.Imports.RasterPos3sv_);
|
||||
GL.RasterPos4d = new GL.Delegates.RasterPos4d(GL.Imports.RasterPos4d);
|
||||
GL.RasterPos4dv = new GL.Delegates.RasterPos4dv(GL.Imports.RasterPos4dv);
|
||||
GL.RasterPos4dv_ = new GL.Delegates.RasterPos4dv_(GL.Imports.RasterPos4dv_);
|
||||
GL.RasterPos4f = new GL.Delegates.RasterPos4f(GL.Imports.RasterPos4f);
|
||||
GL.RasterPos4fv = new GL.Delegates.RasterPos4fv(GL.Imports.RasterPos4fv);
|
||||
GL.RasterPos4fv_ = new GL.Delegates.RasterPos4fv_(GL.Imports.RasterPos4fv_);
|
||||
GL.RasterPos4i = new GL.Delegates.RasterPos4i(GL.Imports.RasterPos4i);
|
||||
GL.RasterPos4iv = new GL.Delegates.RasterPos4iv(GL.Imports.RasterPos4iv);
|
||||
GL.RasterPos4iv_ = new GL.Delegates.RasterPos4iv_(GL.Imports.RasterPos4iv_);
|
||||
GL.RasterPos4s = new GL.Delegates.RasterPos4s(GL.Imports.RasterPos4s);
|
||||
GL.RasterPos4sv = new GL.Delegates.RasterPos4sv(GL.Imports.RasterPos4sv);
|
||||
GL.RasterPos4sv_ = new GL.Delegates.RasterPos4sv_(GL.Imports.RasterPos4sv_);
|
||||
GL.Rectd = new GL.Delegates.Rectd(GL.Imports.Rectd);
|
||||
GL.Rectdv = new GL.Delegates.Rectdv(GL.Imports.Rectdv);
|
||||
GL.Rectdv_ = new GL.Delegates.Rectdv_(GL.Imports.Rectdv_);
|
||||
GL.Rectf = new GL.Delegates.Rectf(GL.Imports.Rectf);
|
||||
GL.Rectfv = new GL.Delegates.Rectfv(GL.Imports.Rectfv);
|
||||
GL.Rectfv_ = new GL.Delegates.Rectfv_(GL.Imports.Rectfv_);
|
||||
GL.Recti = new GL.Delegates.Recti(GL.Imports.Recti);
|
||||
GL.Rectiv = new GL.Delegates.Rectiv(GL.Imports.Rectiv);
|
||||
GL.Rectiv_ = new GL.Delegates.Rectiv_(GL.Imports.Rectiv_);
|
||||
GL.Rects = new GL.Delegates.Rects(GL.Imports.Rects);
|
||||
GL.Rectsv = new GL.Delegates.Rectsv(GL.Imports.Rectsv);
|
||||
GL.Rectsv_ = new GL.Delegates.Rectsv_(GL.Imports.Rectsv_);
|
||||
GL.TexCoord1d = new GL.Delegates.TexCoord1d(GL.Imports.TexCoord1d);
|
||||
GL.TexCoord1dv = new GL.Delegates.TexCoord1dv(GL.Imports.TexCoord1dv);
|
||||
GL.TexCoord1dv_ = new GL.Delegates.TexCoord1dv_(GL.Imports.TexCoord1dv_);
|
||||
GL.TexCoord1f = new GL.Delegates.TexCoord1f(GL.Imports.TexCoord1f);
|
||||
GL.TexCoord1fv = new GL.Delegates.TexCoord1fv(GL.Imports.TexCoord1fv);
|
||||
GL.TexCoord1fv_ = new GL.Delegates.TexCoord1fv_(GL.Imports.TexCoord1fv_);
|
||||
GL.TexCoord1i = new GL.Delegates.TexCoord1i(GL.Imports.TexCoord1i);
|
||||
GL.TexCoord1iv = new GL.Delegates.TexCoord1iv(GL.Imports.TexCoord1iv);
|
||||
GL.TexCoord1iv_ = new GL.Delegates.TexCoord1iv_(GL.Imports.TexCoord1iv_);
|
||||
GL.TexCoord1s = new GL.Delegates.TexCoord1s(GL.Imports.TexCoord1s);
|
||||
GL.TexCoord1sv = new GL.Delegates.TexCoord1sv(GL.Imports.TexCoord1sv);
|
||||
GL.TexCoord1sv_ = new GL.Delegates.TexCoord1sv_(GL.Imports.TexCoord1sv_);
|
||||
GL.TexCoord2d = new GL.Delegates.TexCoord2d(GL.Imports.TexCoord2d);
|
||||
GL.TexCoord2dv = new GL.Delegates.TexCoord2dv(GL.Imports.TexCoord2dv);
|
||||
GL.TexCoord2dv_ = new GL.Delegates.TexCoord2dv_(GL.Imports.TexCoord2dv_);
|
||||
GL.TexCoord2f = new GL.Delegates.TexCoord2f(GL.Imports.TexCoord2f);
|
||||
GL.TexCoord2fv = new GL.Delegates.TexCoord2fv(GL.Imports.TexCoord2fv);
|
||||
GL.TexCoord2fv_ = new GL.Delegates.TexCoord2fv_(GL.Imports.TexCoord2fv_);
|
||||
GL.TexCoord2i = new GL.Delegates.TexCoord2i(GL.Imports.TexCoord2i);
|
||||
GL.TexCoord2iv = new GL.Delegates.TexCoord2iv(GL.Imports.TexCoord2iv);
|
||||
GL.TexCoord2iv_ = new GL.Delegates.TexCoord2iv_(GL.Imports.TexCoord2iv_);
|
||||
GL.TexCoord2s = new GL.Delegates.TexCoord2s(GL.Imports.TexCoord2s);
|
||||
GL.TexCoord2sv = new GL.Delegates.TexCoord2sv(GL.Imports.TexCoord2sv);
|
||||
GL.TexCoord2sv_ = new GL.Delegates.TexCoord2sv_(GL.Imports.TexCoord2sv_);
|
||||
GL.TexCoord3d = new GL.Delegates.TexCoord3d(GL.Imports.TexCoord3d);
|
||||
GL.TexCoord3dv = new GL.Delegates.TexCoord3dv(GL.Imports.TexCoord3dv);
|
||||
GL.TexCoord3dv_ = new GL.Delegates.TexCoord3dv_(GL.Imports.TexCoord3dv_);
|
||||
GL.TexCoord3f = new GL.Delegates.TexCoord3f(GL.Imports.TexCoord3f);
|
||||
GL.TexCoord3fv = new GL.Delegates.TexCoord3fv(GL.Imports.TexCoord3fv);
|
||||
GL.TexCoord3fv_ = new GL.Delegates.TexCoord3fv_(GL.Imports.TexCoord3fv_);
|
||||
GL.TexCoord3i = new GL.Delegates.TexCoord3i(GL.Imports.TexCoord3i);
|
||||
GL.TexCoord3iv = new GL.Delegates.TexCoord3iv(GL.Imports.TexCoord3iv);
|
||||
GL.TexCoord3iv_ = new GL.Delegates.TexCoord3iv_(GL.Imports.TexCoord3iv_);
|
||||
GL.TexCoord3s = new GL.Delegates.TexCoord3s(GL.Imports.TexCoord3s);
|
||||
GL.TexCoord3sv = new GL.Delegates.TexCoord3sv(GL.Imports.TexCoord3sv);
|
||||
GL.TexCoord3sv_ = new GL.Delegates.TexCoord3sv_(GL.Imports.TexCoord3sv_);
|
||||
GL.TexCoord4d = new GL.Delegates.TexCoord4d(GL.Imports.TexCoord4d);
|
||||
GL.TexCoord4dv = new GL.Delegates.TexCoord4dv(GL.Imports.TexCoord4dv);
|
||||
GL.TexCoord4dv_ = new GL.Delegates.TexCoord4dv_(GL.Imports.TexCoord4dv_);
|
||||
GL.TexCoord4f = new GL.Delegates.TexCoord4f(GL.Imports.TexCoord4f);
|
||||
GL.TexCoord4fv = new GL.Delegates.TexCoord4fv(GL.Imports.TexCoord4fv);
|
||||
GL.TexCoord4fv_ = new GL.Delegates.TexCoord4fv_(GL.Imports.TexCoord4fv_);
|
||||
GL.TexCoord4i = new GL.Delegates.TexCoord4i(GL.Imports.TexCoord4i);
|
||||
GL.TexCoord4iv = new GL.Delegates.TexCoord4iv(GL.Imports.TexCoord4iv);
|
||||
GL.TexCoord4iv_ = new GL.Delegates.TexCoord4iv_(GL.Imports.TexCoord4iv_);
|
||||
GL.TexCoord4s = new GL.Delegates.TexCoord4s(GL.Imports.TexCoord4s);
|
||||
GL.TexCoord4sv = new GL.Delegates.TexCoord4sv(GL.Imports.TexCoord4sv);
|
||||
GL.TexCoord4sv_ = new GL.Delegates.TexCoord4sv_(GL.Imports.TexCoord4sv_);
|
||||
GL.Vertex2d = new GL.Delegates.Vertex2d(GL.Imports.Vertex2d);
|
||||
GL.Vertex2dv = new GL.Delegates.Vertex2dv(GL.Imports.Vertex2dv);
|
||||
GL.Vertex2dv_ = new GL.Delegates.Vertex2dv_(GL.Imports.Vertex2dv_);
|
||||
GL.Vertex2f = new GL.Delegates.Vertex2f(GL.Imports.Vertex2f);
|
||||
GL.Vertex2fv = new GL.Delegates.Vertex2fv(GL.Imports.Vertex2fv);
|
||||
GL.Vertex2fv_ = new GL.Delegates.Vertex2fv_(GL.Imports.Vertex2fv_);
|
||||
GL.Vertex2i = new GL.Delegates.Vertex2i(GL.Imports.Vertex2i);
|
||||
GL.Vertex2iv = new GL.Delegates.Vertex2iv(GL.Imports.Vertex2iv);
|
||||
GL.Vertex2iv_ = new GL.Delegates.Vertex2iv_(GL.Imports.Vertex2iv_);
|
||||
GL.Vertex2s = new GL.Delegates.Vertex2s(GL.Imports.Vertex2s);
|
||||
GL.Vertex2sv = new GL.Delegates.Vertex2sv(GL.Imports.Vertex2sv);
|
||||
GL.Vertex2sv_ = new GL.Delegates.Vertex2sv_(GL.Imports.Vertex2sv_);
|
||||
GL.Vertex3d = new GL.Delegates.Vertex3d(GL.Imports.Vertex3d);
|
||||
GL.Vertex3dv = new GL.Delegates.Vertex3dv(GL.Imports.Vertex3dv);
|
||||
GL.Vertex3dv_ = new GL.Delegates.Vertex3dv_(GL.Imports.Vertex3dv_);
|
||||
GL.Vertex3f = new GL.Delegates.Vertex3f(GL.Imports.Vertex3f);
|
||||
GL.Vertex3fv = new GL.Delegates.Vertex3fv(GL.Imports.Vertex3fv);
|
||||
GL.Vertex3fv_ = new GL.Delegates.Vertex3fv_(GL.Imports.Vertex3fv_);
|
||||
GL.Vertex3i = new GL.Delegates.Vertex3i(GL.Imports.Vertex3i);
|
||||
GL.Vertex3iv = new GL.Delegates.Vertex3iv(GL.Imports.Vertex3iv);
|
||||
GL.Vertex3iv_ = new GL.Delegates.Vertex3iv_(GL.Imports.Vertex3iv_);
|
||||
GL.Vertex3s = new GL.Delegates.Vertex3s(GL.Imports.Vertex3s);
|
||||
GL.Vertex3sv = new GL.Delegates.Vertex3sv(GL.Imports.Vertex3sv);
|
||||
GL.Vertex3sv_ = new GL.Delegates.Vertex3sv_(GL.Imports.Vertex3sv_);
|
||||
GL.Vertex4d = new GL.Delegates.Vertex4d(GL.Imports.Vertex4d);
|
||||
GL.Vertex4dv = new GL.Delegates.Vertex4dv(GL.Imports.Vertex4dv);
|
||||
GL.Vertex4dv_ = new GL.Delegates.Vertex4dv_(GL.Imports.Vertex4dv_);
|
||||
GL.Vertex4f = new GL.Delegates.Vertex4f(GL.Imports.Vertex4f);
|
||||
GL.Vertex4fv = new GL.Delegates.Vertex4fv(GL.Imports.Vertex4fv);
|
||||
GL.Vertex4fv_ = new GL.Delegates.Vertex4fv_(GL.Imports.Vertex4fv_);
|
||||
GL.Vertex4i = new GL.Delegates.Vertex4i(GL.Imports.Vertex4i);
|
||||
GL.Vertex4iv = new GL.Delegates.Vertex4iv(GL.Imports.Vertex4iv);
|
||||
GL.Vertex4iv_ = new GL.Delegates.Vertex4iv_(GL.Imports.Vertex4iv_);
|
||||
GL.Vertex4s = new GL.Delegates.Vertex4s(GL.Imports.Vertex4s);
|
||||
GL.Vertex4sv = new GL.Delegates.Vertex4sv(GL.Imports.Vertex4sv);
|
||||
GL.ClipPlane = new GL.Delegates.ClipPlane(GL.Imports.ClipPlane);
|
||||
GL.Vertex4sv_ = new GL.Delegates.Vertex4sv_(GL.Imports.Vertex4sv_);
|
||||
GL.ClipPlane_ = new GL.Delegates.ClipPlane_(GL.Imports.ClipPlane_);
|
||||
GL.ColorMaterial = new GL.Delegates.ColorMaterial(GL.Imports.ColorMaterial);
|
||||
GL.CullFace = new GL.Delegates.CullFace(GL.Imports.CullFace);
|
||||
GL.Fogf = new GL.Delegates.Fogf(GL.Imports.Fogf);
|
||||
GL.Fogfv = new GL.Delegates.Fogfv(GL.Imports.Fogfv);
|
||||
GL.Fogfv_ = new GL.Delegates.Fogfv_(GL.Imports.Fogfv_);
|
||||
GL.Fogi = new GL.Delegates.Fogi(GL.Imports.Fogi);
|
||||
GL.Fogiv = new GL.Delegates.Fogiv(GL.Imports.Fogiv);
|
||||
GL.Fogiv_ = new GL.Delegates.Fogiv_(GL.Imports.Fogiv_);
|
||||
GL.FrontFace = new GL.Delegates.FrontFace(GL.Imports.FrontFace);
|
||||
GL.Hint = new GL.Delegates.Hint(GL.Imports.Hint);
|
||||
GL.Lightf = new GL.Delegates.Lightf(GL.Imports.Lightf);
|
||||
GL.Lightfv = new GL.Delegates.Lightfv(GL.Imports.Lightfv);
|
||||
GL.Lightfv_ = new GL.Delegates.Lightfv_(GL.Imports.Lightfv_);
|
||||
GL.Lighti = new GL.Delegates.Lighti(GL.Imports.Lighti);
|
||||
GL.Lightiv = new GL.Delegates.Lightiv(GL.Imports.Lightiv);
|
||||
GL.Lightiv_ = new GL.Delegates.Lightiv_(GL.Imports.Lightiv_);
|
||||
GL.LightModelf = new GL.Delegates.LightModelf(GL.Imports.LightModelf);
|
||||
GL.LightModelfv = new GL.Delegates.LightModelfv(GL.Imports.LightModelfv);
|
||||
GL.LightModelfv_ = new GL.Delegates.LightModelfv_(GL.Imports.LightModelfv_);
|
||||
GL.LightModeli = new GL.Delegates.LightModeli(GL.Imports.LightModeli);
|
||||
GL.LightModeliv = new GL.Delegates.LightModeliv(GL.Imports.LightModeliv);
|
||||
GL.LightModeliv_ = new GL.Delegates.LightModeliv_(GL.Imports.LightModeliv_);
|
||||
GL.LineStipple = new GL.Delegates.LineStipple(GL.Imports.LineStipple);
|
||||
GL.LineWidth = new GL.Delegates.LineWidth(GL.Imports.LineWidth);
|
||||
GL.Materialf = new GL.Delegates.Materialf(GL.Imports.Materialf);
|
||||
GL.Materialfv = new GL.Delegates.Materialfv(GL.Imports.Materialfv);
|
||||
GL.Materialfv_ = new GL.Delegates.Materialfv_(GL.Imports.Materialfv_);
|
||||
GL.Materiali = new GL.Delegates.Materiali(GL.Imports.Materiali);
|
||||
GL.Materialiv = new GL.Delegates.Materialiv(GL.Imports.Materialiv);
|
||||
GL.Materialiv_ = new GL.Delegates.Materialiv_(GL.Imports.Materialiv_);
|
||||
GL.PointSize = new GL.Delegates.PointSize(GL.Imports.PointSize);
|
||||
GL.PolygonMode = new GL.Delegates.PolygonMode(GL.Imports.PolygonMode);
|
||||
GL.PolygonStipple = new GL.Delegates.PolygonStipple(GL.Imports.PolygonStipple);
|
||||
GL.PolygonStipple_ = new GL.Delegates.PolygonStipple_(GL.Imports.PolygonStipple_);
|
||||
GL.Scissor = new GL.Delegates.Scissor(GL.Imports.Scissor);
|
||||
GL.ShadeModel = new GL.Delegates.ShadeModel(GL.Imports.ShadeModel);
|
||||
GL.TexParameterf = new GL.Delegates.TexParameterf(GL.Imports.TexParameterf);
|
||||
GL.TexParameterfv = new GL.Delegates.TexParameterfv(GL.Imports.TexParameterfv);
|
||||
GL.TexParameterfv_ = new GL.Delegates.TexParameterfv_(GL.Imports.TexParameterfv_);
|
||||
GL.TexParameteri = new GL.Delegates.TexParameteri(GL.Imports.TexParameteri);
|
||||
GL.TexParameteriv = new GL.Delegates.TexParameteriv(GL.Imports.TexParameteriv);
|
||||
GL.TexParameteriv_ = new GL.Delegates.TexParameteriv_(GL.Imports.TexParameteriv_);
|
||||
GL.TexImage1D = new GL.Delegates.TexImage1D(GL.Imports.TexImage1D);
|
||||
GL.TexImage2D = new GL.Delegates.TexImage2D(GL.Imports.TexImage2D);
|
||||
GL.TexEnvf = new GL.Delegates.TexEnvf(GL.Imports.TexEnvf);
|
||||
GL.TexEnvfv = new GL.Delegates.TexEnvfv(GL.Imports.TexEnvfv);
|
||||
GL.TexEnvfv_ = new GL.Delegates.TexEnvfv_(GL.Imports.TexEnvfv_);
|
||||
GL.TexEnvi = new GL.Delegates.TexEnvi(GL.Imports.TexEnvi);
|
||||
GL.TexEnviv = new GL.Delegates.TexEnviv(GL.Imports.TexEnviv);
|
||||
GL.TexEnviv_ = new GL.Delegates.TexEnviv_(GL.Imports.TexEnviv_);
|
||||
GL.TexGend = new GL.Delegates.TexGend(GL.Imports.TexGend);
|
||||
GL.TexGendv = new GL.Delegates.TexGendv(GL.Imports.TexGendv);
|
||||
GL.TexGendv_ = new GL.Delegates.TexGendv_(GL.Imports.TexGendv_);
|
||||
GL.TexGenf = new GL.Delegates.TexGenf(GL.Imports.TexGenf);
|
||||
GL.TexGenfv = new GL.Delegates.TexGenfv(GL.Imports.TexGenfv);
|
||||
GL.TexGenfv_ = new GL.Delegates.TexGenfv_(GL.Imports.TexGenfv_);
|
||||
GL.TexGeni = new GL.Delegates.TexGeni(GL.Imports.TexGeni);
|
||||
GL.TexGeniv = new GL.Delegates.TexGeniv(GL.Imports.TexGeniv);
|
||||
GL.TexGeniv_ = new GL.Delegates.TexGeniv_(GL.Imports.TexGeniv_);
|
||||
GL.FeedbackBuffer = new GL.Delegates.FeedbackBuffer(GL.Imports.FeedbackBuffer);
|
||||
GL.SelectBuffer = new GL.Delegates.SelectBuffer(GL.Imports.SelectBuffer);
|
||||
GL.RenderMode = new GL.Delegates.RenderMode(GL.Imports.RenderMode);
|
||||
|
@ -230,22 +230,22 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.Flush = new GL.Delegates.Flush(GL.Imports.Flush);
|
||||
GL.PopAttrib = new GL.Delegates.PopAttrib(GL.Imports.PopAttrib);
|
||||
GL.PushAttrib = new GL.Delegates.PushAttrib(GL.Imports.PushAttrib);
|
||||
GL.Map1d = new GL.Delegates.Map1d(GL.Imports.Map1d);
|
||||
GL.Map1f = new GL.Delegates.Map1f(GL.Imports.Map1f);
|
||||
GL.Map2d = new GL.Delegates.Map2d(GL.Imports.Map2d);
|
||||
GL.Map2f = new GL.Delegates.Map2f(GL.Imports.Map2f);
|
||||
GL.Map1d_ = new GL.Delegates.Map1d_(GL.Imports.Map1d_);
|
||||
GL.Map1f_ = new GL.Delegates.Map1f_(GL.Imports.Map1f_);
|
||||
GL.Map2d_ = new GL.Delegates.Map2d_(GL.Imports.Map2d_);
|
||||
GL.Map2f_ = new GL.Delegates.Map2f_(GL.Imports.Map2f_);
|
||||
GL.MapGrid1d = new GL.Delegates.MapGrid1d(GL.Imports.MapGrid1d);
|
||||
GL.MapGrid1f = new GL.Delegates.MapGrid1f(GL.Imports.MapGrid1f);
|
||||
GL.MapGrid2d = new GL.Delegates.MapGrid2d(GL.Imports.MapGrid2d);
|
||||
GL.MapGrid2f = new GL.Delegates.MapGrid2f(GL.Imports.MapGrid2f);
|
||||
GL.EvalCoord1d = new GL.Delegates.EvalCoord1d(GL.Imports.EvalCoord1d);
|
||||
GL.EvalCoord1dv = new GL.Delegates.EvalCoord1dv(GL.Imports.EvalCoord1dv);
|
||||
GL.EvalCoord1dv_ = new GL.Delegates.EvalCoord1dv_(GL.Imports.EvalCoord1dv_);
|
||||
GL.EvalCoord1f = new GL.Delegates.EvalCoord1f(GL.Imports.EvalCoord1f);
|
||||
GL.EvalCoord1fv = new GL.Delegates.EvalCoord1fv(GL.Imports.EvalCoord1fv);
|
||||
GL.EvalCoord1fv_ = new GL.Delegates.EvalCoord1fv_(GL.Imports.EvalCoord1fv_);
|
||||
GL.EvalCoord2d = new GL.Delegates.EvalCoord2d(GL.Imports.EvalCoord2d);
|
||||
GL.EvalCoord2dv = new GL.Delegates.EvalCoord2dv(GL.Imports.EvalCoord2dv);
|
||||
GL.EvalCoord2dv_ = new GL.Delegates.EvalCoord2dv_(GL.Imports.EvalCoord2dv_);
|
||||
GL.EvalCoord2f = new GL.Delegates.EvalCoord2f(GL.Imports.EvalCoord2f);
|
||||
GL.EvalCoord2fv = new GL.Delegates.EvalCoord2fv(GL.Imports.EvalCoord2fv);
|
||||
GL.EvalCoord2fv_ = new GL.Delegates.EvalCoord2fv_(GL.Imports.EvalCoord2fv_);
|
||||
GL.EvalMesh1 = new GL.Delegates.EvalMesh1(GL.Imports.EvalMesh1);
|
||||
GL.EvalPoint1 = new GL.Delegates.EvalPoint1(GL.Imports.EvalPoint1);
|
||||
GL.EvalMesh2 = new GL.Delegates.EvalMesh2(GL.Imports.EvalMesh2);
|
||||
|
@ -261,9 +261,9 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.PixelTransferi = new GL.Delegates.PixelTransferi(GL.Imports.PixelTransferi);
|
||||
GL.PixelStoref = new GL.Delegates.PixelStoref(GL.Imports.PixelStoref);
|
||||
GL.PixelStorei = new GL.Delegates.PixelStorei(GL.Imports.PixelStorei);
|
||||
GL.PixelMapfv = new GL.Delegates.PixelMapfv(GL.Imports.PixelMapfv);
|
||||
GL.PixelMapuiv = new GL.Delegates.PixelMapuiv(GL.Imports.PixelMapuiv);
|
||||
GL.PixelMapusv = new GL.Delegates.PixelMapusv(GL.Imports.PixelMapusv);
|
||||
GL.PixelMapfv_ = new GL.Delegates.PixelMapfv_(GL.Imports.PixelMapfv_);
|
||||
GL.PixelMapuiv_ = new GL.Delegates.PixelMapuiv_(GL.Imports.PixelMapuiv_);
|
||||
GL.PixelMapusv_ = new GL.Delegates.PixelMapusv_(GL.Imports.PixelMapusv_);
|
||||
GL.ReadBuffer = new GL.Delegates.ReadBuffer(GL.Imports.ReadBuffer);
|
||||
GL.CopyPixels = new GL.Delegates.CopyPixels(GL.Imports.CopyPixels);
|
||||
GL.ReadPixels_ = new GL.Delegates.ReadPixels_(GL.Imports.ReadPixels_);
|
||||
|
@ -285,7 +285,7 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GetPixelMapuiv = new GL.Delegates.GetPixelMapuiv(GL.Imports.GetPixelMapuiv);
|
||||
GL.GetPixelMapusv = new GL.Delegates.GetPixelMapusv(GL.Imports.GetPixelMapusv);
|
||||
GL.GetPolygonStipple = new GL.Delegates.GetPolygonStipple(GL.Imports.GetPolygonStipple);
|
||||
GL.GetString = new GL.Delegates.GetString(GL.Imports.GetString);
|
||||
GL.GetString_ = new GL.Delegates.GetString_(GL.Imports.GetString_);
|
||||
GL.GetTexEnvfv = new GL.Delegates.GetTexEnvfv(GL.Imports.GetTexEnvfv);
|
||||
GL.GetTexEnviv = new GL.Delegates.GetTexEnviv(GL.Imports.GetTexEnviv);
|
||||
GL.GetTexGendv = new GL.Delegates.GetTexGendv(GL.Imports.GetTexGendv);
|
||||
|
@ -301,11 +301,11 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.DepthRange = new GL.Delegates.DepthRange(GL.Imports.DepthRange);
|
||||
GL.Frustum = new GL.Delegates.Frustum(GL.Imports.Frustum);
|
||||
GL.LoadIdentity = new GL.Delegates.LoadIdentity(GL.Imports.LoadIdentity);
|
||||
GL.LoadMatrixf = new GL.Delegates.LoadMatrixf(GL.Imports.LoadMatrixf);
|
||||
GL.LoadMatrixd = new GL.Delegates.LoadMatrixd(GL.Imports.LoadMatrixd);
|
||||
GL.LoadMatrixf_ = new GL.Delegates.LoadMatrixf_(GL.Imports.LoadMatrixf_);
|
||||
GL.LoadMatrixd_ = new GL.Delegates.LoadMatrixd_(GL.Imports.LoadMatrixd_);
|
||||
GL.MatrixMode = new GL.Delegates.MatrixMode(GL.Imports.MatrixMode);
|
||||
GL.MultMatrixf = new GL.Delegates.MultMatrixf(GL.Imports.MultMatrixf);
|
||||
GL.MultMatrixd = new GL.Delegates.MultMatrixd(GL.Imports.MultMatrixd);
|
||||
GL.MultMatrixf_ = new GL.Delegates.MultMatrixf_(GL.Imports.MultMatrixf_);
|
||||
GL.MultMatrixd_ = new GL.Delegates.MultMatrixd_(GL.Imports.MultMatrixd_);
|
||||
GL.Ortho = new GL.Delegates.Ortho(GL.Imports.Ortho);
|
||||
GL.PopMatrix = new GL.Delegates.PopMatrix(GL.Imports.PopMatrix);
|
||||
GL.PushMatrix = new GL.Delegates.PushMatrix(GL.Imports.PushMatrix);
|
||||
|
@ -336,22 +336,22 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.CopyTexSubImage2D = new GL.Delegates.CopyTexSubImage2D(GL.Imports.CopyTexSubImage2D);
|
||||
GL.TexSubImage1D = new GL.Delegates.TexSubImage1D(GL.Imports.TexSubImage1D);
|
||||
GL.TexSubImage2D = new GL.Delegates.TexSubImage2D(GL.Imports.TexSubImage2D);
|
||||
GL.AreTexturesResident = new GL.Delegates.AreTexturesResident(GL.Imports.AreTexturesResident);
|
||||
GL.AreTexturesResident_ = new GL.Delegates.AreTexturesResident_(GL.Imports.AreTexturesResident_);
|
||||
GL.BindTexture = new GL.Delegates.BindTexture(GL.Imports.BindTexture);
|
||||
GL.DeleteTextures = new GL.Delegates.DeleteTextures(GL.Imports.DeleteTextures);
|
||||
GL.DeleteTextures_ = new GL.Delegates.DeleteTextures_(GL.Imports.DeleteTextures_);
|
||||
GL.GenTextures = new GL.Delegates.GenTextures(GL.Imports.GenTextures);
|
||||
GL.IsTexture = new GL.Delegates.IsTexture(GL.Imports.IsTexture);
|
||||
GL.PrioritizeTextures = new GL.Delegates.PrioritizeTextures(GL.Imports.PrioritizeTextures);
|
||||
GL.PrioritizeTextures_ = new GL.Delegates.PrioritizeTextures_(GL.Imports.PrioritizeTextures_);
|
||||
GL.Indexub = new GL.Delegates.Indexub(GL.Imports.Indexub);
|
||||
GL.Indexubv = new GL.Delegates.Indexubv(GL.Imports.Indexubv);
|
||||
GL.Indexubv_ = new GL.Delegates.Indexubv_(GL.Imports.Indexubv_);
|
||||
GL.PopClientAttrib = new GL.Delegates.PopClientAttrib(GL.Imports.PopClientAttrib);
|
||||
GL.PushClientAttrib = new GL.Delegates.PushClientAttrib(GL.Imports.PushClientAttrib);
|
||||
GL.BlendColor = new GL.Delegates.BlendColor(GL.Imports.BlendColor);
|
||||
GL.BlendEquation = new GL.Delegates.BlendEquation(GL.Imports.BlendEquation);
|
||||
GL.DrawRangeElements_ = new GL.Delegates.DrawRangeElements_(GL.Imports.DrawRangeElements_);
|
||||
GL.ColorTable_ = new GL.Delegates.ColorTable_(GL.Imports.ColorTable_);
|
||||
GL.ColorTableParameterfv = new GL.Delegates.ColorTableParameterfv(GL.Imports.ColorTableParameterfv);
|
||||
GL.ColorTableParameteriv = new GL.Delegates.ColorTableParameteriv(GL.Imports.ColorTableParameteriv);
|
||||
GL.ColorTableParameterfv_ = new GL.Delegates.ColorTableParameterfv_(GL.Imports.ColorTableParameterfv_);
|
||||
GL.ColorTableParameteriv_ = new GL.Delegates.ColorTableParameteriv_(GL.Imports.ColorTableParameteriv_);
|
||||
GL.CopyColorTable = new GL.Delegates.CopyColorTable(GL.Imports.CopyColorTable);
|
||||
GL.GetColorTable_ = new GL.Delegates.GetColorTable_(GL.Imports.GetColorTable_);
|
||||
GL.GetColorTableParameterfv = new GL.Delegates.GetColorTableParameterfv(GL.Imports.GetColorTableParameterfv);
|
||||
|
@ -361,9 +361,9 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.ConvolutionFilter1D_ = new GL.Delegates.ConvolutionFilter1D_(GL.Imports.ConvolutionFilter1D_);
|
||||
GL.ConvolutionFilter2D_ = new GL.Delegates.ConvolutionFilter2D_(GL.Imports.ConvolutionFilter2D_);
|
||||
GL.ConvolutionParameterf = new GL.Delegates.ConvolutionParameterf(GL.Imports.ConvolutionParameterf);
|
||||
GL.ConvolutionParameterfv = new GL.Delegates.ConvolutionParameterfv(GL.Imports.ConvolutionParameterfv);
|
||||
GL.ConvolutionParameterfv_ = new GL.Delegates.ConvolutionParameterfv_(GL.Imports.ConvolutionParameterfv_);
|
||||
GL.ConvolutionParameteri = new GL.Delegates.ConvolutionParameteri(GL.Imports.ConvolutionParameteri);
|
||||
GL.ConvolutionParameteriv = new GL.Delegates.ConvolutionParameteriv(GL.Imports.ConvolutionParameteriv);
|
||||
GL.ConvolutionParameteriv_ = new GL.Delegates.ConvolutionParameteriv_(GL.Imports.ConvolutionParameteriv_);
|
||||
GL.CopyConvolutionFilter1D = new GL.Delegates.CopyConvolutionFilter1D(GL.Imports.CopyConvolutionFilter1D);
|
||||
GL.CopyConvolutionFilter2D = new GL.Delegates.CopyConvolutionFilter2D(GL.Imports.CopyConvolutionFilter2D);
|
||||
GL.GetConvolutionFilter_ = new GL.Delegates.GetConvolutionFilter_(GL.Imports.GetConvolutionFilter_);
|
||||
|
@ -387,41 +387,41 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.ActiveTexture = new GL.Delegates.ActiveTexture(GL.Imports.ActiveTexture);
|
||||
GL.ClientActiveTexture = new GL.Delegates.ClientActiveTexture(GL.Imports.ClientActiveTexture);
|
||||
GL.MultiTexCoord1d = new GL.Delegates.MultiTexCoord1d(GL.Imports.MultiTexCoord1d);
|
||||
GL.MultiTexCoord1dv = new GL.Delegates.MultiTexCoord1dv(GL.Imports.MultiTexCoord1dv);
|
||||
GL.MultiTexCoord1dv_ = new GL.Delegates.MultiTexCoord1dv_(GL.Imports.MultiTexCoord1dv_);
|
||||
GL.MultiTexCoord1f = new GL.Delegates.MultiTexCoord1f(GL.Imports.MultiTexCoord1f);
|
||||
GL.MultiTexCoord1fv = new GL.Delegates.MultiTexCoord1fv(GL.Imports.MultiTexCoord1fv);
|
||||
GL.MultiTexCoord1fv_ = new GL.Delegates.MultiTexCoord1fv_(GL.Imports.MultiTexCoord1fv_);
|
||||
GL.MultiTexCoord1i = new GL.Delegates.MultiTexCoord1i(GL.Imports.MultiTexCoord1i);
|
||||
GL.MultiTexCoord1iv = new GL.Delegates.MultiTexCoord1iv(GL.Imports.MultiTexCoord1iv);
|
||||
GL.MultiTexCoord1iv_ = new GL.Delegates.MultiTexCoord1iv_(GL.Imports.MultiTexCoord1iv_);
|
||||
GL.MultiTexCoord1s = new GL.Delegates.MultiTexCoord1s(GL.Imports.MultiTexCoord1s);
|
||||
GL.MultiTexCoord1sv = new GL.Delegates.MultiTexCoord1sv(GL.Imports.MultiTexCoord1sv);
|
||||
GL.MultiTexCoord1sv_ = new GL.Delegates.MultiTexCoord1sv_(GL.Imports.MultiTexCoord1sv_);
|
||||
GL.MultiTexCoord2d = new GL.Delegates.MultiTexCoord2d(GL.Imports.MultiTexCoord2d);
|
||||
GL.MultiTexCoord2dv = new GL.Delegates.MultiTexCoord2dv(GL.Imports.MultiTexCoord2dv);
|
||||
GL.MultiTexCoord2dv_ = new GL.Delegates.MultiTexCoord2dv_(GL.Imports.MultiTexCoord2dv_);
|
||||
GL.MultiTexCoord2f = new GL.Delegates.MultiTexCoord2f(GL.Imports.MultiTexCoord2f);
|
||||
GL.MultiTexCoord2fv = new GL.Delegates.MultiTexCoord2fv(GL.Imports.MultiTexCoord2fv);
|
||||
GL.MultiTexCoord2fv_ = new GL.Delegates.MultiTexCoord2fv_(GL.Imports.MultiTexCoord2fv_);
|
||||
GL.MultiTexCoord2i = new GL.Delegates.MultiTexCoord2i(GL.Imports.MultiTexCoord2i);
|
||||
GL.MultiTexCoord2iv = new GL.Delegates.MultiTexCoord2iv(GL.Imports.MultiTexCoord2iv);
|
||||
GL.MultiTexCoord2iv_ = new GL.Delegates.MultiTexCoord2iv_(GL.Imports.MultiTexCoord2iv_);
|
||||
GL.MultiTexCoord2s = new GL.Delegates.MultiTexCoord2s(GL.Imports.MultiTexCoord2s);
|
||||
GL.MultiTexCoord2sv = new GL.Delegates.MultiTexCoord2sv(GL.Imports.MultiTexCoord2sv);
|
||||
GL.MultiTexCoord2sv_ = new GL.Delegates.MultiTexCoord2sv_(GL.Imports.MultiTexCoord2sv_);
|
||||
GL.MultiTexCoord3d = new GL.Delegates.MultiTexCoord3d(GL.Imports.MultiTexCoord3d);
|
||||
GL.MultiTexCoord3dv = new GL.Delegates.MultiTexCoord3dv(GL.Imports.MultiTexCoord3dv);
|
||||
GL.MultiTexCoord3dv_ = new GL.Delegates.MultiTexCoord3dv_(GL.Imports.MultiTexCoord3dv_);
|
||||
GL.MultiTexCoord3f = new GL.Delegates.MultiTexCoord3f(GL.Imports.MultiTexCoord3f);
|
||||
GL.MultiTexCoord3fv = new GL.Delegates.MultiTexCoord3fv(GL.Imports.MultiTexCoord3fv);
|
||||
GL.MultiTexCoord3fv_ = new GL.Delegates.MultiTexCoord3fv_(GL.Imports.MultiTexCoord3fv_);
|
||||
GL.MultiTexCoord3i = new GL.Delegates.MultiTexCoord3i(GL.Imports.MultiTexCoord3i);
|
||||
GL.MultiTexCoord3iv = new GL.Delegates.MultiTexCoord3iv(GL.Imports.MultiTexCoord3iv);
|
||||
GL.MultiTexCoord3iv_ = new GL.Delegates.MultiTexCoord3iv_(GL.Imports.MultiTexCoord3iv_);
|
||||
GL.MultiTexCoord3s = new GL.Delegates.MultiTexCoord3s(GL.Imports.MultiTexCoord3s);
|
||||
GL.MultiTexCoord3sv = new GL.Delegates.MultiTexCoord3sv(GL.Imports.MultiTexCoord3sv);
|
||||
GL.MultiTexCoord3sv_ = new GL.Delegates.MultiTexCoord3sv_(GL.Imports.MultiTexCoord3sv_);
|
||||
GL.MultiTexCoord4d = new GL.Delegates.MultiTexCoord4d(GL.Imports.MultiTexCoord4d);
|
||||
GL.MultiTexCoord4dv = new GL.Delegates.MultiTexCoord4dv(GL.Imports.MultiTexCoord4dv);
|
||||
GL.MultiTexCoord4dv_ = new GL.Delegates.MultiTexCoord4dv_(GL.Imports.MultiTexCoord4dv_);
|
||||
GL.MultiTexCoord4f = new GL.Delegates.MultiTexCoord4f(GL.Imports.MultiTexCoord4f);
|
||||
GL.MultiTexCoord4fv = new GL.Delegates.MultiTexCoord4fv(GL.Imports.MultiTexCoord4fv);
|
||||
GL.MultiTexCoord4fv_ = new GL.Delegates.MultiTexCoord4fv_(GL.Imports.MultiTexCoord4fv_);
|
||||
GL.MultiTexCoord4i = new GL.Delegates.MultiTexCoord4i(GL.Imports.MultiTexCoord4i);
|
||||
GL.MultiTexCoord4iv = new GL.Delegates.MultiTexCoord4iv(GL.Imports.MultiTexCoord4iv);
|
||||
GL.MultiTexCoord4iv_ = new GL.Delegates.MultiTexCoord4iv_(GL.Imports.MultiTexCoord4iv_);
|
||||
GL.MultiTexCoord4s = new GL.Delegates.MultiTexCoord4s(GL.Imports.MultiTexCoord4s);
|
||||
GL.MultiTexCoord4sv = new GL.Delegates.MultiTexCoord4sv(GL.Imports.MultiTexCoord4sv);
|
||||
GL.LoadTransposeMatrixf = new GL.Delegates.LoadTransposeMatrixf(GL.Imports.LoadTransposeMatrixf);
|
||||
GL.LoadTransposeMatrixd = new GL.Delegates.LoadTransposeMatrixd(GL.Imports.LoadTransposeMatrixd);
|
||||
GL.MultTransposeMatrixf = new GL.Delegates.MultTransposeMatrixf(GL.Imports.MultTransposeMatrixf);
|
||||
GL.MultTransposeMatrixd = new GL.Delegates.MultTransposeMatrixd(GL.Imports.MultTransposeMatrixd);
|
||||
GL.MultiTexCoord4sv_ = new GL.Delegates.MultiTexCoord4sv_(GL.Imports.MultiTexCoord4sv_);
|
||||
GL.LoadTransposeMatrixf_ = new GL.Delegates.LoadTransposeMatrixf_(GL.Imports.LoadTransposeMatrixf_);
|
||||
GL.LoadTransposeMatrixd_ = new GL.Delegates.LoadTransposeMatrixd_(GL.Imports.LoadTransposeMatrixd_);
|
||||
GL.MultTransposeMatrixf_ = new GL.Delegates.MultTransposeMatrixf_(GL.Imports.MultTransposeMatrixf_);
|
||||
GL.MultTransposeMatrixd_ = new GL.Delegates.MultTransposeMatrixd_(GL.Imports.MultTransposeMatrixd_);
|
||||
GL.SampleCoverage = new GL.Delegates.SampleCoverage(GL.Imports.SampleCoverage);
|
||||
GL.CompressedTexImage3D = new GL.Delegates.CompressedTexImage3D(GL.Imports.CompressedTexImage3D);
|
||||
GL.CompressedTexImage2D = new GL.Delegates.CompressedTexImage2D(GL.Imports.CompressedTexImage2D);
|
||||
|
@ -432,51 +432,51 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GetCompressedTexImage = new GL.Delegates.GetCompressedTexImage(GL.Imports.GetCompressedTexImage);
|
||||
GL.BlendFuncSeparate = new GL.Delegates.BlendFuncSeparate(GL.Imports.BlendFuncSeparate);
|
||||
GL.FogCoordf = new GL.Delegates.FogCoordf(GL.Imports.FogCoordf);
|
||||
GL.FogCoordfv = new GL.Delegates.FogCoordfv(GL.Imports.FogCoordfv);
|
||||
GL.FogCoordfv_ = new GL.Delegates.FogCoordfv_(GL.Imports.FogCoordfv_);
|
||||
GL.FogCoordd = new GL.Delegates.FogCoordd(GL.Imports.FogCoordd);
|
||||
GL.FogCoorddv = new GL.Delegates.FogCoorddv(GL.Imports.FogCoorddv);
|
||||
GL.FogCoorddv_ = new GL.Delegates.FogCoorddv_(GL.Imports.FogCoorddv_);
|
||||
GL.FogCoordPointer_ = new GL.Delegates.FogCoordPointer_(GL.Imports.FogCoordPointer_);
|
||||
GL.MultiDrawArrays = new GL.Delegates.MultiDrawArrays(GL.Imports.MultiDrawArrays);
|
||||
GL.MultiDrawElements = new GL.Delegates.MultiDrawElements(GL.Imports.MultiDrawElements);
|
||||
GL.MultiDrawElements_ = new GL.Delegates.MultiDrawElements_(GL.Imports.MultiDrawElements_);
|
||||
GL.PointParameterf = new GL.Delegates.PointParameterf(GL.Imports.PointParameterf);
|
||||
GL.PointParameterfv = new GL.Delegates.PointParameterfv(GL.Imports.PointParameterfv);
|
||||
GL.PointParameterfv_ = new GL.Delegates.PointParameterfv_(GL.Imports.PointParameterfv_);
|
||||
GL.PointParameteri = new GL.Delegates.PointParameteri(GL.Imports.PointParameteri);
|
||||
GL.PointParameteriv = new GL.Delegates.PointParameteriv(GL.Imports.PointParameteriv);
|
||||
GL.PointParameteriv_ = new GL.Delegates.PointParameteriv_(GL.Imports.PointParameteriv_);
|
||||
GL.SecondaryColor3b = new GL.Delegates.SecondaryColor3b(GL.Imports.SecondaryColor3b);
|
||||
GL.SecondaryColor3bv = new GL.Delegates.SecondaryColor3bv(GL.Imports.SecondaryColor3bv);
|
||||
GL.SecondaryColor3bv_ = new GL.Delegates.SecondaryColor3bv_(GL.Imports.SecondaryColor3bv_);
|
||||
GL.SecondaryColor3d = new GL.Delegates.SecondaryColor3d(GL.Imports.SecondaryColor3d);
|
||||
GL.SecondaryColor3dv = new GL.Delegates.SecondaryColor3dv(GL.Imports.SecondaryColor3dv);
|
||||
GL.SecondaryColor3dv_ = new GL.Delegates.SecondaryColor3dv_(GL.Imports.SecondaryColor3dv_);
|
||||
GL.SecondaryColor3f = new GL.Delegates.SecondaryColor3f(GL.Imports.SecondaryColor3f);
|
||||
GL.SecondaryColor3fv = new GL.Delegates.SecondaryColor3fv(GL.Imports.SecondaryColor3fv);
|
||||
GL.SecondaryColor3fv_ = new GL.Delegates.SecondaryColor3fv_(GL.Imports.SecondaryColor3fv_);
|
||||
GL.SecondaryColor3i = new GL.Delegates.SecondaryColor3i(GL.Imports.SecondaryColor3i);
|
||||
GL.SecondaryColor3iv = new GL.Delegates.SecondaryColor3iv(GL.Imports.SecondaryColor3iv);
|
||||
GL.SecondaryColor3iv_ = new GL.Delegates.SecondaryColor3iv_(GL.Imports.SecondaryColor3iv_);
|
||||
GL.SecondaryColor3s = new GL.Delegates.SecondaryColor3s(GL.Imports.SecondaryColor3s);
|
||||
GL.SecondaryColor3sv = new GL.Delegates.SecondaryColor3sv(GL.Imports.SecondaryColor3sv);
|
||||
GL.SecondaryColor3sv_ = new GL.Delegates.SecondaryColor3sv_(GL.Imports.SecondaryColor3sv_);
|
||||
GL.SecondaryColor3ub = new GL.Delegates.SecondaryColor3ub(GL.Imports.SecondaryColor3ub);
|
||||
GL.SecondaryColor3ubv = new GL.Delegates.SecondaryColor3ubv(GL.Imports.SecondaryColor3ubv);
|
||||
GL.SecondaryColor3ubv_ = new GL.Delegates.SecondaryColor3ubv_(GL.Imports.SecondaryColor3ubv_);
|
||||
GL.SecondaryColor3ui = new GL.Delegates.SecondaryColor3ui(GL.Imports.SecondaryColor3ui);
|
||||
GL.SecondaryColor3uiv = new GL.Delegates.SecondaryColor3uiv(GL.Imports.SecondaryColor3uiv);
|
||||
GL.SecondaryColor3uiv_ = new GL.Delegates.SecondaryColor3uiv_(GL.Imports.SecondaryColor3uiv_);
|
||||
GL.SecondaryColor3us = new GL.Delegates.SecondaryColor3us(GL.Imports.SecondaryColor3us);
|
||||
GL.SecondaryColor3usv = new GL.Delegates.SecondaryColor3usv(GL.Imports.SecondaryColor3usv);
|
||||
GL.SecondaryColor3usv_ = new GL.Delegates.SecondaryColor3usv_(GL.Imports.SecondaryColor3usv_);
|
||||
GL.SecondaryColorPointer_ = new GL.Delegates.SecondaryColorPointer_(GL.Imports.SecondaryColorPointer_);
|
||||
GL.WindowPos2d = new GL.Delegates.WindowPos2d(GL.Imports.WindowPos2d);
|
||||
GL.WindowPos2dv = new GL.Delegates.WindowPos2dv(GL.Imports.WindowPos2dv);
|
||||
GL.WindowPos2dv_ = new GL.Delegates.WindowPos2dv_(GL.Imports.WindowPos2dv_);
|
||||
GL.WindowPos2f = new GL.Delegates.WindowPos2f(GL.Imports.WindowPos2f);
|
||||
GL.WindowPos2fv = new GL.Delegates.WindowPos2fv(GL.Imports.WindowPos2fv);
|
||||
GL.WindowPos2fv_ = new GL.Delegates.WindowPos2fv_(GL.Imports.WindowPos2fv_);
|
||||
GL.WindowPos2i = new GL.Delegates.WindowPos2i(GL.Imports.WindowPos2i);
|
||||
GL.WindowPos2iv = new GL.Delegates.WindowPos2iv(GL.Imports.WindowPos2iv);
|
||||
GL.WindowPos2iv_ = new GL.Delegates.WindowPos2iv_(GL.Imports.WindowPos2iv_);
|
||||
GL.WindowPos2s = new GL.Delegates.WindowPos2s(GL.Imports.WindowPos2s);
|
||||
GL.WindowPos2sv = new GL.Delegates.WindowPos2sv(GL.Imports.WindowPos2sv);
|
||||
GL.WindowPos2sv_ = new GL.Delegates.WindowPos2sv_(GL.Imports.WindowPos2sv_);
|
||||
GL.WindowPos3d = new GL.Delegates.WindowPos3d(GL.Imports.WindowPos3d);
|
||||
GL.WindowPos3dv = new GL.Delegates.WindowPos3dv(GL.Imports.WindowPos3dv);
|
||||
GL.WindowPos3dv_ = new GL.Delegates.WindowPos3dv_(GL.Imports.WindowPos3dv_);
|
||||
GL.WindowPos3f = new GL.Delegates.WindowPos3f(GL.Imports.WindowPos3f);
|
||||
GL.WindowPos3fv = new GL.Delegates.WindowPos3fv(GL.Imports.WindowPos3fv);
|
||||
GL.WindowPos3fv_ = new GL.Delegates.WindowPos3fv_(GL.Imports.WindowPos3fv_);
|
||||
GL.WindowPos3i = new GL.Delegates.WindowPos3i(GL.Imports.WindowPos3i);
|
||||
GL.WindowPos3iv = new GL.Delegates.WindowPos3iv(GL.Imports.WindowPos3iv);
|
||||
GL.WindowPos3iv_ = new GL.Delegates.WindowPos3iv_(GL.Imports.WindowPos3iv_);
|
||||
GL.WindowPos3s = new GL.Delegates.WindowPos3s(GL.Imports.WindowPos3s);
|
||||
GL.WindowPos3sv = new GL.Delegates.WindowPos3sv(GL.Imports.WindowPos3sv);
|
||||
GL.WindowPos3sv_ = new GL.Delegates.WindowPos3sv_(GL.Imports.WindowPos3sv_);
|
||||
GL.GenQueries = new GL.Delegates.GenQueries(GL.Imports.GenQueries);
|
||||
GL.DeleteQueries = new GL.Delegates.DeleteQueries(GL.Imports.DeleteQueries);
|
||||
GL.DeleteQueries_ = new GL.Delegates.DeleteQueries_(GL.Imports.DeleteQueries_);
|
||||
GL.IsQuery = new GL.Delegates.IsQuery(GL.Imports.IsQuery);
|
||||
GL.BeginQuery = new GL.Delegates.BeginQuery(GL.Imports.BeginQuery);
|
||||
GL.EndQuery = new GL.Delegates.EndQuery(GL.Imports.EndQuery);
|
||||
|
@ -484,23 +484,23 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GetQueryObjectiv = new GL.Delegates.GetQueryObjectiv(GL.Imports.GetQueryObjectiv);
|
||||
GL.GetQueryObjectuiv = new GL.Delegates.GetQueryObjectuiv(GL.Imports.GetQueryObjectuiv);
|
||||
GL.BindBuffer = new GL.Delegates.BindBuffer(GL.Imports.BindBuffer);
|
||||
GL.DeleteBuffers = new GL.Delegates.DeleteBuffers(GL.Imports.DeleteBuffers);
|
||||
GL.DeleteBuffers_ = new GL.Delegates.DeleteBuffers_(GL.Imports.DeleteBuffers_);
|
||||
GL.GenBuffers = new GL.Delegates.GenBuffers(GL.Imports.GenBuffers);
|
||||
GL.IsBuffer = new GL.Delegates.IsBuffer(GL.Imports.IsBuffer);
|
||||
GL.BufferData_ = new GL.Delegates.BufferData_(GL.Imports.BufferData_);
|
||||
GL.BufferSubData_ = new GL.Delegates.BufferSubData_(GL.Imports.BufferSubData_);
|
||||
GL.GetBufferSubData_ = new GL.Delegates.GetBufferSubData_(GL.Imports.GetBufferSubData_);
|
||||
GL.MapBuffer_ = new GL.Delegates.MapBuffer_(GL.Imports.MapBuffer_);
|
||||
GL.MapBuffer = new GL.Delegates.MapBuffer(GL.Imports.MapBuffer);
|
||||
GL.UnmapBuffer = new GL.Delegates.UnmapBuffer(GL.Imports.UnmapBuffer);
|
||||
GL.GetBufferParameteriv = new GL.Delegates.GetBufferParameteriv(GL.Imports.GetBufferParameteriv);
|
||||
GL.GetBufferPointerv = new GL.Delegates.GetBufferPointerv(GL.Imports.GetBufferPointerv);
|
||||
GL.BlendEquationSeparate = new GL.Delegates.BlendEquationSeparate(GL.Imports.BlendEquationSeparate);
|
||||
GL.DrawBuffers = new GL.Delegates.DrawBuffers(GL.Imports.DrawBuffers);
|
||||
GL.DrawBuffers_ = new GL.Delegates.DrawBuffers_(GL.Imports.DrawBuffers_);
|
||||
GL.StencilOpSeparate = new GL.Delegates.StencilOpSeparate(GL.Imports.StencilOpSeparate);
|
||||
GL.StencilFuncSeparate = new GL.Delegates.StencilFuncSeparate(GL.Imports.StencilFuncSeparate);
|
||||
GL.StencilMaskSeparate = new GL.Delegates.StencilMaskSeparate(GL.Imports.StencilMaskSeparate);
|
||||
GL.AttachShader = new GL.Delegates.AttachShader(GL.Imports.AttachShader);
|
||||
GL.BindAttribLocation = new GL.Delegates.BindAttribLocation(GL.Imports.BindAttribLocation);
|
||||
GL.BindAttribLocation_ = new GL.Delegates.BindAttribLocation_(GL.Imports.BindAttribLocation_);
|
||||
GL.CompileShader = new GL.Delegates.CompileShader(GL.Imports.CompileShader);
|
||||
GL.CreateProgram = new GL.Delegates.CreateProgram(GL.Imports.CreateProgram);
|
||||
GL.CreateShader = new GL.Delegates.CreateShader(GL.Imports.CreateShader);
|
||||
|
@ -512,13 +512,13 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.GetActiveAttrib = new GL.Delegates.GetActiveAttrib(GL.Imports.GetActiveAttrib);
|
||||
GL.GetActiveUniform = new GL.Delegates.GetActiveUniform(GL.Imports.GetActiveUniform);
|
||||
GL.GetAttachedShaders = new GL.Delegates.GetAttachedShaders(GL.Imports.GetAttachedShaders);
|
||||
GL.GetAttribLocation = new GL.Delegates.GetAttribLocation(GL.Imports.GetAttribLocation);
|
||||
GL.GetAttribLocation_ = new GL.Delegates.GetAttribLocation_(GL.Imports.GetAttribLocation_);
|
||||
GL.GetProgramiv = new GL.Delegates.GetProgramiv(GL.Imports.GetProgramiv);
|
||||
GL.GetProgramInfoLog = new GL.Delegates.GetProgramInfoLog(GL.Imports.GetProgramInfoLog);
|
||||
GL.GetShaderiv = new GL.Delegates.GetShaderiv(GL.Imports.GetShaderiv);
|
||||
GL.GetShaderInfoLog = new GL.Delegates.GetShaderInfoLog(GL.Imports.GetShaderInfoLog);
|
||||
GL.GetShaderSource = new GL.Delegates.GetShaderSource(GL.Imports.GetShaderSource);
|
||||
GL.GetUniformLocation = new GL.Delegates.GetUniformLocation(GL.Imports.GetUniformLocation);
|
||||
GL.GetUniformLocation_ = new GL.Delegates.GetUniformLocation_(GL.Imports.GetUniformLocation_);
|
||||
GL.GetUniformfv = new GL.Delegates.GetUniformfv(GL.Imports.GetUniformfv);
|
||||
GL.GetUniformiv = new GL.Delegates.GetUniformiv(GL.Imports.GetUniformiv);
|
||||
GL.GetVertexAttribdv = new GL.Delegates.GetVertexAttribdv(GL.Imports.GetVertexAttribdv);
|
||||
|
@ -528,7 +528,7 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.IsProgram = new GL.Delegates.IsProgram(GL.Imports.IsProgram);
|
||||
GL.IsShader = new GL.Delegates.IsShader(GL.Imports.IsShader);
|
||||
GL.LinkProgram = new GL.Delegates.LinkProgram(GL.Imports.LinkProgram);
|
||||
GL.ShaderSource = new GL.Delegates.ShaderSource(GL.Imports.ShaderSource);
|
||||
GL.ShaderSource_ = new GL.Delegates.ShaderSource_(GL.Imports.ShaderSource_);
|
||||
GL.UseProgram = new GL.Delegates.UseProgram(GL.Imports.UseProgram);
|
||||
GL.Uniform1f = new GL.Delegates.Uniform1f(GL.Imports.Uniform1f);
|
||||
GL.Uniform2f = new GL.Delegates.Uniform2f(GL.Imports.Uniform2f);
|
||||
|
@ -538,54 +538,54 @@ namespace OpenTK.OpenGL.Platform
|
|||
GL.Uniform2i = new GL.Delegates.Uniform2i(GL.Imports.Uniform2i);
|
||||
GL.Uniform3i = new GL.Delegates.Uniform3i(GL.Imports.Uniform3i);
|
||||
GL.Uniform4i = new GL.Delegates.Uniform4i(GL.Imports.Uniform4i);
|
||||
GL.Uniform1fv = new GL.Delegates.Uniform1fv(GL.Imports.Uniform1fv);
|
||||
GL.Uniform2fv = new GL.Delegates.Uniform2fv(GL.Imports.Uniform2fv);
|
||||
GL.Uniform3fv = new GL.Delegates.Uniform3fv(GL.Imports.Uniform3fv);
|
||||
GL.Uniform4fv = new GL.Delegates.Uniform4fv(GL.Imports.Uniform4fv);
|
||||
GL.Uniform1iv = new GL.Delegates.Uniform1iv(GL.Imports.Uniform1iv);
|
||||
GL.Uniform2iv = new GL.Delegates.Uniform2iv(GL.Imports.Uniform2iv);
|
||||
GL.Uniform3iv = new GL.Delegates.Uniform3iv(GL.Imports.Uniform3iv);
|
||||
GL.Uniform4iv = new GL.Delegates.Uniform4iv(GL.Imports.Uniform4iv);
|
||||
GL.UniformMatrix2fv = new GL.Delegates.UniformMatrix2fv(GL.Imports.UniformMatrix2fv);
|
||||
GL.UniformMatrix3fv = new GL.Delegates.UniformMatrix3fv(GL.Imports.UniformMatrix3fv);
|
||||
GL.UniformMatrix4fv = new GL.Delegates.UniformMatrix4fv(GL.Imports.UniformMatrix4fv);
|
||||
GL.Uniform1fv_ = new GL.Delegates.Uniform1fv_(GL.Imports.Uniform1fv_);
|
||||
GL.Uniform2fv_ = new GL.Delegates.Uniform2fv_(GL.Imports.Uniform2fv_);
|
||||
GL.Uniform3fv_ = new GL.Delegates.Uniform3fv_(GL.Imports.Uniform3fv_);
|
||||
GL.Uniform4fv_ = new GL.Delegates.Uniform4fv_(GL.Imports.Uniform4fv_);
|
||||
GL.Uniform1iv_ = new GL.Delegates.Uniform1iv_(GL.Imports.Uniform1iv_);
|
||||
GL.Uniform2iv_ = new GL.Delegates.Uniform2iv_(GL.Imports.Uniform2iv_);
|
||||
GL.Uniform3iv_ = new GL.Delegates.Uniform3iv_(GL.Imports.Uniform3iv_);
|
||||
GL.Uniform4iv_ = new GL.Delegates.Uniform4iv_(GL.Imports.Uniform4iv_);
|
||||
GL.UniformMatrix2fv_ = new GL.Delegates.UniformMatrix2fv_(GL.Imports.UniformMatrix2fv_);
|
||||
GL.UniformMatrix3fv_ = new GL.Delegates.UniformMatrix3fv_(GL.Imports.UniformMatrix3fv_);
|
||||
GL.UniformMatrix4fv_ = new GL.Delegates.UniformMatrix4fv_(GL.Imports.UniformMatrix4fv_);
|
||||
GL.ValidateProgram = new GL.Delegates.ValidateProgram(GL.Imports.ValidateProgram);
|
||||
GL.VertexAttrib1d = new GL.Delegates.VertexAttrib1d(GL.Imports.VertexAttrib1d);
|
||||
GL.VertexAttrib1dv = new GL.Delegates.VertexAttrib1dv(GL.Imports.VertexAttrib1dv);
|
||||
GL.VertexAttrib1dv_ = new GL.Delegates.VertexAttrib1dv_(GL.Imports.VertexAttrib1dv_);
|
||||
GL.VertexAttrib1f = new GL.Delegates.VertexAttrib1f(GL.Imports.VertexAttrib1f);
|
||||
GL.VertexAttrib1fv = new GL.Delegates.VertexAttrib1fv(GL.Imports.VertexAttrib1fv);
|
||||
GL.VertexAttrib1fv_ = new GL.Delegates.VertexAttrib1fv_(GL.Imports.VertexAttrib1fv_);
|
||||
GL.VertexAttrib1s = new GL.Delegates.VertexAttrib1s(GL.Imports.VertexAttrib1s);
|
||||
GL.VertexAttrib1sv = new GL.Delegates.VertexAttrib1sv(GL.Imports.VertexAttrib1sv);
|
||||
GL.VertexAttrib1sv_ = new GL.Delegates.VertexAttrib1sv_(GL.Imports.VertexAttrib1sv_);
|
||||
GL.VertexAttrib2d = new GL.Delegates.VertexAttrib2d(GL.Imports.VertexAttrib2d);
|
||||
GL.VertexAttrib2dv = new GL.Delegates.VertexAttrib2dv(GL.Imports.VertexAttrib2dv);
|
||||
GL.VertexAttrib2dv_ = new GL.Delegates.VertexAttrib2dv_(GL.Imports.VertexAttrib2dv_);
|
||||
GL.VertexAttrib2f = new GL.Delegates.VertexAttrib2f(GL.Imports.VertexAttrib2f);
|
||||
GL.VertexAttrib2fv = new GL.Delegates.VertexAttrib2fv(GL.Imports.VertexAttrib2fv);
|
||||
GL.VertexAttrib2fv_ = new GL.Delegates.VertexAttrib2fv_(GL.Imports.VertexAttrib2fv_);
|
||||
GL.VertexAttrib2s = new GL.Delegates.VertexAttrib2s(GL.Imports.VertexAttrib2s);
|
||||
GL.VertexAttrib2sv = new GL.Delegates.VertexAttrib2sv(GL.Imports.VertexAttrib2sv);
|
||||
GL.VertexAttrib2sv_ = new GL.Delegates.VertexAttrib2sv_(GL.Imports.VertexAttrib2sv_);
|
||||
GL.VertexAttrib3d = new GL.Delegates.VertexAttrib3d(GL.Imports.VertexAttrib3d);
|
||||
GL.VertexAttrib3dv = new GL.Delegates.VertexAttrib3dv(GL.Imports.VertexAttrib3dv);
|
||||
GL.VertexAttrib3dv_ = new GL.Delegates.VertexAttrib3dv_(GL.Imports.VertexAttrib3dv_);
|
||||
GL.VertexAttrib3f = new GL.Delegates.VertexAttrib3f(GL.Imports.VertexAttrib3f);
|
||||
GL.VertexAttrib3fv = new GL.Delegates.VertexAttrib3fv(GL.Imports.VertexAttrib3fv);
|
||||
GL.VertexAttrib3fv_ = new GL.Delegates.VertexAttrib3fv_(GL.Imports.VertexAttrib3fv_);
|
||||
GL.VertexAttrib3s = new GL.Delegates.VertexAttrib3s(GL.Imports.VertexAttrib3s);
|
||||
GL.VertexAttrib3sv = new GL.Delegates.VertexAttrib3sv(GL.Imports.VertexAttrib3sv);
|
||||
GL.VertexAttrib4Nbv = new GL.Delegates.VertexAttrib4Nbv(GL.Imports.VertexAttrib4Nbv);
|
||||
GL.VertexAttrib4Niv = new GL.Delegates.VertexAttrib4Niv(GL.Imports.VertexAttrib4Niv);
|
||||
GL.VertexAttrib4Nsv = new GL.Delegates.VertexAttrib4Nsv(GL.Imports.VertexAttrib4Nsv);
|
||||
GL.VertexAttrib3sv_ = new GL.Delegates.VertexAttrib3sv_(GL.Imports.VertexAttrib3sv_);
|
||||
GL.VertexAttrib4Nbv_ = new GL.Delegates.VertexAttrib4Nbv_(GL.Imports.VertexAttrib4Nbv_);
|
||||
GL.VertexAttrib4Niv_ = new GL.Delegates.VertexAttrib4Niv_(GL.Imports.VertexAttrib4Niv_);
|
||||
GL.VertexAttrib4Nsv_ = new GL.Delegates.VertexAttrib4Nsv_(GL.Imports.VertexAttrib4Nsv_);
|
||||
GL.VertexAttrib4Nub = new GL.Delegates.VertexAttrib4Nub(GL.Imports.VertexAttrib4Nub);
|
||||
GL.VertexAttrib4Nubv = new GL.Delegates.VertexAttrib4Nubv(GL.Imports.VertexAttrib4Nubv);
|
||||
GL.VertexAttrib4Nuiv = new GL.Delegates.VertexAttrib4Nuiv(GL.Imports.VertexAttrib4Nuiv);
|
||||
GL.VertexAttrib4Nusv = new GL.Delegates.VertexAttrib4Nusv(GL.Imports.VertexAttrib4Nusv);
|
||||
GL.VertexAttrib4bv = new GL.Delegates.VertexAttrib4bv(GL.Imports.VertexAttrib4bv);
|
||||
GL.VertexAttrib4Nubv_ = new GL.Delegates.VertexAttrib4Nubv_(GL.Imports.VertexAttrib4Nubv_);
|
||||
GL.VertexAttrib4Nuiv_ = new GL.Delegates.VertexAttrib4Nuiv_(GL.Imports.VertexAttrib4Nuiv_);
|
||||
GL.VertexAttrib4Nusv_ = new GL.Delegates.VertexAttrib4Nusv_(GL.Imports.VertexAttrib4Nusv_);
|
||||
GL.VertexAttrib4bv_ = new GL.Delegates.VertexAttrib4bv_(GL.Imports.VertexAttrib4bv_);
|
||||
GL.VertexAttrib4d = new GL.Delegates.VertexAttrib4d(GL.Imports.VertexAttrib4d);
|
||||
GL.VertexAttrib4dv = new GL.Delegates.VertexAttrib4dv(GL.Imports.VertexAttrib4dv);
|
||||
GL.VertexAttrib4dv_ = new GL.Delegates.VertexAttrib4dv_(GL.Imports.VertexAttrib4dv_);
|
||||
GL.VertexAttrib4f = new GL.Delegates.VertexAttrib4f(GL.Imports.VertexAttrib4f);
|
||||
GL.VertexAttrib4fv = new GL.Delegates.VertexAttrib4fv(GL.Imports.VertexAttrib4fv);
|
||||
GL.VertexAttrib4iv = new GL.Delegates.VertexAttrib4iv(GL.Imports.VertexAttrib4iv);
|
||||
GL.VertexAttrib4fv_ = new GL.Delegates.VertexAttrib4fv_(GL.Imports.VertexAttrib4fv_);
|
||||
GL.VertexAttrib4iv_ = new GL.Delegates.VertexAttrib4iv_(GL.Imports.VertexAttrib4iv_);
|
||||
GL.VertexAttrib4s = new GL.Delegates.VertexAttrib4s(GL.Imports.VertexAttrib4s);
|
||||
GL.VertexAttrib4sv = new GL.Delegates.VertexAttrib4sv(GL.Imports.VertexAttrib4sv);
|
||||
GL.VertexAttrib4ubv = new GL.Delegates.VertexAttrib4ubv(GL.Imports.VertexAttrib4ubv);
|
||||
GL.VertexAttrib4uiv = new GL.Delegates.VertexAttrib4uiv(GL.Imports.VertexAttrib4uiv);
|
||||
GL.VertexAttrib4usv = new GL.Delegates.VertexAttrib4usv(GL.Imports.VertexAttrib4usv);
|
||||
GL.VertexAttrib4sv_ = new GL.Delegates.VertexAttrib4sv_(GL.Imports.VertexAttrib4sv_);
|
||||
GL.VertexAttrib4ubv_ = new GL.Delegates.VertexAttrib4ubv_(GL.Imports.VertexAttrib4ubv_);
|
||||
GL.VertexAttrib4uiv_ = new GL.Delegates.VertexAttrib4uiv_(GL.Imports.VertexAttrib4uiv_);
|
||||
GL.VertexAttrib4usv_ = new GL.Delegates.VertexAttrib4usv_(GL.Imports.VertexAttrib4usv_);
|
||||
GL.VertexAttribPointer_ = new GL.Delegates.VertexAttribPointer_(GL.Imports.VertexAttribPointer_);
|
||||
}
|
||||
#endregion
|
||||
|
|
|
@ -7,6 +7,7 @@ GLhalfNV, Int16 #UInt16
|
|||
GLcharARB, Char
|
||||
|
||||
# Normal types.
|
||||
GLsizei, Int32
|
||||
GLsizeiptr, IntPtr
|
||||
GLintptr, IntPtr
|
||||
GLenum, Int32
|
||||
|
@ -15,13 +16,12 @@ GLbitfield, Int32 #UInt32
|
|||
# GLvoid*, IntPtr
|
||||
# GLvoid, void
|
||||
GLchar, Char
|
||||
GLbyte, SByte
|
||||
GLbyte, Byte #SByte
|
||||
GLubyte, Byte
|
||||
GLshort, Int16
|
||||
GLint, Int32
|
||||
GLubyte, SByte
|
||||
GLushort, Int16 #UInt16
|
||||
GLint, Int32
|
||||
GLuint, Int32 #UInt32
|
||||
GLsizei, Int32
|
||||
GLfloat, Single
|
||||
GLclampf, Single
|
||||
GLdouble, Double
|
||||
|
|
|
@ -1,5 +1,15 @@
|
|||
OpenTK 0.3.1 -> 0.3.2
|
||||
+ OpenTK.OpenGL.Glu: Eliminated the temporary IntPtr variable in the GetString and ErrorString functions.
|
||||
+ Specifications.cs_types.txt: Changed types in order to be CLS compliant.
|
||||
+ OpenTK.OpenGL.Bind 0.7.4 -> 0.7.5
|
||||
+ + Added wrappers for all functions that accept arrays. Permitted parameters for these are: an array of the original type (e.g. float[]), an IntPtr (if you manage memory yourself), or any blittable type (e.g. float[,,]). No type checking is done in the last case, so be careful!
|
||||
+ + Updated the wrappers for all functions that accept or return void pointers. Permitted parameters for these are: an IntPtr or any blittable type (type checking is turned off, so be extra careful!)
|
||||
+ + Aliased the GLbool type to int. It is hacky, but the examples bundled with Tao rely on this...
|
||||
+ + Added a wrapper for glLineStipple. Now you can pass an int to it, but only the last 16 bits will be used for the stipple (as per the function specification). This was the only way to avoid aliasing the parameter to ushort (non-CLS compatible) or having the user write unchecked((short)0x....) every time he used the function.
|
||||
+ + Added the WrapperType enum. Every function has a Property that indicates the wrapper it will need. This cleans up the WriteWrappers function somewhat.
|
||||
+ + Added the PreviousType property to the Function class. This is used when generating wrappers for functions with type-checked arrays (e.g. float[] arrays etc).
|
||||
+ + Corrected some type aliases in cs_types.txt
|
||||
+ + Added the missing wrappers for glReadPixels! (this falls in the out void array).
|
||||
|
||||
OpenTK 0.3.0 -> 0.3.1
|
||||
+ Updated the binding generator to version 0.7.4, based on the work done for Tao.
|
||||
|
|
16
todo.txt
Normal file
16
todo.txt
Normal file
|
@ -0,0 +1,16 @@
|
|||
Todo:
|
||||
+ Add more examples (e.g. the GLSL example I wrote, some of kanato's examples etc).
|
||||
+ + Change the hierarchy of the WindowsContext and WindowsVistaContext classes. The should have a common ancestor who manages the windows creation (it should be the same for both).
|
||||
+ + Add more constructors to the WindowsContext classes. This probably needs updating of the WinAPI assembly.
|
||||
+ + Add X11Context constructors.
|
||||
+ Find out what is needed for the MacOS platform (how to do function loading and window management without X11).
|
||||
+ Add full bindings to Glu, Wgl, Glx and Agl.
|
||||
+ Add the Math module.
|
||||
+ Research and add the Input module.
|
||||
+ Review and add the Timer module.
|
||||
+ Review and add the OpenAL module.
|
||||
+ Add projects for MonoDevelop.
|
||||
+ See if using Nant for building is a good idea.
|
||||
+ + Clean up the code.
|
||||
+ + Add comments and documentation (faqs, pitfalls, best practices).
|
||||
+ + + Add the CLS compliant attribute to the Gl class.
|
Loading…
Reference in a new issue