// Created on: 2012-03-06 // Created by: Kirill GAVRILOV // Copyright (c) 2012-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _OpenGl_GlCore11_Header #define _OpenGl_GlCore11_Header #include //! OpenGL 1.1 core. //! Notice that all functions within this structure are actually exported by system GL library. //! The main purpose for these hint - to control visibility of functions per GL version //! (global functions should not be used directly to achieve this effect!). struct OpenGl_GlCore11 : protected OpenGl_GlFunctions { public: //! @name Begin/End primitive specification (removed since 3.1) inline void glBegin (GLenum theMode) { ::glBegin (theMode); } inline void glEnd() { ::glEnd(); } inline void glVertex2d (GLdouble theX, GLdouble theY) { ::glVertex2d (theX, theY); } inline void glVertex2f (GLfloat theX, GLfloat theY) { ::glVertex2f (theX, theY); } inline void glVertex2i (GLint theX, GLint theY) { ::glVertex2i (theX, theY); } inline void glVertex2s (GLshort theX, GLshort theY) { ::glVertex2s (theX, theY); } inline void glVertex3d (GLdouble theX, GLdouble theY, GLdouble theZ) { ::glVertex3d (theX, theY, theZ); } inline void glVertex3f (GLfloat theX, GLfloat theY, GLfloat theZ) { ::glVertex3f (theX, theY, theZ); } inline void glVertex3i (GLint theX, GLint theY, GLint theZ) { ::glVertex3i (theX, theY, theZ); } inline void glVertex3s (GLshort theX, GLshort theY, GLshort theZ) { ::glVertex3s (theX, theY, theZ); } inline void glVertex4d (GLdouble theX, GLdouble theY, GLdouble theZ, GLdouble theW) { ::glVertex4d (theX, theY, theZ, theW); } inline void glVertex4f (GLfloat theX, GLfloat theY, GLfloat theZ, GLfloat theW) { ::glVertex4f (theX, theY, theZ, theW); } inline void glVertex4i (GLint theX, GLint theY, GLint theZ, GLint theW) { ::glVertex4i (theX, theY, theZ, theW); } inline void glVertex4s (GLshort theX, GLshort theY, GLshort theZ, GLshort theW) { ::glVertex4s (theX, theY, theZ, theW); } inline void glVertex2dv (const GLdouble* theVec2) { ::glVertex2dv (theVec2); } inline void glVertex2fv (const GLfloat* theVec2) { ::glVertex2fv (theVec2); } inline void glVertex2iv (const GLint* theVec2) { ::glVertex2iv (theVec2); } inline void glVertex2sv (const GLshort* theVec2) { ::glVertex2sv (theVec2); } inline void glVertex3dv (const GLdouble* theVec3) { ::glVertex3dv (theVec3); } inline void glVertex3fv (const GLfloat* theVec3) { ::glVertex3fv (theVec3); } inline void glVertex3iv (const GLint* theVec3) { ::glVertex3iv (theVec3); } inline void glVertex3sv (const GLshort* theVec3) { ::glVertex3sv (theVec3); } inline void glVertex4dv (const GLdouble* theVec4) { ::glVertex4dv (theVec4); } inline void glVertex4fv (const GLfloat* theVec4) { ::glVertex4fv (theVec4); } inline void glVertex4iv (const GLint* theVec4) { ::glVertex4iv (theVec4); } inline void glVertex4sv (const GLshort* theVec4) { ::glVertex4sv (theVec4); } inline void glNormal3b (GLbyte nx, GLbyte ny, GLbyte nz) { ::glNormal3b(nx, ny, nz); } inline void glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz) { ::glNormal3d(nx, ny, nz); } inline void glNormal3f (GLfloat nx, GLfloat ny, GLfloat nz) { ::glNormal3f(nx, ny, nz); } inline void glNormal3i (GLint nx, GLint ny, GLint nz) { ::glNormal3i(nx, ny, nz); } inline void glNormal3s (GLshort nx, GLshort ny, GLshort nz) { ::glNormal3s(nx, ny, nz); } inline void glNormal3bv (const GLbyte* theVec) { ::glNormal3bv (theVec); } inline void glNormal3dv (const GLdouble* theVec) { ::glNormal3dv (theVec); } inline void glNormal3fv (const GLfloat* theVec) { ::glNormal3fv (theVec); } inline void glNormal3iv (const GLint* theVec) { ::glNormal3iv (theVec); } inline void glNormal3sv (const GLshort* theVec) { ::glNormal3sv (theVec); } inline void glIndexd (GLdouble c) { ::glIndexd(c); } inline void glIndexf (GLfloat c) { ::glIndexf(c); } inline void glIndexi (GLint c) { ::glIndexi(c); } inline void glIndexs (GLshort c) { ::glIndexs(c); } inline void glIndexub (GLubyte c) { ::glIndexub(c); } inline void glIndexdv (const GLdouble* c) { ::glIndexdv(c); } inline void glIndexfv (const GLfloat* c) { ::glIndexfv(c); } inline void glIndexiv (const GLint* c) { ::glIndexiv(c); } inline void glIndexsv (const GLshort* c) { ::glIndexsv(c); } inline void glIndexubv (const GLubyte* c) { ::glIndexubv(c); } inline void glColor3b (GLbyte theRed, GLbyte theGreen, GLbyte theBlue) { ::glColor3b (theRed, theGreen, theBlue); } inline void glColor3d (GLdouble theRed, GLdouble theGreen, GLdouble theBlue) { ::glColor3d (theRed, theGreen, theBlue); } inline void glColor3f (GLfloat theRed, GLfloat theGreen, GLfloat theBlue) { ::glColor3f (theRed, theGreen, theBlue); } inline void glColor3i (GLint theRed, GLint theGreen, GLint theBlue) { ::glColor3i (theRed, theGreen, theBlue); } inline void glColor3s (GLshort theRed, GLshort theGreen, GLshort theBlue) { ::glColor3s (theRed, theGreen, theBlue); } inline void glColor3ub (GLubyte theRed, GLubyte theGreen, GLubyte theBlue) { ::glColor3ub (theRed, theGreen, theBlue); } inline void glColor3ui (GLuint theRed, GLuint theGreen, GLuint theBlue) { ::glColor3ui (theRed, theGreen, theBlue); } inline void glColor3us (GLushort theRed, GLushort theGreen, GLushort theBlue) { ::glColor3us (theRed, theGreen, theBlue); } inline void glColor4b (GLbyte theRed, GLbyte theGreen, GLbyte theBlue, GLbyte theAlpha) { ::glColor4b (theRed, theGreen, theBlue, theAlpha); } inline void glColor4d (GLdouble theRed, GLdouble theGreen, GLdouble theBlue, GLdouble theAlpha) { ::glColor4d (theRed, theGreen, theBlue, theAlpha); } inline void glColor4f (GLfloat theRed, GLfloat theGreen, GLfloat theBlue, GLfloat theAlpha) { ::glColor4f (theRed, theGreen, theBlue, theAlpha); } inline void glColor4i (GLint theRed, GLint theGreen, GLint theBlue, GLint theAlpha) { ::glColor4i (theRed, theGreen, theBlue, theAlpha); } inline void glColor4s (GLshort theRed, GLshort theGreen, GLshort theBlue, GLshort theAlpha) { ::glColor4s (theRed, theGreen, theBlue, theAlpha); } inline void glColor4ub (GLubyte theRed, GLubyte theGreen, GLubyte theBlue, GLubyte theAlpha) { ::glColor4ub (theRed, theGreen, theBlue, theAlpha); } inline void glColor4ui (GLuint theRed, GLuint theGreen, GLuint theBlue, GLuint theAlpha) { ::glColor4ui (theRed, theGreen, theBlue, theAlpha); } inline void glColor4us (GLushort theRed, GLushort theGreen, GLushort theBlue, GLushort theAlpha) { ::glColor4us (theRed, theGreen, theBlue, theAlpha); } inline void glColor3bv (const GLbyte* theVec) { ::glColor3bv (theVec); } inline void glColor3dv (const GLdouble* theVec) { ::glColor3dv (theVec); } inline void glColor3fv (const GLfloat* theVec) { ::glColor3fv (theVec); } inline void glColor3iv (const GLint* theVec) { ::glColor3iv (theVec); } inline void glColor3sv (const GLshort* theVec) { ::glColor3sv (theVec); } inline void glColor3ubv (const GLubyte* theVec) { ::glColor3ubv (theVec); } inline void glColor3uiv (const GLuint* theVec) { ::glColor3uiv (theVec); } inline void glColor3usv (const GLushort* theVec) { ::glColor3usv (theVec); } inline void glColor4bv (const GLbyte* theVec) { ::glColor4bv (theVec); } inline void glColor4dv (const GLdouble* theVec) { ::glColor4dv (theVec); } inline void glColor4fv (const GLfloat* theVec) { ::glColor4fv (theVec); } inline void glColor4iv (const GLint* theVec) { ::glColor4iv (theVec); } inline void glColor4sv (const GLshort* theVec) { ::glColor4sv (theVec); } inline void glColor4ubv (const GLubyte* theVec) { ::glColor4ubv (theVec); } inline void glColor4uiv (const GLuint* theVec) { ::glColor4uiv (theVec); } inline void glColor4usv (const GLushort* theVec) { ::glColor4usv (theVec); } inline void glTexCoord1d (GLdouble s) { ::glTexCoord1d(s); } inline void glTexCoord1f (GLfloat s) { ::glTexCoord1f(s); } inline void glTexCoord1i (GLint s) { ::glTexCoord1i(s); } inline void glTexCoord1s (GLshort s) { ::glTexCoord1s(s); } inline void glTexCoord2d (GLdouble s, GLdouble t) { ::glTexCoord2d(s, t); } inline void glTexCoord2f (GLfloat s, GLfloat t) { ::glTexCoord2f(s, t); } inline void glTexCoord2i (GLint s, GLint t) { ::glTexCoord2i(s, t); } inline void glTexCoord2s (GLshort s, GLshort t) { ::glTexCoord2s(s, t); } inline void glTexCoord3d (GLdouble s, GLdouble t, GLdouble r) { ::glTexCoord3d(s, t, r); } inline void glTexCoord3f (GLfloat s, GLfloat t, GLfloat r) { ::glTexCoord3f(s, t, r); } inline void glTexCoord3i (GLint s, GLint t, GLint r) { ::glTexCoord3i(s, t, r); } inline void glTexCoord3s (GLshort s, GLshort t, GLshort r) { ::glTexCoord3s(s, t, r); } inline void glTexCoord4d (GLdouble s, GLdouble t, GLdouble r, GLdouble q) { ::glTexCoord4d(s, t, r, q); } inline void glTexCoord4f (GLfloat s, GLfloat t, GLfloat r, GLfloat q) { ::glTexCoord4f(s, t, r, q); } inline void glTexCoord4i (GLint s, GLint t, GLint r, GLint q) { ::glTexCoord4i(s, t, r, q); } inline void glTexCoord4s (GLshort s, GLshort t, GLshort r, GLshort q) { ::glTexCoord4s(s, t, r, q); } inline void glTexCoord1dv (const GLdouble* theVec1) { ::glTexCoord1dv (theVec1); } inline void glTexCoord1fv (const GLfloat* theVec1) { ::glTexCoord1fv (theVec1); } inline void glTexCoord1iv (const GLint* theVec1) { ::glTexCoord1iv (theVec1); } inline void glTexCoord1sv (const GLshort* theVec1) { ::glTexCoord1sv (theVec1); } inline void glTexCoord2dv (const GLdouble* theVec2) { ::glTexCoord2dv (theVec2); } inline void glTexCoord2fv (const GLfloat* theVec2) { ::glTexCoord2fv (theVec2); } inline void glTexCoord2iv (const GLint* theVec2) { ::glTexCoord2iv (theVec2); } inline void glTexCoord2sv (const GLshort* theVec) { ::glTexCoord2sv (theVec); } inline void glTexCoord3dv (const GLdouble* theVec3) { ::glTexCoord3dv (theVec3); } inline void glTexCoord3fv (const GLfloat* theVec3) { ::glTexCoord3fv (theVec3); } inline void glTexCoord3iv (const GLint* theVec3) { ::glTexCoord3iv (theVec3); } inline void glTexCoord3sv (const GLshort* theVec3) { ::glTexCoord3sv (theVec3); } inline void glTexCoord4dv (const GLdouble* theVec4) { ::glTexCoord4dv (theVec4); } inline void glTexCoord4fv (const GLfloat* theVec4) { ::glTexCoord4fv (theVec4); } inline void glTexCoord4iv (const GLint* theVec4) { ::glTexCoord4iv (theVec4); } inline void glTexCoord4sv (const GLshort* theVec4) { ::glTexCoord4sv (theVec4); } public: //! @name Matrix operations (removed since 3.1) inline void glMatrixMode (GLenum theMode) { ::glMatrixMode (theMode); } inline void glOrtho (GLdouble theLeft, GLdouble theRight, GLdouble theBottom, GLdouble theTop, GLdouble theNearVal, GLdouble theFarVal) { ::glOrtho (theLeft, theRight, theBottom, theTop, theNearVal, theFarVal); } inline void glFrustum (GLdouble theLeft, GLdouble theRight, GLdouble theBottom, GLdouble theTop, GLdouble theNearVal, GLdouble theFarVal) { ::glFrustum (theLeft, theRight, theBottom, theTop, theNearVal, theFarVal); } inline void glPushMatrix() { ::glPushMatrix(); } inline void glPopMatrix() { ::glPopMatrix(); } inline void glLoadIdentity() { ::glLoadIdentity(); } inline void glLoadMatrixd (const GLdouble* theMatrix) { ::glLoadMatrixd (theMatrix); } inline void glLoadMatrixf (const GLfloat* theMatrix) { ::glLoadMatrixf (theMatrix); } inline void glMultMatrixd (const GLdouble* theMatrix) { ::glMultMatrixd (theMatrix); } inline void glMultMatrixf (const GLfloat* theMatrix) { ::glMultMatrixf (theMatrix); } inline void glRotated (GLdouble theAngleDegrees, GLdouble theX, GLdouble theY, GLdouble theZ) { ::glRotated (theAngleDegrees, theX, theY, theZ); } inline void glRotatef (GLfloat theAngleDegrees, GLfloat theX, GLfloat theY, GLfloat theZ) { ::glRotatef (theAngleDegrees, theX, theY, theZ); } inline void glScaled (GLdouble theX, GLdouble theY, GLdouble theZ) { ::glScaled (theX, theY, theZ); } inline void glScalef (GLfloat theX, GLfloat theY, GLfloat theZ) { ::glScalef (theX, theY, theZ); } inline void glTranslated (GLdouble theX, GLdouble theY, GLdouble theZ) { ::glTranslated (theX, theY, theZ); } inline void glTranslatef (GLfloat theX, GLfloat theY, GLfloat theZ) { ::glTranslatef (theX, theY, theZ); } public: //! @name Line and Polygon stripple (removed since 3.1) //void glLineWidth (GLfloat theWidth) { ::glLineWidth (theWidth); } inline void glLineStipple (GLint theFactor, GLushort thePattern) { ::glLineStipple (theFactor, thePattern); } inline void glPolygonStipple (const GLubyte* theMask) { ::glPolygonStipple (theMask); } inline void glGetPolygonStipple (GLubyte* theMask) { ::glGetPolygonStipple (theMask); } public: //! @name Attribute stacks (removed since 3.1) inline void glPushAttrib (GLbitfield theMask) { ::glPushAttrib (theMask); } inline void glPopAttrib() { ::glPopAttrib(); } inline void glPushClientAttrib (GLbitfield theMask) { ::glPushClientAttrib (theMask); } inline void glPopClientAttrib() { ::glPopClientAttrib(); } public: //! @name Fixed pipeline lighting (removed since 3.1) inline void glShadeModel (GLenum theMode) { ::glShadeModel (theMode); } inline void glLightf (GLenum theLight, GLenum pname, GLfloat param) { ::glLightf (theLight, pname, param); } inline void glLighti (GLenum theLight, GLenum pname, GLint param) { ::glLighti (theLight, pname, param); } inline void glLightfv (GLenum theLight, GLenum pname, const GLfloat* params) { ::glLightfv (theLight, pname, params); } inline void glLightiv (GLenum theLight, GLenum pname, const GLint* params) { ::glLightiv (theLight, pname, params); } inline void glGetLightfv (GLenum theLight, GLenum pname, GLfloat *params) { ::glGetLightfv (theLight, pname, params); } inline void glGetLightiv (GLenum theLight, GLenum pname, GLint *params) { ::glGetLightiv (theLight, pname, params); } inline void glLightModelf (GLenum pname, GLfloat param) { ::glLightModelf(pname, param); } inline void glLightModeli (GLenum pname, GLint param) { ::glLightModeli(pname, param); } inline void glLightModelfv (GLenum pname, const GLfloat* params) { ::glLightModelfv(pname, params); } inline void glLightModeliv (GLenum pname, const GLint* params) { ::glLightModeliv(pname, params); } inline void glMaterialf (GLenum face, GLenum pname, GLfloat param) { ::glMaterialf(face, pname, param); } inline void glMateriali (GLenum face, GLenum pname, GLint param) { ::glMateriali(face, pname, param); } inline void glMaterialfv (GLenum face, GLenum pname, const GLfloat* params) { ::glMaterialfv(face, pname, params); } inline void glMaterialiv (GLenum face, GLenum pname, const GLint* params) { ::glMaterialiv(face, pname, params); } inline void glGetMaterialfv (GLenum face, GLenum pname, GLfloat* params) { ::glGetMaterialfv(face, pname, params); } inline void glGetMaterialiv (GLenum face, GLenum pname, GLint* params) { ::glGetMaterialiv(face, pname, params); } inline void glColorMaterial (GLenum face, GLenum mode) { ::glColorMaterial(face, mode); } public: //! @name clipping plane (removed since 3.1) inline void glClipPlane (GLenum thePlane, const GLdouble* theEquation) { ::glClipPlane (thePlane, theEquation); } inline void glGetClipPlane (GLenum thePlane, GLdouble* theEquation) { ::glGetClipPlane (thePlane, theEquation); } public: //! @name Display lists (removed since 3.1) inline GLboolean glIsList (GLuint theList) { return ::glIsList (theList); } inline void glDeleteLists (GLuint theList, GLsizei theRange) { ::glDeleteLists (theList, theRange); } inline GLuint glGenLists (GLsizei theRange) { return ::glGenLists (theRange); } inline void glNewList (GLuint theList, GLenum theMode) { ::glNewList (theList, theMode); } inline void glEndList() { ::glEndList(); } inline void glCallList (GLuint theList) { ::glCallList (theList); } inline void glCallLists (GLsizei theNb, GLenum theType, const GLvoid* theLists) { ::glCallLists (theNb, theType, theLists); } inline void glListBase (GLuint theBase) { ::glListBase (theBase); } public: //! @name Current raster position and Rectangles (removed since 3.1) inline void glRasterPos2d (GLdouble x, GLdouble y) { ::glRasterPos2d (x, y); } inline void glRasterPos2f (GLfloat x, GLfloat y) { ::glRasterPos2f (x, y); } inline void glRasterPos2i (GLint x, GLint y) { ::glRasterPos2i (x, y); } inline void glRasterPos2s (GLshort x, GLshort y) { ::glRasterPos2s (x, y); } inline void glRasterPos3d (GLdouble x, GLdouble y, GLdouble z) { ::glRasterPos3d (x, y, z); } inline void glRasterPos3f (GLfloat x, GLfloat y, GLfloat z) { ::glRasterPos3f (x, y, z); } inline void glRasterPos3i (GLint x, GLint y, GLint z) { ::glRasterPos3i (x, y, z); } inline void glRasterPos3s (GLshort x, GLshort y, GLshort z) { ::glRasterPos3s (x, y, z); } inline void glRasterPos4d (GLdouble x, GLdouble y, GLdouble z, GLdouble w) { ::glRasterPos4d (x, y, z, w); } inline void glRasterPos4f (GLfloat x, GLfloat y, GLfloat z, GLfloat w) { ::glRasterPos4f (x, y, z, w); } inline void glRasterPos4i (GLint x, GLint y, GLint z, GLint w) { ::glRasterPos4i (x, y, z, w); } inline void glRasterPos4s (GLshort x, GLshort y, GLshort z, GLshort w) { ::glRasterPos4s (x, y, z, w); } inline void glRasterPos2dv (const GLdouble* theVec) { ::glRasterPos2dv (theVec); } inline void glRasterPos2fv (const GLfloat* theVec) { ::glRasterPos2fv (theVec); } inline void glRasterPos2iv (const GLint* theVec) { ::glRasterPos2iv (theVec); } inline void glRasterPos2sv (const GLshort* theVec) { ::glRasterPos2sv (theVec); } inline void glRasterPos3dv (const GLdouble* theVec) { ::glRasterPos3dv (theVec); } inline void glRasterPos3fv (const GLfloat* theVec) { ::glRasterPos3fv (theVec); } inline void glRasterPos3iv (const GLint* theVec) { ::glRasterPos3iv (theVec); } inline void glRasterPos3sv (const GLshort* theVec) { ::glRasterPos3sv (theVec); } inline void glRasterPos4dv (const GLdouble* theVec) { ::glRasterPos4dv (theVec); } inline void glRasterPos4fv (const GLfloat* theVec) { ::glRasterPos4fv (theVec); } inline void glRasterPos4iv (const GLint* theVec) { ::glRasterPos4iv (theVec); } inline void glRasterPos4sv (const GLshort* theVec) { ::glRasterPos4sv (theVec); } inline void glRectd (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { ::glRectd (x1, y1, x2, y2); } inline void glRectf (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { ::glRectf (x1, y1, x2, y2); } inline void glRecti (GLint x1, GLint y1, GLint x2, GLint y2) { ::glRecti (x1, y1, x2, y2); } inline void glRects (GLshort x1, GLshort y1, GLshort x2, GLshort y2) { ::glRects (x1, y1, x2, y2); } inline void glRectdv (const GLdouble* v1, const GLdouble* v2) { ::glRectdv (v1, v2); } inline void glRectfv (const GLfloat* v1, const GLfloat* v2) { ::glRectfv (v1, v2); } inline void glRectiv (const GLint* v1, const GLint* v2) { ::glRectiv (v1, v2); } inline void glRectsv (const GLshort* v1, const GLshort* v2) { ::glRectsv (v1, v2); } public: //! @name Texture mapping (removed since 3.1) inline void glTexGend (GLenum coord, GLenum pname, GLdouble param) { ::glTexGend (coord, pname, param); } inline void glTexGenf (GLenum coord, GLenum pname, GLfloat param) { ::glTexGenf (coord, pname, param); } inline void glTexGeni (GLenum coord, GLenum pname, GLint param) { ::glTexGeni (coord, pname, param); } inline void glTexGendv (GLenum coord, GLenum pname, const GLdouble* params) { ::glTexGendv (coord, pname, params); } inline void glTexGenfv (GLenum coord, GLenum pname, const GLfloat* params) { ::glTexGenfv (coord, pname, params); } inline void glTexGeniv (GLenum coord, GLenum pname, const GLint* params) { ::glTexGeniv (coord, pname, params); } inline void glGetTexGendv (GLenum coord, GLenum pname, GLdouble* params) { ::glGetTexGendv (coord, pname, params); } inline void glGetTexGenfv (GLenum coord, GLenum pname, GLfloat* params) { ::glGetTexGenfv (coord, pname, params); } inline void glGetTexGeniv (GLenum coord, GLenum pname, GLint* params) { ::glGetTexGeniv (coord, pname, params); } public: //! @name Resident textures and priorities (removed since 3.1) inline void glPrioritizeTextures (GLsizei n, const GLuint* textures, const GLclampf* priorities) { ::glPrioritizeTextures (n, textures, priorities); } inline GLboolean glAreTexturesResident (GLsizei n, const GLuint* textures, GLboolean* residences) { return ::glAreTexturesResident (n, textures, residences); } public: //! @name Pixel copying (removed since 3.1) inline void glDrawPixels (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { ::glDrawPixels (width, height, format, type, pixels); } inline void glCopyPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) { ::glCopyPixels (x, y, width, height, type); } inline void glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte* bitmap) { ::glBitmap (width, height, xorig, yorig, xmove, ymove, bitmap); } inline void glPixelZoom (GLfloat xfactor, GLfloat yfactor) { ::glPixelZoom (xfactor, yfactor); } public: //! @name Fog and all associated parameters (removed since 3.1) inline void glFogf (GLenum pname, GLfloat param) { ::glFogf (pname, param); } inline void glFogi (GLenum pname, GLint param) { ::glFogi (pname, param); } inline void glFogfv (GLenum pname, const GLfloat* params) { ::glFogfv (pname, params); } inline void glFogiv (GLenum pname, const GLint* params) { ::glFogiv (pname, params); } public: //! @name Evaluators (removed since 3.1) inline void glMap1d (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points) { ::glMap1d (target, u1, u2, stride, order, points); } inline void glMap1f (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points) { ::glMap1f (target, u1, u2, stride, order, points); } inline void glMap2d (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points) { ::glMap2d (target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points); } inline void glMap2f (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points) { ::glMap2f (target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points); } inline void glGetMapdv (GLenum target, GLenum query, GLdouble* v) { ::glGetMapdv (target, query, v); } inline void glGetMapfv (GLenum target, GLenum query, GLfloat* v) { ::glGetMapfv (target, query, v); } inline void glGetMapiv (GLenum target, GLenum query, GLint* v) { ::glGetMapiv (target, query, v); } inline void glEvalCoord1d (GLdouble u) { ::glEvalCoord1d (u); } inline void glEvalCoord1f (GLfloat u) { ::glEvalCoord1f (u); } inline void glEvalCoord1dv (const GLdouble* u) { ::glEvalCoord1dv (u); } inline void glEvalCoord1fv (const GLfloat* u) { ::glEvalCoord1fv (u); } inline void glEvalCoord2d (GLdouble u, GLdouble v) { ::glEvalCoord2d (u, v); } inline void glEvalCoord2f (GLfloat u, GLfloat v) { ::glEvalCoord2f (u, v); } inline void glEvalCoord2dv (const GLdouble* u) { ::glEvalCoord2dv (u); } inline void glEvalCoord2fv (const GLfloat* u) { ::glEvalCoord2fv (u); } inline void glMapGrid1d (GLint un, GLdouble u1, GLdouble u2) { ::glMapGrid1d (un, u1, u2); } inline void glMapGrid1f (GLint un, GLfloat u1, GLfloat u2) { ::glMapGrid1f (un, u1, u2); } inline void glMapGrid2d (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) { ::glMapGrid2d (un, u1, u2, vn, v1, v2); } inline void glMapGrid2f (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) { ::glMapGrid2f (un, u1, u2, vn, v1, v2); } inline void glEvalPoint1 (GLint i) { ::glEvalPoint1 (i); } inline void glEvalPoint2 (GLint i, GLint j) { ::glEvalPoint2 (i, j); } inline void glEvalMesh1 (GLenum mode, GLint i1, GLint i2) { ::glEvalMesh1 (mode, i1, i2); } inline void glEvalMesh2 (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) { ::glEvalMesh2 (mode, i1, i2, j1, j2); } public: //! @name Selection and feedback modes (removed since 3.1) inline void glFeedbackBuffer (GLsizei theSize, GLenum theType, GLfloat* theBuffer) { ::glFeedbackBuffer (theSize, theType, theBuffer); } inline void glPassThrough (GLfloat token) { ::glPassThrough (token); } inline void glSelectBuffer (GLsizei theSize, GLuint* theBuffer) { ::glSelectBuffer (theSize, theBuffer); } inline void glInitNames() { ::glInitNames(); } inline void glLoadName (GLuint theName) { ::glLoadName (theName); } inline void glPushName (GLuint theName) { ::glPushName (theName); } inline void glPopName() { ::glPopName(); } public: //! @name Accumulation Buffer (removed since 3.1) inline void glClearAccum (GLfloat theRed, GLfloat theGreen, GLfloat theBlue, GLfloat theAlpha) { ::glClearAccum (theRed, theGreen, theBlue, theAlpha); } inline void glAccum (GLenum theOp, GLfloat theValue) { ::glAccum (theOp, theValue); } public: //! @name Edge flags and fixed-function vertex processing (removed since 3.1) inline void glEdgeFlag (GLboolean theFlag) { ::glEdgeFlag (theFlag); } inline void glEdgeFlagv (const GLboolean* theFlag) { ::glEdgeFlagv (theFlag); } inline void glVertexPointer (GLint theSize, GLenum theType, GLsizei theStride, const GLvoid* thePtr) { ::glVertexPointer (theSize, theType, theStride, thePtr); } inline void glNormalPointer (GLenum theType, GLsizei theStride, const GLvoid* thePtr) { ::glNormalPointer (theType, theStride, thePtr); } inline void glColorPointer (GLint theSize, GLenum theType, GLsizei theStride, const GLvoid* thePtr) { ::glColorPointer (theSize, theType, theStride, thePtr); } inline void glIndexPointer (GLenum theType, GLsizei theStride, const GLvoid* thePtr) { ::glIndexPointer (theType, theStride, thePtr); } inline void glTexCoordPointer (GLint theSize, GLenum theType, GLsizei theStride, const GLvoid* thePtr) { ::glTexCoordPointer (theSize, theType, theStride, thePtr); } inline void glEdgeFlagPointer (GLsizei theStride, const GLvoid* thePtr) { ::glEdgeFlagPointer (theStride, thePtr); } inline void glGetPointerv (GLenum pname, GLvoid** params) { ::glGetPointerv(pname, params); } inline void glInterleavedArrays (GLenum theFormat, GLsizei theStride, const GLvoid* thePointer) { ::glInterleavedArrays (theFormat, theStride, thePointer); } inline void glEnableClientState (GLenum theCap) { ::glEnableClientState (theCap); } inline void glDisableClientState (GLenum theCap) { ::glDisableClientState (theCap); } }; #endif // _OpenGl_GlCore11_Header