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void APIENTRY (*glBegin)( long mode ); void (*glClear)( long mask ); void APIENTRY (*glClearColor)( float red, float green, float blue, float alpha ); void APIENTRY (*glColor3f)( float red, float green, float blue ); void APIENTRY (*glDisable)( long cap ); void APIENTRY (*glEnable)( long cap ); void APIENTRY (*glEnd)(void); void APIENTRY (*glLightfv)( long light, long pname, float *params ); void APIENTRY (*glLoadIdentity)( void ); void APIENTRY (*glMaterialfv)( long face, long pname, float *params ); void APIENTRY (*glMatrixMode)( long mode ); void APIENTRY (*glOrtho)( float left, float right,float bottom, float top,float nearval, float farval ); void APIENTRY (*glPopMatrix)( void ); void APIENTRY (*glPushMatrix)( void ); void APIENTRY (*glRotatef)( float angle, float x, float y, float z ); void APIENTRY (*glTexEnvi)( long target, long pname, long param ); void APIENTRY (*glTexParameteri)( long target, long pname, long param ); void APIENTRY (*glTranslatef)( float x, float y, float z ); void APIENTRY (*glVertex2f)( float x, float y ); void APIENTRY (*glVertex3f)( float x, float y, float z ); void* APIENTRY (*OSMesaCreateLDG)( long format, long type, long WIDTH, long HEIGHT ); void APIENTRY (*OSMesaDestroyLDG)(void); void APIENTRY (*glArrayElement)( long i ); void APIENTRY (*glBindTexture)( long target, unsigned long texture ); void APIENTRY (*glCallList)( unsigned long list ); void APIENTRY (*glClearDepth)( float depth ); void APIENTRY (*glColor4f)( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); void APIENTRY (*glColor3fv)( GLfloat *v ); void APIENTRY (*glColor4fv)( GLfloat *v ); void APIENTRY (*glColorMaterial)( long face, long mode ); void APIENTRY (*glColorPointer)( long size, long type, long stride, GLvoid *ptr ); void APIENTRY (*glCullFace)( long mode ); void APIENTRY (*glDeleteTextures)( long n, unsigned long *textures); void APIENTRY (*glDisableClientState)( long cap ); void APIENTRY (*glEnableClientState)( long cap ); void APIENTRY (*glEndList)( void ); void APIENTRY (*glEdgeFlag)( unsigned long flag ); void APIENTRY (*glFlush)( void ); void APIENTRY (*glFrontFace)( long mode ); void APIENTRY (*glFrustum)( float left, float right, float bottom, float top, float nearval, float farval ); unsigned long APIENTRY (*glGenLists)( long range ); void APIENTRY (*glGenTextures)( long n, unsigned long *textures ); void APIENTRY (*glGetFloatv)( long pname, GLfloat *params ); void APIENTRY (*glGetIntegerv)( long pname, long *params ); void APIENTRY (*glHint)( long target, long mode ); void APIENTRY (*glInitNames)( void ); unsigned long APIENTRY (*glIsList)( unsigned long list ); void APIENTRY (*glLightf)( long light, long pname, GLfloat param ); void APIENTRY (*glLightModeli)( long pname, long param ); void APIENTRY (*glLightModelfv)( long pname, GLfloat *params ); void APIENTRY (*glLoadMatrixf)( GLfloat *m ); void APIENTRY (*glLoadName)( unsigned long name ); void APIENTRY (*glMaterialf)( long face, long pname, GLfloat param ); void APIENTRY (*glMultMatrixf)( GLfloat *m ); void APIENTRY (*glNewList)( unsigned long list, long mode ); void APIENTRY (*glNormal3f)( GLfloat nx, GLfloat ny, GLfloat nz ); void APIENTRY (*glNormal3fv)( GLfloat *v ); void APIENTRY (*glNormalPointer)( long type, long stride, GLvoid *ptr ); void APIENTRY (*glPixelStorei)( long pname, long param ); void APIENTRY (*glPolygonMode)( long face, long mode ); void APIENTRY (*glPolygonOffset)( GLfloat factor, GLfloat units ); void APIENTRY (*glPopName)( void ); void APIENTRY (*glPushName)( unsigned long name ); long APIENTRY (*glRenderMode)( long mode ); void APIENTRY (*glSelectBuffer)( long size, unsigned long *buffer ); void APIENTRY (*glScalef)( GLfloat x, GLfloat y, GLfloat z ); void APIENTRY (*glShadeModel)( long mode ); void APIENTRY (*glTexCoord2f)( GLfloat s, GLfloat t ); void APIENTRY (*glTexCoord4f)( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); void APIENTRY (*glTexCoord2fv)( GLfloat *v ); void APIENTRY (*glTexCoordPointer)( long size, long type, long stride, GLvoid *ptr ); void APIENTRY (*glTexImage2D)( long target, long level, long internalformat, long width, long height, long border, long format, long type, GLvoid *pixels ); void APIENTRY (*glVertex4f)( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); void APIENTRY (*glVertex3fv)( GLfloat *v ); void APIENTRY (*glVertexPointer)( long size, long type, long stride, GLvoid *ptr ); void APIENTRY (*glViewport)( long x, long y, long width, long height ); void APIENTRY (*swapbuffer)(void *buf); void APIENTRY (*exception_error)(void APIENTRY (*exception)(long param)) void init_tiny(LDG *ptldg) { glBegin = ldg_find("glBegin",ptldg); glClear = ldg_find("glClear",ptldg); glClearColor = ldg_find("glClearColor",ptldg); glColor3f = ldg_find("glColor3f",ptldg); glDisable = ldg_find("glDisable",ptldg); glEnable = ldg_find("glEnable",ptldg); glEnd = ldg_find("glEnd",ptldg); glLightfv = ldg_find("glLightfv",ptldg); glLoadIdentity = ldg_find("glLoadIdentity",ptldg); glMaterialfv = ldg_find("glMaterialfv",ptldg); glMatrixMode = ldg_find("glMatrixMode",ptldg); glOrtho = ldg_find("glOrtho",ptldg); glPopMatrix = ldg_find("glPopMatrix",ptldg); glPushMatrix = ldg_find("glPushMatrix",ptldg); glRotatef = ldg_find("glRotatef",ptldg); glTexEnvi = ldg_find("glTexEnvi",ptldg); glTexParameteri = ldg_find("glTexParameteri",ptldg); glTranslatef = ldg_find("glTranslatef",ptldg); glVertex2f = ldg_find("glVertex2f",ptldg); glVertex3f = ldg_find("glVertex3f",ptldg); OSMesaCreateLDG = ldg_find("OSMesaCreateLDG",ptldg); OSMesaDestroyLDG = ldg_find("OSMesaDestroyLDG",ptldg); glArrayElement = ldg_find("glArrayElement",ptldg); glBindTexture = ldg_find("glBindTexture",ptldg); glCallList = ldg_find("glCallList",ptldg); glClearDepth = ldg_find("glClearDepth",ptldg); glColor4f = ldg_find("glColor4f",ptldg); glColor3fv = ldg_find("glColor3fv",ptldg); glColor4fv = ldg_find("glColor4fv",ptldg); glColorMaterial = ldg_find("glColorMaterial",ptldg); glColorPointer = ldg_find("glColorPointer",ptldg); glCullFace = ldg_find("glCullFace",ptldg); glDeleteTextures = ldg_find("glDeleteTextures",ptldg); glDisableClientState = ldg_find("glDisableClientState",ptldg); glEnableClientState = ldg_find("glEnableClientState",ptldg); glEndList = ldg_find("glEndList",ptldg); glEdgeFlag = ldg_find("glEdgeFlag",ptldg); glFlush = ldg_find("glFlush",ptldg); glFrontFace = ldg_find("glFrontFace",ptldg); glFrustum = ldg_find("glFrustum",ptldg); glGenLists = ldg_find("glGenLists",ptldg); glGenTextures = ldg_find("glGenTextures",ptldg); glGetFloatv = ldg_find("glGetFloatv",ptldg); glGetIntegerv = ldg_find("glGetIntegerv",ptldg); glHint = ldg_find("glHint",ptldg); glInitNames = ldg_find("glInitNames",ptldg); glIsList = ldg_find("glIsList",ptldg); glLightf = ldg_find("glLightf",ptldg); glLightModeli = ldg_find("glLightModeli",ptldg); glLightModelfv = ldg_find("glLightModelfv",ptldg); glLoadMatrixf = ldg_find("glLoadMatrixf",ptldg); glLoadName = ldg_find("glLoadName",ptldg); glMaterialf = ldg_find("glMaterialf",ptldg); glMultMatrixf = ldg_find("glMultMatrixf",ptldg); glNewList = ldg_find("glNewList",ptldg); glNormal3f = ldg_find("glNormal3f",ptldg); glNormal3fv = ldg_find("glNormal3fv",ptldg); glNormalPointer = ldg_find("glNormalPointer",ptldg); glPixelStorei = ldg_find("glPixelStorei",ptldg); glPolygonMode = ldg_find("glPolygonMode",ptldg); glPolygonOffset = ldg_find("glPolygonOffset",ptldg); glPopName = ldg_find("glPopName",ptldg); glPushName = ldg_find("glPushName",ptldg); glRenderMode = ldg_find("glRenderMode",ptldg); glSelectBuffer = ldg_find("glSelectBuffer",ptldg); glScalef = ldg_find("glScalef",ptldg); glShadeModel = ldg_find("glShadeModel",ptldg); glTexCoord2f = ldg_find("glTexCoord2f",ptldg); glTexCoord4f = ldg_find("glTexCoord4f",ptldg); glTexCoord2fv = ldg_find("glTexCoord2fv",ptldg); glTexCoordPointer = ldg_find("glTexCoordPointer",ptldg); glTexImage2D = ldg_find("glTexImage2D",ptldg); glVertex4f = ldg_find("glVertex4f",ptldg); glVertex3fv = ldg_find("glVertex3fv",ptldg); glVertexPointer = ldg_find("glVertexPointer",ptldg); glViewport = ldg_find("glViewport",ptldg); swapbuffer = ldg_find("swapbuffer",ptldg); exception_error = ldg_find("exception_error",ptldg); }