Acme-MITHALDU-BleedingOpenGL
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#//# glCullFace($mode);
void
glCullFace(mode)
GLenum mode
#// 1.0
#//# glDeleteLists($list, $range);
void
glDeleteLists(list, range)
GLenum list
GLsizei range
#ifdef GL_VERSION_1_1
#// 1.1
#//# glDeleteTextures_c($items, (CPTR)list);
void
glDeleteTextures_c(items, list)
GLint items
void * list
CODE:
glDeleteTextures(items,list);
#// 1.1
#//# glDeleteTextures_s($items, (PACKED)list);
void
glDeleteTextures_s(items, list)
GLint items
SV * list
CODE:
{
void * list_s = EL(list, sizeof(GLuint) * items);
glDeleteTextures(items,list_s);
}
#// 1.1
#//# glDeleteTextures_p(@textureIDs);
void
glDeleteTextures_p(...)
CODE:
if (items) {
GLuint * list = malloc(sizeof(GLuint) * items);
int i;
for(i=0;i<items;i++)
list[i] = SvIV(ST(i));
glDeleteTextures(items, list);
free(list);
}
#endif
#// 1.0
#//# glDepthFunc($func);
void
glDepthFunc(func)
GLenum func
#// 1.0
#//# glDepthMask($flag);
void
glDepthMask(flag)
GLboolean flag
#// 1.0
#//# glDepthRange($zNear, $zFar);
void
glDepthRange(zNear, zFar)
GLclampd zNear
GLclampd zFar
#ifdef GL_VERSION_1_1
#// 1.1
#//# glDrawArrays($mode, $first, $count);
void
glDrawArrays(mode, first, count)
GLenum mode
GLint first
GLsizei count
#endif
#// 1.0
#//# glDrawBuffer($mode);
void
glDrawBuffer(mode)
GLenum mode
#ifdef GL_VERSION_1_1
#// 1.1
#//# glDrawElements_c($mode, $count, $type, (CPTR)indices);
void
glDrawElements_c(mode, count, type, indices)
GLenum mode
GLint count
GLenum type
void * indices
CODE:
glDrawElements(mode, count, type, indices);
#// 1.1
#//# glDrawElements_s($mode, $count, $type, (PACKED)indices);
void
glDrawElements_s(mode, count, type, indices)
GLenum mode
GLint count
GLenum type
SV * indices
CODE:
{
void * indices_s = EL(indices, gl_type_size(type)*count);
glDrawElements(mode, count, type, indices_s);
}
#//# glDrawElements_p($mode, @indices);
#//- Assumes GLuint for indices
void
glDrawElements_p(mode, ...)
GLenum mode
CODE:
{
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#//# glDrawRangeElements_s($mode, $start, $end, $count, $type, (PACKED)indices);
void
glDrawRangeElements_s(mode, start, end, count, type, indices)
GLenum mode
GLuint start
GLuint end
GLsizei count
GLenum type
SV * indices
INIT:
loadProc(glDrawRangeElements,"glDrawRangeElements");
CODE:
{
void * indices_s = EL(indices, gl_type_size(type) * count);
glDrawRangeElements(mode, start, end, count, type, indices_s);
}
#//# glDrawRangeElements_p($mode, $start, $end, $count, $type, @indices);
#//- Assumes GLuint indices
void
glDrawRangeElements_p(mode, start, count, ...)
GLenum mode
GLuint start
GLuint count
INIT:
loadProc(glDrawRangeElements,"glDrawRangeElements");
CODE:
{
if (items > 3)
{
if (start < (GLuint)items-3)
{
GLuint * indices;
GLuint i;
if (start+count > (GLuint)(items-3))
count = (GLuint)items-(start+3);
indices = malloc(sizeof(GLuint) * count);
for (i=start; i<count; i++)
indices[i] = SvIV(ST(i+3));
glDrawRangeElements(mode, start, start+count-1,
count, GL_UNSIGNED_INT, indices);
free(indices);
}
}
else
{
glDrawRangeElements(mode, start, start+count-1,
count, GL_UNSIGNED_INT, 0);
}
}
#endif
#// 1.0
#//# glEdgeFlag($flag);
void
glEdgeFlag(flag)
GLboolean flag
#// 1.0
#//# glEnable($cap);
void
glEnable(cap)
GLenum cap
#// 1.0
#//# glDisable($cap);
void
glDisable(cap)
GLenum cap
#ifdef GL_VERSION_1_1
#// 1.1
#//# glEnableClientState($cap);
void
glEnableClientState(cap)
GLenum cap
#// 1.1
#//# glDisableClientState($cap);
void
glDisableClientState(cap)
GLenum cap
#endif
#// 1.0
#//# glEvalCoord1d($u);
void
glEvalCoord1d(u)
GLdouble u
#// 1.0
#//# glEvalCoord1f($u);
void
glEvalCoord1f(u)
GLfloat u
#// 1.0
#//# glEvalCoord2d($u, $v);
void
glEvalCoord2d(u, v)
GLdouble u
GLdouble v
#// 1.0
#//# glEvalCoord2f($u, $v);
void
glEvalCoord2f(u, v)
GLfloat u
GLfloat v
#// 1.0
#//# glEvalMesh1($mode, $i1, $i2);
void
glEvalMesh1(mode, i1, i2)
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