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@@ -62,6 +62,11 @@ void glArrayElement(GLint i)
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g_gl_context->gl_array_element(i);
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g_gl_context->gl_array_element(i);
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}
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}
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+void glAttachShader(GLuint program, GLuint shader)
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+{
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+ g_gl_context->gl_attach_shader(program, shader);
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+}
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+
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void glBegin(GLenum mode)
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void glBegin(GLenum mode)
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{
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{
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g_gl_context->gl_begin(mode);
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g_gl_context->gl_begin(mode);
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@@ -226,6 +231,11 @@ void glColorPointer(GLint size, GLenum type, GLsizei stride, void const* pointer
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g_gl_context->gl_color_pointer(size, type, stride, pointer);
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g_gl_context->gl_color_pointer(size, type, stride, pointer);
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}
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}
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+void glCompileShader(GLuint shader)
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+{
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+ g_gl_context->gl_compile_shader(shader);
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+}
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+
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void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
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void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
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{
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{
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g_gl_context->gl_copy_tex_image_2d(target, level, internalformat, x, y, width, height, border);
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g_gl_context->gl_copy_tex_image_2d(target, level, internalformat, x, y, width, height, border);
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@@ -236,6 +246,16 @@ void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffse
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g_gl_context->gl_copy_tex_sub_image_2d(target, level, xoffset, yoffset, x, y, width, height);
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g_gl_context->gl_copy_tex_sub_image_2d(target, level, xoffset, yoffset, x, y, width, height);
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}
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}
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+GLuint glCreateProgram()
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+{
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+ return g_gl_context->gl_create_program();
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+}
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+
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+GLuint glCreateShader(GLenum shader_type)
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+{
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+ return g_gl_context->gl_create_shader(shader_type);
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+}
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+
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void glCullFace(GLenum mode)
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void glCullFace(GLenum mode)
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{
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{
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g_gl_context->gl_cull_face(mode);
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g_gl_context->gl_cull_face(mode);
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@@ -266,6 +286,16 @@ void glDeleteLists(GLuint list, GLsizei range)
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return g_gl_context->gl_delete_lists(list, range);
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return g_gl_context->gl_delete_lists(list, range);
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}
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}
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+void glDeleteProgram(GLuint program)
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+{
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+ g_gl_context->gl_delete_program(program);
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+}
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+
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+void glDeleteShader(GLuint shader)
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+{
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+ g_gl_context->gl_delete_shader(shader);
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+}
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+
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void glDeleteTextures(GLsizei n, GLuint const* textures)
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void glDeleteTextures(GLsizei n, GLuint const* textures)
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{
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{
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g_gl_context->gl_delete_textures(n, textures);
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g_gl_context->gl_delete_textures(n, textures);
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@@ -563,6 +593,11 @@ void glLineWidth(GLfloat width)
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g_gl_context->gl_line_width(width);
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g_gl_context->gl_line_width(width);
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}
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}
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+void glLinkProgram(GLuint program)
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+{
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+ g_gl_context->gl_link_program(program);
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+}
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+
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void glListBase(GLuint base)
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void glListBase(GLuint base)
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{
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{
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return g_gl_context->gl_list_base(base);
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return g_gl_context->gl_list_base(base);
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@@ -841,6 +876,11 @@ void glShadeModel(GLenum mode)
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g_gl_context->gl_shade_model(mode);
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g_gl_context->gl_shade_model(mode);
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}
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}
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+void glShaderSource(GLuint shader, GLsizei count, GLchar const** string, GLint const* length)
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+{
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+ g_gl_context->gl_shader_source(shader, count, string, length);
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+}
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+
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void glStencilFunc(GLenum func, GLint ref, GLuint mask)
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void glStencilFunc(GLenum func, GLint ref, GLuint mask)
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{
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{
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g_gl_context->gl_stencil_func_separate(GL_FRONT_AND_BACK, func, ref, mask);
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g_gl_context->gl_stencil_func_separate(GL_FRONT_AND_BACK, func, ref, mask);
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