Acme-MITHALDU-BleedingOpenGL
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#include "gl_exclude.h"
#include "glext_procs.h"
#else
#endif
/* Get a Perl parameter, cast to C type */
#define SvItems(type,offset,count,dst) \
{ \
GLuint i; \
switch (type) \
{ \
case GL_UNSIGNED_BYTE: \
case GL_BITMAP: \
for (i=0;i<(count);i++) \
{ \
((GLubyte*)(dst))[i] = (GLubyte)SvIV(ST(i+(offset))); \
} \
break; \
case GL_BYTE: \
for (i=0;i<(count);i++) \
{ \
((GLbyte*)(dst))[i] = (GLbyte)SvIV(ST(i+(offset))); \
} \
break; \
case GL_UNSIGNED_SHORT: \
for (i=0;i<(count);i++) \
{ \
((GLushort*)(dst))[i] = (GLushort)SvIV(ST(i+(offset))); \
} \
break; \
case GL_SHORT: \
for (i=0;i<(count);i++) \
{ \
((GLshort*)(dst))[i] = (GLshort)SvIV(ST(i+(offset))); \
} \
break; \
case GL_UNSIGNED_INT: \
for (i=0;i<(count);i++) \
{ \
((GLuint*)(dst))[i] = (GLuint)SvIV(ST(i+(offset))); \
} \
break; \
case GL_INT: \
for (i=0;i<(count);i++) \
{ \
((GLint*)(dst))[i] = (GLint)SvIV(ST(i+(offset))); \
} \
break; \
case GL_FLOAT: \
for (i=0;i<(count);i++) \
{ \
((GLfloat*)(dst))[i] = (GLfloat)SvNV(ST(i+(offset))); \
} \
break; \
case GL_DOUBLE: \
for (i=0;i<(count);i++) \
{ \
((GLdouble*)(dst))[i] = (GLdouble)SvNV(ST(i+(offset))); \
} \
break; \
default: \
croak("unknown type"); \
} \
}
#ifndef GL_ADD
#define GL_ADD 0x0104
#endif
#ifndef GL_ADD_SIGNED_ARB
#define GL_ADD_SIGNED_ARB GL_ADD_SIGNED_EXT
#endif
#ifndef GL_SUBTRACT_ARB
#define GL_SUBTRACT_ARB GL_SUBTRACT_EXT
#endif
#ifndef GL_INTERPOLATE_ARB
#define GL_INTERPOLATE_ARB GL_INTERPOLATE_EXT
#endif
#ifndef GL_VERSION_1_0
#define GL_VERSION_1_0 1
#endif
#ifndef GL_TEXTURE_BINDING_3D
#define GL_TEXTURE_BINDING_3D 0x806A
#endif
/* Remap 1.1 extensions */
#ifdef GL_VERSION_1_1
#ifndef GL_VERSION_1_2
#ifndef GL_EXT_polygon_offset
#define GL_EXT_polygon_offset 1
#define GL_EXT_polygon_offset_is_faked 1
#define GL_POLYGON_OFFSET_EXT 0x8037
#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038
#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039
#define glPolygonOffsetEXT(factor,units) glPolygonOffset((factor),(units)*(float)0x10000)
#endif
#ifndef GL_EXT_texture_object
#define GL_EXT_texture_object 1
#define GL_EXT_texture_object_is_faked 1
#define GL_TEXTURE_PRIORITY_EXT GL_TEXTURE_PRIORITY
#define GL_TEXTURE_RESIDENT_EXT GL_TEXTURE_RESIDENT
#define GL_TEXTURE_1D_BINDING_EXT GL_TEXTURE_BINDING_1D
#define GL_TEXTURE_2D_BINDING_EXT GL_TEXTURE_BINDING_2D
#define GL_TEXTURE_3D_BINDING_EXT GL_TEXTURE_BINDING_3D
#define glAreTexturesResidentEXT(n,textures,residences) glAreTexturesResident(n,textures,residences)
#define glBindTextureEXT(target,texture) glBindTexture((target),(texture))
#define glDeleteTexturesEXT(n,textures) glDeleteTextures((n),(textures))
#define glGenTexturesEXT(n,textures) glGenTextures((n),(textures))
#define glIsTextureEXT(list) glIsTexture(list)
#define glPrioritizeTexturesEXT(n,textures,priorities) glPrioritizeTextures((n),(textures),(priorities))
#endif
#ifndef GL_EXT_copy_texture
#define GL_EXT_copy_texture 1
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