Acme-MITHALDU-BleedingOpenGL
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glext_procs.h view on Meta::CPAN
#endif /* GL_NV_stereo_view_rendering */
#ifndef NO_GL_NV_tessellation_program5
#ifndef GL_NV_tessellation_program5
#define GL_NV_tessellation_program5 1
#endif
#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8
#define GL_TESS_CONTROL_PROGRAM_NV 0x891E
#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F
#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74
#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75
#endif /* GL_NV_tessellation_program5 */
#ifndef NO_GL_NV_texgen_emboss
#ifndef GL_NV_texgen_emboss
#define GL_NV_texgen_emboss 1
#endif
#define GL_EMBOSS_LIGHT_NV 0x855D
#define GL_EMBOSS_CONSTANT_NV 0x855E
#define GL_EMBOSS_MAP_NV 0x855F
#endif /* GL_NV_texgen_emboss */
#ifndef NO_GL_NV_texgen_reflection
#ifndef GL_NV_texgen_reflection
#define GL_NV_texgen_reflection 1
#endif
#define GL_NORMAL_MAP_NV 0x8511
#define GL_REFLECTION_MAP_NV 0x8512
#endif /* GL_NV_texgen_reflection */
#ifndef NO_GL_NV_texture_barrier
#ifndef GL_NV_texture_barrier
#define GL_NV_texture_barrier 1
#endif
typedef void (APIENTRYP PFNGLTEXTUREBARRIERNVPROC) (void);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glTextureBarrierNV (void);
#endif
#ifdef GL_GLEXT_PROCS
static PFNGLTEXTUREBARRIERNVPROC glTextureBarrierNV = NULL;
#endif /* GL_GLEXT_PROCS */
#endif /* GL_NV_texture_barrier */
#ifndef NO_GL_NV_texture_compression_vtc
#ifndef GL_NV_texture_compression_vtc
#define GL_NV_texture_compression_vtc 1
#endif
#endif /* GL_NV_texture_compression_vtc */
#ifndef NO_GL_NV_texture_env_combine4
#ifndef GL_NV_texture_env_combine4
#define GL_NV_texture_env_combine4 1
#endif
#define GL_COMBINE4_NV 0x8503
#define GL_SOURCE3_RGB_NV 0x8583
#define GL_SOURCE3_ALPHA_NV 0x858B
#define GL_OPERAND3_RGB_NV 0x8593
#define GL_OPERAND3_ALPHA_NV 0x859B
#endif /* GL_NV_texture_env_combine4 */
#ifndef NO_GL_NV_texture_expand_normal
#ifndef GL_NV_texture_expand_normal
#define GL_NV_texture_expand_normal 1
#endif
#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F
#endif /* GL_NV_texture_expand_normal */
#ifndef NO_GL_NV_texture_multisample
#ifndef GL_NV_texture_multisample
#define GL_NV_texture_multisample 1
#endif
#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045
#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046
typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glTexImage2DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
GLAPI void APIENTRY glTexImage3DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
GLAPI void APIENTRY glTextureImage2DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
GLAPI void APIENTRY glTextureImage3DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
GLAPI void APIENTRY glTextureImage2DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations);
GLAPI void APIENTRY glTextureImage3DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations);
#endif
#ifdef GL_GLEXT_PROCS
static PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC glTexImage2DMultisampleCoverageNV = NULL;
static PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC glTexImage3DMultisampleCoverageNV = NULL;
static PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC glTextureImage2DMultisampleNV = NULL;
static PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC glTextureImage3DMultisampleNV = NULL;
static PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC glTextureImage2DMultisampleCoverageNV = NULL;
static PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC glTextureImage3DMultisampleCoverageNV = NULL;
#endif /* GL_GLEXT_PROCS */
#endif /* GL_NV_texture_multisample */
#ifndef NO_GL_NV_texture_rectangle
#ifndef GL_NV_texture_rectangle
#define GL_NV_texture_rectangle 1
#endif
#define GL_TEXTURE_RECTANGLE_NV 0x84F5
#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6
#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8
#endif /* GL_NV_texture_rectangle */
#ifndef NO_GL_NV_texture_shader
#ifndef GL_NV_texture_shader
#define GL_NV_texture_shader 1
#endif
#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C
#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
#define GL_SHADER_CONSISTENT_NV 0x86DD
#define GL_TEXTURE_SHADER_NV 0x86DE
#define GL_SHADER_OPERATION_NV 0x86DF
#define GL_CULL_MODES_NV 0x86E0
#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2
#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3
#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1
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