I can get it working, but I can't use Procedures, for some reason, which doesn't help me write an actual game.
Here's my code (sorry if it seems messy, I've been fighting with it for a while)
Code: Select all
;IncludeFile "OpenGL.pbi" ; I guess the declaration of GL Constants is required
IncludeFile "OPENGL.PBI"
;GL_Lib = OpenLibrary(#PB_Any, "libGL.so") ; Now we can use the OpenGL library with CallFunction or CallFunctionFast
Declare DrawCube()
;OpenConsole()
Global screen
;{ Converted pt(1)
Global RollAxisX.f
Global RollAxisY.f
Global RollAxisZ.f
Global RotateSpeedX.f
Global RotateSpeedY.f
Global RotateSpeedZ.f
Global ZoomFactor.f
;pfd.PIXELFORMATDESCRIPTOR ; I don't think we need this when using SDL
FlatMode = 0 ; Enable Or disable the 'Flat' rendering
WindowWidth = 600 ; The window & GLViewport dimensions
WindowHeight = 600
RotateSpeedX = 5.0 ; The speed of the rotation For the 3 axis
RotateSpeedY = 0
RotateSpeedZ = 5.0
ZoomFactor = 1 ; Distance of the camera. Negative value = zoom back
;} End Conveted pt(1)
If SDL_Init_(#SDL_INIT_VIDEO | #SDL_INIT_AUDIO) >= 0
;Screen = SDL_SetVideoMode_(640, 480, 32, #SDL_OPENGL | #SDL_FULLSCREEN | #SDL_DOUBLEBUF) ; | #SDL_RESIZABLE);#SDL_HWSURFACE | #SDL_DOUBLEBUF) ;SDL_SWSURFACE
Screen = SDL_SetVideoMode_(640, 480, 32, #SDL_OPENGL | #SDL_RESIZABLE | #SDL_HWSURFACE | #SDL_DOUBLEBUF)
If Screen
; Debug "SDL correctly initialized ! Escape To quit."
;{ Converted pt(2)
GLViewport_(0, 0, 640, 480)
;CallFunction(GL_Lib, "GLViewport", 0, 0, 640, 480)
glMatrixMode_(#GL_PROJECTION)
; glLoadIdentity_()
; glFrustum_(-1.0, 1.0, -(480 / 640), (480 / 640), 5.0, 60.0)
; glMatrixMode_(#GL_MODELVIEW)
; glLoadIdentity_()
; glTranslatef_(0.0, 0.0, -40.0)
; position viewer
glMatrixMode_ (#GL_MODELVIEW)
glTranslatef_ (0, 0, -2.0)
If (FlatMode)
glShadeModel_ (#GL_FLAT)
Else
glShadeModel_ (#GL_SMOOTH)
EndIf
glEnable_ (#GL_DEPTH_TEST) ; Enabled, it slowdown a lot the rendering. It's to be sure than the
; rendered objects are inside the z-buffer.
glEnable_ (#GL_CULL_FACE) ; This will enhance the rendering speed as all the back face will be
; ignored. This works only with CLOSED objects like a cube... Singles
; planes surfaces will be visibles only on one side.
;} End Converted pt(2)
Repeat
While SDL_PollEvent_(@Event.SDL_Event)
Select Event\Type
Case #SDL_QUIT ; Close button of the window has been pressed
Quit = 1
Case #SDL_KEYDOWN
; Debug "Key: "+Str(Event\key\keysym\sym)
If Event\key\keysym\sym = #SDLK_ESCAPE
Quit = 1
EndIf
Case #SDL_MOUSEMOTION
; Debug "x:"+Str(Event\motion\x) + " y:" +Str(Event\motion\y)
Case #SDL_MOUSEBUTTONDOWN
Select Event\Button\Button
Case 1
; Debug "Left Mouse Button was clicked"
Case 2
; Debug "Middle Mouse Button was clicked"
Case 3
; Debug "Right Mouse Button was clicked"
Case 4
; Debug "Scroll Up"
Case 5
; Debug "Scroll Down"
EndSelect
Default
; Debug Event\Type
EndSelect
Wend
;DrawCube()
;Goto skip
;{ DrawCube() Replacement
glPushMatrix_() ; Save the original Matrix coordinates
glMatrixMode_(#GL_MODELVIEW)
glTranslatef_(0, 0, ZoomFactor) ; move it forward a bit
glRotatef_ (RollAxisX, 1.0, 0, 0) ; rotate around X axis
glRotatef_ (RollAxisY, 0, 1.0, 0) ; rotate around Y axis
glRotatef_ (RollAxisZ, 0, 0, 1.0) ; rotate around Z axis
RollAxisX + RotateSpeedX
RollAxisY + RotateSpeedY
RollAxisZ + RotateSpeedZ
; clear framebuffer And depth-buffer
glClear_ (#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
; draw the faces of a cube
; draw colored faces
glDisable_(#GL_LIGHTING)
glBegin_ (#GL_QUADS)
; Build a face, composed of 4 vertex !
; glBegin() specify how the vertexes are considered. Here a group of
; 4 vertexes (GL_QUADS) form a rectangular surface.
; Now, the color stuff: It's r,v,b but with float values which
; can go from 0.0 To 1.0 (0 is .. zero And 1.0 is full intensity)
glNormal3f_ (0,0,1.0)
glColor3f_ (0,0,1.0)
glVertex3f_ (0.5,0.5,0.5)
glColor3f_ (0,1.0,1.0)
glVertex3f_ (-0.5,0.5,0.5)
glColor3f_ (1.0,1.0,1.0)
glVertex3f_ (-0.5,-0.5,0.5)
glColor3f_ (0,0,0)
glVertex3f_ (0.5,-0.5,0.5)
; The other face is the same than the previous one
; except the colour which is nice blue To white gradiant
glNormal3f_ (0,0,-1.0)
glColor3f_ (0,0,1.0)
glVertex3f_ (-0.5,-0.5,-0.5)
glColor3f_ (0,0,1.0)
glVertex3f_ (-0.5,0.5,-0.5)
glColor3f_ (1.0,1.0,1.0)
glVertex3f_ (0.5,0.5,-0.5)
glColor3f_ (1.0,1.0,1.0)
glVertex3f_ (0.5,-0.5,-0.5)
glEnd_()
; draw shaded faces
glEnable_(#GL_LIGHTING)
glEnable_(#GL_LIGHT0)
glBegin_ (#GL_QUADS)
glNormal3f_ ( 0, 1.0, 0)
glVertex3f_ ( 0.5, 0.5, 0.5)
glVertex3f_ ( 0.5, 0.5,-0.5)
glVertex3f_ (-0.5, 0.5,-0.5)
glVertex3f_ (-0.5, 0.5, 0.5)
glNormal3f_ (0,-1.0,0)
glVertex3f_ (-0.5,-0.5,-0.5)
glVertex3f_ (0.5,-0.5,-0.5)
glVertex3f_ (0.5,-0.5,0.5)
glVertex3f_ (-0.5,-0.5,0.5)
glNormal3f_ (1.0,0,0)
glVertex3f_ (0.5,0.5,0.5)
glVertex3f_ (0.5,-0.5,0.5)
glVertex3f_ (0.5,-0.5,-0.5)
glVertex3f_ (0.5,0.5,-0.5)
glNormal3f_ (-1.0, 0, 0)
glVertex3f_ (-0.5,-0.5,-0.5)
glVertex3f_ (-0.5,-0.5, 0.5)
glVertex3f_ (-0.5, 0.5, 0.5)
glVertex3f_ (-0.5, 0.5,-0.5)
glEnd_()
;glFinish_()
glflush_()
glPopMatrix_()
;SwapBuffers_(hdc)
SDL_GL_SwapBuffers_()
;SDL_Flip_(Screen)
;}
skip:
Until Quit = 1
EndIf
SDL_Quit_() ; Quit properly
EndIf
End
Procedure DrawCube()
glPushMatrix_() ; Save the original Matrix coordinates
glMatrixMode_(#GL_MODELVIEW)
glTranslatef_(0, 0, ZoomFactor) ; move it forward a bit
glRotatef_ (RollAxisX, 1.0, 0, 0) ; rotate around X axis
glRotatef_ (RollAxisY, 0, 1.0, 0) ; rotate around Y axis
glRotatef_ (RollAxisZ, 0, 0, 1.0) ; rotate around Z axis
RollAxisX + RotateSpeedX
RollAxisY + RotateSpeedY
RollAxisZ + RotateSpeedZ
; clear framebuffer And depth-buffer
glClear_ (#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
; draw the faces of a cube
; draw colored faces
glDisable_(#GL_LIGHTING)
glBegin_ (#GL_QUADS)
; Build a face, composed of 4 vertex !
; glBegin() specify how the vertexes are considered. Here a group of
; 4 vertexes (GL_QUADS) form a rectangular surface.
; Now, the color stuff: It's r,v,b but with float values which
; can go from 0.0 To 1.0 (0 is .. zero And 1.0 is full intensity)
glNormal3f_ (0,0,1.0)
glColor3f_ (0,0,1.0)
glVertex3f_ (0.5,0.5,0.5)
glColor3f_ (0,1.0,1.0)
glVertex3f_ (-0.5,0.5,0.5)
glColor3f_ (1.0,1.0,1.0)
glVertex3f_ (-0.5,-0.5,0.5)
glColor3f_ (0,0,0)
glVertex3f_ (0.5,-0.5,0.5)
; The other face is the same than the previous one
; except the colour which is nice blue To white gradiant
glNormal3f_ (0,0,-1.0)
glColor3f_ (0,0,1.0)
glVertex3f_ (-0.5,-0.5,-0.5)
glColor3f_ (0,0,1.0)
glVertex3f_ (-0.5,0.5,-0.5)
glColor3f_ (1.0,1.0,1.0)
glVertex3f_ (0.5,0.5,-0.5)
glColor3f_ (1.0,1.0,1.0)
glVertex3f_ (0.5,-0.5,-0.5)
glEnd_()
; draw shaded faces
glEnable_(#GL_LIGHTING)
glEnable_(#GL_LIGHT0)
glBegin_ (#GL_QUADS)
glNormal3f_ ( 0, 1.0, 0)
glVertex3f_ ( 0.5, 0.5, 0.5)
glVertex3f_ ( 0.5, 0.5,-0.5)
glVertex3f_ (-0.5, 0.5,-0.5)
glVertex3f_ (-0.5, 0.5, 0.5)
glNormal3f_ (0,-1.0,0)
glVertex3f_ (-0.5,-0.5,-0.5)
glVertex3f_ (0.5,-0.5,-0.5)
glVertex3f_ (0.5,-0.5,0.5)
glVertex3f_ (-0.5,-0.5,0.5)
glNormal3f_ (1.0,0,0)
glVertex3f_ (0.5,0.5,0.5)
glVertex3f_ (0.5,-0.5,0.5)
glVertex3f_ (0.5,-0.5,-0.5)
glVertex3f_ (0.5,0.5,-0.5)
glNormal3f_ (-1.0, 0, 0)
glVertex3f_ (-0.5,-0.5,-0.5)
glVertex3f_ (-0.5,-0.5, 0.5)
glVertex3f_ (-0.5, 0.5, 0.5)
glVertex3f_ (-0.5, 0.5,-0.5)
glEnd_()
;glFinish_()
glflush_()
glPopMatrix_()
glpopmatrix_()
SDL_GL_SwapBuffers_()
Debug "test"
EndProcedure
Code: Select all
#DM_PELSWIDTH = $00080000
#DM_PELSHEIGHT = $00100000
#DM_BITSPERPEL = $00040000
#CDS_FULLSCREEN = $00000004
#DISP_CHANGE_FAILED = -1
; Constants
#GL_VERSION_1_1 = 1
#GL_ACCUM = $0100
#GL_LOAD = $0101
#GL_RETURN = $0102
#GL_MULT = $0103
#GL_ADD = $0104
#GL_NEVER = $0200
#GL_LESS = $0201
#GL_EQUAL = $0202
#GL_LEQUAL = $0203
#GL_GREATER = $0204
#GL_NOTEQUAL = $0205
#GL_GEQUAL = $0206
#GL_ALWAYS = $0207
#GL_CURRENT_BIT = $00000001
#GL_POINT_BIT = $00000002
#GL_LINE_BIT = $00000004
#GL_POLYGON_BIT = $00000008
#GL_POLYGON_STIPPLE_BIT = $00000010
#GL_PIXEL_MODE_BIT = $00000020
#GL_LIGHTING_BIT = $00000040
#GL_FOG_BIT = $00000080
#GL_DEPTH_BUFFER_BIT = $00000100
#GL_ACCUM_BUFFER_BIT = $00000200
#GL_STENCIL_BUFFER_BIT = $00000400
#GL_VIEWPORT_BIT = $00000800
#GL_TRANSFORM_BIT = $00001000
#GL_ENABLE_BIT = $00002000
#GL_COLOR_BUFFER_BIT = $00004000
#GL_HINT_BIT = $00008000
#GL_EVAL_BIT = $00010000
#GL_LIST_BIT = $00020000
#GL_TEXTURE_BIT = $00040000
#GL_SCISSOR_BIT = $00080000
#GL_ALL_ATTRIB_BITS = $000FFFFF
#GL_POINTS = $0000
#GL_LINES = $0001
#GL_LINE_LOOP = $0002
#GL_LINE_STRIP = $0003
#GL_TRIANGLES = $0004
#GL_TRIANGLE_STRIP = $0005
#GL_TRIANGLE_FAN = $0006
#GL_QUADS = $0007
#GL_QUAD_STRIP = $0008
#GL_POLYGON = $0009
#GL_ZERO = 0
#GL_ONE = 1
#GL_SRC_COLOR = $0300
#GL_ONE_MINUS_SRC_COLOR = $0301
#GL_SRC_ALPHA = $0302
#GL_ONE_MINUS_SRC_ALPHA = $0303
#GL_DST_ALPHA = $0304
#GL_ONE_MINUS_DST_ALPHA = $0305
#GL_DST_COLOR = $0306
#GL_ONE_MINUS_DST_COLOR = $0307
#GL_SRC_ALPHA_SATURATE = $0308
#GL_TRUE = 1
#GL_FALSE = 0
#GL_CLIP_PLANE0 = $3000
#GL_CLIP_PLANE1 = $3001
#GL_CLIP_PLANE2 = $3002
#GL_CLIP_PLANE3 = $3003
#GL_CLIP_PLANE4 = $3004
#GL_CLIP_PLANE5 = $3005
#GL_BYTE = $1400
#GL_UNSIGNED_BYTE = $1401
#GL_SHORT = $1402
#GL_UNSIGNED_SHORT = $1403
#GL_INT = $1404
#GL_UNSIGNED_INT = $1405
#GL_FLOAT = $1406
#GL_2_BYTES = $1407
#GL_3_BYTES = $1408
#GL_4_BYTES = $1409
#GL_DOUBLE = $140A
#GL_NONE = 0
#GL_FRONT_LEFT = $0400
#GL_FRONT_RIGHT = $0401
#GL_BACK_LEFT = $0402
#GL_BACK_RIGHT = $0403
#GL_FRONT = $0404
#GL_BACK = $0405
#GL_LEFT = $0406
#GL_RIGHT = $0407
#GL_FRONT_AND_BACK = $0408
#GL_AUX0 = $0409
#GL_AUX1 = $040A
#GL_AUX2 = $040B
#GL_AUX3 = $040C
#GL_NO_ERROR = 0
#GL_INVALID_ENUM = $0500
#GL_INVALID_VALUE = $0501
#GL_INVALID_OPERATION = $0502
#GL_STACK_OVERFLOW = $0503
#GL_STACK_UNDERFLOW = $0504
#GL_OUT_OF_MEMORY = $0505
#GL_2D = $0600
#GL_3D = $0601
#GL_3D_COLOR = $0602
#GL_3D_COLOR_TEXTURE = $0603
#GL_4D_COLOR_TEXTURE = $0604
#GL_PASS_THROUGH_TOKEN = $0700
#GL_POINT_TOKEN = $0701
#GL_LINE_TOKEN = $0702
#GL_POLYGON_TOKEN = $0703
#GL_BITMAP_TOKEN = $0704
#GL_DRAW_PIXEL_TOKEN = $0705
#GL_COPY_PIXEL_TOKEN = $0706
#GL_LINE_RESET_TOKEN = $0707
#GL_EXP = $0800
#GL_EXP2 = $0801
#GL_CW = $0900
#GL_CCW = $0901
#GL_COEFF = $0A00
#GL_ORDER = $0A01
#GL_DOMAIN = $0A02
#GL_CURRENT_COLOR = $0B00
#GL_CURRENT_INDEX = $0B01
#GL_CURRENT_NORMAL = $0B02
#GL_CURRENT_TEXTURE_COORDS = $0B03
#GL_CURRENT_RASTER_COLOR = $0B04
#GL_CURRENT_RASTER_INDEX = $0B05
#GL_CURRENT_RASTER_TEXTURE_COORDS = $0B06
#GL_CURRENT_RASTER_POSITION = $0B07
#GL_CURRENT_RASTER_POSITION_VALID = $0B08
#GL_CURRENT_RASTER_DISTANCE = $0B09
#GL_POINT_SMOOTH = $0B10
#GL_POINT_SIZE = $0B11
#GL_POINT_SIZE_RANGE = $0B12
#GL_POINT_SIZE_GRANULARITY = $0B13
#GL_LINE_SMOOTH = $0B20
#GL_LINE_WIDTH = $0B21
#GL_LINE_WIDTH_RANGE = $0B22
#GL_LINE_WIDTH_GRANULARITY = $0B23
#GL_LINE_STIPPLE = $0B24
#GL_LINE_STIPPLE_PATTERN = $0B25
#GL_LINE_STIPPLE_REPEAT = $0B26
#GL_LIST_MODE = $0B30
#GL_MAX_LIST_NESTING = $0B31
#GL_LIST_BASE = $0B32
#GL_LIST_INDEX = $0B33
#GL_POLYGON_MODE = $0B40
#GL_POLYGON_SMOOTH = $0B41
#GL_POLYGON_STIPPLE = $0B42
#GL_EDGE_FLAG = $0B43
#GL_CULL_FACE = $0B44
#GL_CULL_FACE_MODE = $0B45
#GL_FRONT_FACE = $0B46
#GL_LIGHTING = $0B50
#GL_LIGHT_MODEL_LOCAL_VIEWER = $0B51
#GL_LIGHT_MODEL_TWO_SIDE = $0B52
#GL_LIGHT_MODEL_AMBIENT = $0B53
#GL_SHADE_MODEL = $0B54
#GL_COLOR_MATERIAL_FACE = $0B55
#GL_COLOR_MATERIAL_PARAMETER = $0B56
#GL_COLOR_MATERIAL = $0B57
#GL_FOG = $0B60
#GL_FOG_INDEX = $0B61
#GL_FOG_DENSITY = $0B62
#GL_FOG_START = $0B63
#GL_FOG_END = $0B64
#GL_FOG_MODE = $0B65
#GL_FOG_COLOR = $0B66
#GL_DEPTH_RANGE = $0B70
#GL_DEPTH_TEST = $0B71
#GL_DEPTH_WRITEMASK = $0B72
#GL_DEPTH_CLEAR_VALUE = $0B73
#GL_DEPTH_FUNC = $0B74
#GL_ACCUM_CLEAR_VALUE = $0B80
#GL_STENCIL_TEST = $0B90
#GL_STENCIL_CLEAR_VALUE = $0B91
#GL_STENCIL_FUNC = $0B92
#GL_STENCIL_VALUE_MASK = $0B93
#GL_STENCIL_FAIL = $0B94
#GL_STENCIL_PASS_DEPTH_FAIL = $0B95
#GL_STENCIL_PASS_DEPTH_PASS = $0B96
#GL_STENCIL_REF = $0B97
#GL_STENCIL_WRITEMASK = $0B98
#GL_MATRIX_MODE = $0BA0
#GL_NORMALIZE = $0BA1
#GL_VIEWPORT = $0BA2
#GL_MODELVIEW_STACK_DEPTH = $0BA3
#GL_PROJECTION_STACK_DEPTH = $0BA4
#GL_TEXTURE_STACK_DEPTH = $0BA5
#GL_MODELVIEW_MATRIX = $0BA6
#GL_PROJECTION_MATRIX = $0BA7
#GL_TEXTURE_MATRIX = $0BA8
#GL_ATTRIB_STACK_DEPTH = $0BB0
#GL_CLIENT_ATTRIB_STACK_DEPTH = $0BB1
#GL_ALPHA_TEST = $0BC0
#GL_ALPHA_TEST_FUNC = $0BC1
#GL_ALPHA_TEST_REF = $0BC2
#GL_DITHER = $0BD0
#GL_BLEND_DST = $0BE0
#GL_BLEND_SRC = $0BE1
#GL_BLEND = $0BE2
#GL_LOGIC_OP_MODE = $0BF0
#GL_INDEX_LOGIC_OP = $0BF1
#GL_COLOR_LOGIC_OP = $0BF2
#GL_AUX_BUFFERS = $0C00
#GL_DRAW_BUFFER = $0C01
#GL_READ_BUFFER = $0C02
#GL_SCISSOR_BOX = $0C10
#GL_SCISSOR_TEST = $0C11
#GL_INDEX_CLEAR_VALUE = $0C20
#GL_INDEX_WRITEMASK = $0C21
#GL_COLOR_CLEAR_VALUE = $0C22
#GL_COLOR_WRITEMASK = $0C23
#GL_INDEX_MODE = $0C30
#GL_RGBA_MODE = $0C31
#GL_DOUBLEBUFFER = $0C32
#GL_STEREO = $0C33
#GL_RENDER_MODE = $0C40
#GL_PERSPECTIVE_CORRECTION_HINT = $0C50
#GL_POINT_SMOOTH_HINT = $0C51
#GL_LINE_SMOOTH_HINT = $0C52
#GL_POLYGON_SMOOTH_HINT = $0C53
#GL_FOG_HINT = $0C54
#GL_TEXTURE_GEN_S = $0C60
#GL_TEXTURE_GEN_T = $0C61
#GL_TEXTURE_GEN_R = $0C62
#GL_TEXTURE_GEN_Q = $0C63
#GL_PIXEL_MAP_I_TO_I = $0C70
#GL_PIXEL_MAP_S_TO_S = $0C71
#GL_PIXEL_MAP_I_TO_R = $0C72
#GL_PIXEL_MAP_I_TO_G = $0C73
#GL_PIXEL_MAP_I_TO_B = $0C74
#GL_PIXEL_MAP_I_TO_A = $0C75
#GL_PIXEL_MAP_R_TO_R = $0C76
#GL_PIXEL_MAP_G_TO_G = $0C77
#GL_PIXEL_MAP_B_TO_B = $0C78
#GL_PIXEL_MAP_A_TO_A = $0C79
#GL_PIXEL_MAP_I_TO_I_SIZE = $0CB0
#GL_PIXEL_MAP_S_TO_S_SIZE = $0CB1
#GL_PIXEL_MAP_I_TO_R_SIZE = $0CB2
#GL_PIXEL_MAP_I_TO_G_SIZE = $0CB3
#GL_PIXEL_MAP_I_TO_B_SIZE = $0CB4
#GL_PIXEL_MAP_I_TO_A_SIZE = $0CB5
#GL_PIXEL_MAP_R_TO_R_SIZE = $0CB6
#GL_PIXEL_MAP_G_TO_G_SIZE = $0CB7
#GL_PIXEL_MAP_B_TO_B_SIZE = $0CB8
#GL_PIXEL_MAP_A_TO_A_SIZE = $0CB9
#GL_UNPACK_SWAP_BYTES = $0CF0
#GL_UNPACK_LSB_FIRST = $0CF1
#GL_UNPACK_ROW_LENGTH = $0CF2
#GL_UNPACK_SKIP_ROWS = $0CF3
#GL_UNPACK_SKIP_PIXELS = $0CF4
#GL_UNPACK_ALIGNMENT = $0CF5
#GL_PACK_SWAP_BYTES = $0D00
#GL_PACK_LSB_FIRST = $0D01
#GL_PACK_ROW_LENGTH = $0D02
#GL_PACK_SKIP_ROWS = $0D03
#GL_PACK_SKIP_PIXELS = $0D04
#GL_PACK_ALIGNMENT = $0D05
#GL_MAP_COLOR = $0D10
#GL_MAP_STENCIL = $0D11
#GL_INDEX_SHIFT = $0D12
#GL_INDEX_OFFSET = $0D13
#GL_RED_SCALE = $0D14
#GL_RED_BIAS = $0D15
#GL_ZOOM_X = $0D16
#GL_ZOOM_Y = $0D17
#GL_GREEN_SCALE = $0D18
#GL_GREEN_BIAS = $0D19
#GL_BLUE_SCALE = $0D1A
#GL_BLUE_BIAS = $0D1B
#GL_ALPHA_SCALE = $0D1C
#GL_ALPHA_BIAS = $0D1D
#GL_DEPTH_SCALE = $0D1E
#GL_DEPTH_BIAS = $0D1F
#GL_MAX_EVAL_ORDER = $0D30
#GL_MAX_LIGHTS = $0D31
#GL_MAX_CLIP_PLANES = $0D32
#GL_MAX_TEXTURE_SIZE = $0D33
#GL_MAX_PIXEL_MAP_TABLE = $0D34
#GL_MAX_ATTRIB_STACK_DEPTH = $0D35
#GL_MAX_MODELVIEW_STACK_DEPTH = $0D36
#GL_MAX_NAME_STACK_DEPTH = $0D37
#GL_MAX_PROJECTION_STACK_DEPTH = $0D38
#GL_MAX_TEXTURE_STACK_DEPTH = $0D39
#GL_MAX_VIEWPORT_DIMS = $0D3A
#GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = $0D3B
#GL_SUBPIXEL_BITS = $0D50
#GL_INDEX_BITS = $0D51
#GL_RED_BITS = $0D52
#GL_GREEN_BITS = $0D53
#GL_BLUE_BITS = $0D54
#GL_ALPHA_BITS = $0D55
#GL_DEPTH_BITS = $0D56
#GL_STENCIL_BITS = $0D57
#GL_ACCUM_RED_BITS = $0D58
#GL_ACCUM_GREEN_BITS = $0D59
#GL_ACCUM_BLUE_BITS = $0D5A
#GL_ACCUM_ALPHA_BITS = $0D5B
#GL_NAME_STACK_DEPTH = $0D70
#GL_AUTO_NORMAL = $0D80
#GL_MAP1_COLOR_4 = $0D90
#GL_MAP1_INDEX = $0D91
#GL_MAP1_NORMAL = $0D92
#GL_MAP1_TEXTURE_COORD_1 = $0D93
#GL_MAP1_TEXTURE_COORD_2 = $0D94
#GL_MAP1_TEXTURE_COORD_3 = $0D95
#GL_MAP1_TEXTURE_COORD_4 = $0D96
#GL_MAP1_VERTEX_3 = $0D97
#GL_MAP1_VERTEX_4 = $0D98
#GL_MAP2_COLOR_4 = $0DB0
#GL_MAP2_INDEX = $0DB1
#GL_MAP2_NORMAL = $0DB2
#GL_MAP2_TEXTURE_COORD_1 = $0DB3
#GL_MAP2_TEXTURE_COORD_2 = $0DB4
#GL_MAP2_TEXTURE_COORD_3 = $0DB5
#GL_MAP2_TEXTURE_COORD_4 = $0DB6
#GL_MAP2_VERTEX_3 = $0DB7
#GL_MAP2_VERTEX_4 = $0DB8
#GL_MAP1_GRID_DOMAIN = $0DD0
#GL_MAP1_GRID_SEGMENTS = $0DD1
#GL_MAP2_GRID_DOMAIN = $0DD2
#GL_MAP2_GRID_SEGMENTS = $0DD3
#GL_TEXTURE_1D = $0DE0
#GL_TEXTURE_2D = $0DE1
#GL_FEEDBACK_BUFFER_POINTER = $0DF0
#GL_FEEDBACK_BUFFER_SIZE = $0DF1
#GL_FEEDBACK_BUFFER_TYPE = $0DF2
#GL_SELECTION_BUFFER_POINTER = $0DF3
#GL_SELECTION_BUFFER_SIZE = $0DF4
#GL_TEXTURE_WIDTH = $1000
#GL_TEXTURE_HEIGHT = $1001
#GL_TEXTURE_INTERNAL_FORMAT = $1003
#GL_TEXTURE_BORDER_COLOR = $1004
#GL_TEXTURE_BORDER = $1005
#GL_DONT_CARE = $1100
#GL_FASTEST = $1101
#GL_NICEST = $1102
#GL_LIGHT0 = $4000
#GL_LIGHT1 = $4001
#GL_LIGHT2 = $4002
#GL_LIGHT3 = $4003
#GL_LIGHT4 = $4004
#GL_LIGHT5 = $4005
#GL_LIGHT6 = $4006
#GL_LIGHT7 = $4007
#GL_AMBIENT = $1200
#GL_DIFFUSE = $1201
#GL_SPECULAR = $1202
#GL_POSITION = $1203
#GL_SPOT_DIRECTION = $1204
#GL_SPOT_EXPONENT = $1205
#GL_SPOT_CUTOFF = $1206
#GL_CONSTANT_ATTENUATION = $1207
#GL_LINEAR_ATTENUATION = $1208
#GL_QUADRATIC_ATTENUATION = $1209
#GL_COMPILE = $1300
#GL_COMPILE_AND_EXECUTE = $1301
#GL_CLEAR = $1500
#GL_AND = $1501
#GL_AND_REVERSE = $1502
#GL_COPY = $1503
#GL_AND_INVERTED = $1504
#GL_NOOP = $1505
#GL_XOR = $1506
#GL_OR = $1507
#GL_NOR = $1508
#GL_EQUIV = $1509
#GL_INVERT = $150A
#GL_OR_REVERSE = $150B
#GL_COPY_INVERTED = $150C
#GL_OR_INVERTED = $150D
#GL_NAND = $150E
#GL_SET = $150F
#GL_EMISSION = $1600
#GL_SHININESS = $1601
#GL_AMBIENT_AND_DIFFUSE = $1602
#GL_COLOR_INDEXES = $1603
#GL_MODELVIEW = $1700
#GL_PROJECTION = $1701
#GL_TEXTURE = $1702
#GL_COLOR = $1800
#GL_DEPTH = $1801
#GL_STENCIL = $1802
#GL_COLOR_INDEX = $1900
#GL_STENCIL_INDEX = $1901
#GL_DEPTH_COMPONENT = $1902
#GL_RED = $1903
#GL_GREEN = $1904
#GL_BLUE = $1905
#GL_ALPHA = $1906
#GL_RGB = $1907
#GL_RGBA = $1908
#GL_LUMINANCE = $1909
#GL_LUMINANCE_ALPHA = $190A
#GL_BITMAP = $1A00
#GL_POINT = $1B00
#GL_LINE = $1B01
#GL_FILL = $1B02
#GL_RENDER = $1C00
#GL_FEEDBACK = $1C01
#GL_SELECT = $1C02
#GL_FLAT = $1D00
#GL_SMOOTH = $1D01
#GL_KEEP = $1E00
#GL_REPLACE = $1E01
#GL_INCR = $1E02
#GL_DECR = $1E03
#GL_VENDOR = $1F00
#GL_RENDERER = $1F01
#GL_VERSION = $1F02
#GL_EXTENSIONS = $1F03
#GL_S = $2000
#GL_T = $2001
#GL_R = $2002
#GL_Q = $2003
#GL_MODULATE = $2100
#GL_DECAL = $2101
#GL_TEXTURE_ENV_MODE = $2200
#GL_TEXTURE_ENV_COLOR = $2201
#GL_TEXTURE_ENV = $2300
#GL_EYE_LINEAR = $2400
#GL_OBJECT_LINEAR = $2401
#GL_SPHERE_MAP = $2402
#GL_TEXTURE_GEN_MODE = $2500
#GL_OBJECT_PLANE = $2501
#GL_EYE_PLANE = $2502
#GL_NEAREST = $2600
#GL_LINEAR = $2601
#GL_NEAREST_MIPMAP_NEAREST = $2700
#GL_LINEAR_MIPMAP_NEAREST = $2701
#GL_NEAREST_MIPMAP_LINEAR = $2702
#GL_LINEAR_MIPMAP_LINEAR = $2703
#GL_TEXTURE_MAG_FILTER = $2800
#GL_TEXTURE_MIN_FILTER = $2801
#GL_TEXTURE_WRAP_S = $2802
#GL_TEXTURE_WRAP_T = $2803
#GL_CLAMP = $2900
#GL_REPEAT = $2901
#GL_CLIENT_PIXEL_STORE_BIT = $00000001
#GL_CLIENT_VERTEX_ARRAY_BIT = $00000002
#GL_CLIENT_ALL_ATTRIB_BITS = $FFFFFFFF
#GL_POLYGON_OFFSET_FACTOR = $8038
#GL_POLYGON_OFFSET_UNITS = $2A00
#GL_POLYGON_OFFSET_POINT = $2A01
#GL_POLYGON_OFFSET_LINE = $2A02
#GL_POLYGON_OFFSET_FILL = $8037
#GL_ALPHA4 = $803B
#GL_ALPHA8 = $803C
#GL_ALPHA12 = $803D
#GL_ALPHA16 = $803E
#GL_LUMINANCE4 = $803F
#GL_LUMINANCE8 = $8040
#GL_LUMINANCE12 = $8041
#GL_LUMINANCE16 = $8042
#GL_LUMINANCE4_ALPHA4 = $8043
#GL_LUMINANCE6_ALPHA2 = $8044
#GL_LUMINANCE8_ALPHA8 = $8045
#GL_LUMINANCE12_ALPHA4 = $8046
#GL_LUMINANCE12_ALPHA12 = $8047
#GL_LUMINANCE16_ALPHA16 = $8048
#GL_INTENSITY = $8049
#GL_INTENSITY4 = $804A
#GL_INTENSITY8 = $804B
#GL_INTENSITY12 = $804C
#GL_INTENSITY16 = $804D
#GL_R3_G3_B2 = $2A10
#GL_RGB4 = $804F
#GL_RGB5 = $8050
#GL_RGB8 = $8051
#GL_RGB10 = $8052
#GL_RGB12 = $8053
#GL_RGB16 = $8054
#GL_RGBA2 = $8055
#GL_RGBA4 = $8056
#GL_RGB5_A1 = $8057
#GL_RGBA8 = $8058
#GL_RGB10_A2 = $8059
#GL_RGBA12 = $805A
#GL_RGBA16 = $805B
#GL_TEXTURE_RED_SIZE = $805C
#GL_TEXTURE_GREEN_SIZE = $805D
#GL_TEXTURE_BLUE_SIZE = $805E
#GL_TEXTURE_ALPHA_SIZE = $805F
#GL_TEXTURE_LUMINANCE_SIZE = $8060
#GL_TEXTURE_INTENSITY_SIZE = $8061
#GL_PROXY_TEXTURE_1D = $8063
#GL_PROXY_TEXTURE_2D = $8064
#GL_TEXTURE_PRIORITY = $8066
#GL_TEXTURE_RESIDENT = $8067
#GL_TEXTURE_BINDING_1D = $8068
#GL_TEXTURE_BINDING_2D = $8069
#GL_VERTEX_ARRAY = $8074
#GL_NORMAL_ARRAY = $8075
#GL_COLOR_ARRAY = $8076
#GL_INDEX_ARRAY = $8077
#GL_TEXTURE_COORD_ARRAY = $8078
#GL_EDGE_FLAG_ARRAY = $8079
#GL_VERTEX_ARRAY_SIZE = $807A
#GL_VERTEX_ARRAY_TYPE = $807B
#GL_VERTEX_ARRAY_STRIDE = $807C
#GL_NORMAL_ARRAY_TYPE = $807E
#GL_NORMAL_ARRAY_STRIDE = $807F
#GL_COLOR_ARRAY_SIZE = $8081
#GL_COLOR_ARRAY_TYPE = $8082
#GL_COLOR_ARRAY_STRIDE = $8083
#GL_INDEX_ARRAY_TYPE = $8085
#GL_INDEX_ARRAY_STRIDE = $8086
#GL_TEXTURE_COORD_ARRAY_SIZE = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE = $808A
#GL_EDGE_FLAG_ARRAY_STRIDE = $808C
#GL_VERTEX_ARRAY_POINTER = $808E
#GL_NORMAL_ARRAY_POINTER = $808F
#GL_COLOR_ARRAY_POINTER = $8090
#GL_INDEX_ARRAY_POINTER = $8091
#GL_TEXTURE_COORD_ARRAY_POINTER = $8092
#GL_EDGE_FLAG_ARRAY_POINTER = $8093
#GL_V2F = $2A20
#GL_V3F = $2A21
#GL_C4UB_V2F = $2A22
#GL_C4UB_V3F = $2A23
#GL_C3F_V3F = $2A24
#GL_N3F_V3F = $2A25
#GL_C4F_N3F_V3F = $2A26
#GL_T2F_V3F = $2A27
#GL_T4F_V4F = $2A28
#GL_T2F_C4UB_V3F = $2A29
#GL_T2F_C3F_V3F = $2A2A
#GL_T2F_N3F_V3F = $2A2B
#GL_T2F_C4F_N3F_V3F = $2A2C
#GL_T4F_C4F_N3F_V4F = $2A2D
#GL_EXT_vertex_array = 1
#GL_EXT_bgra = 1
#GL_EXT_paletted_texture = 1
#GL_WIN_swap_hint = 1
#GL_WIN_draw_range_elements = 1
#GL_VERTEX_ARRAY_EXT = $8074
#GL_NORMAL_ARRAY_EXT = $8075
#GL_COLOR_ARRAY_EXT = $8076
#GL_INDEX_ARRAY_EXT = $8077
#GL_TEXTURE_COORD_ARRAY_EXT = $8078
#GL_EDGE_FLAG_ARRAY_EXT = $8079
#GL_VERTEX_ARRAY_SIZE_EXT = $807A
#GL_VERTEX_ARRAY_TYPE_EXT = $807B
#GL_VERTEX_ARRAY_STRIDE_EXT = $807C
#GL_VERTEX_ARRAY_COUNT_EXT = $807D
#GL_NORMAL_ARRAY_TYPE_EXT = $807E
#GL_NORMAL_ARRAY_STRIDE_EXT = $807F
#GL_NORMAL_ARRAY_COUNT_EXT = $8080
#GL_COLOR_ARRAY_SIZE_EXT = $8081
#GL_COLOR_ARRAY_TYPE_EXT = $8082
#GL_COLOR_ARRAY_STRIDE_EXT = $8083
#GL_COLOR_ARRAY_COUNT_EXT = $8084
#GL_INDEX_ARRAY_TYPE_EXT = $8085
#GL_INDEX_ARRAY_STRIDE_EXT = $8086
#GL_INDEX_ARRAY_COUNT_EXT = $8087
#GL_TEXTURE_COORD_ARRAY_SIZE_EXT = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE_EXT = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE_EXT = $808A
#GL_TEXTURE_COORD_ARRAY_COUNT_EXT = $808B
#GL_EDGE_FLAG_ARRAY_STRIDE_EXT = $808C
#GL_EDGE_FLAG_ARRAY_COUNT_EXT = $808D
#GL_VERTEX_ARRAY_POINTER_EXT = $808E
#GL_NORMAL_ARRAY_POINTER_EXT = $808F
#GL_COLOR_ARRAY_POINTER_EXT = $8090
#GL_INDEX_ARRAY_POINTER_EXT = $8091
#GL_TEXTURE_COORD_ARRAY_POINTER_EXT = $8092
#GL_EDGE_FLAG_ARRAY_POINTER_EXT = $8093
#GL_DOUBLE_EXT = #GL_DOUBLE
#GL_BGR_EXT = $80E0
#GL_BGRA_EXT = $80E1
#GL_COLOR_TABLE_FORMAT_EXT = $80D8
#GL_COLOR_TABLE_WIDTH_EXT = $80D9
#GL_COLOR_TABLE_RED_SIZE_EXT = $80DA
#GL_COLOR_TABLE_GREEN_SIZE_EXT = $80DB
#GL_COLOR_TABLE_BLUE_SIZE_EXT = $80DC
#GL_COLOR_TABLE_ALPHA_SIZE_EXT = $80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE_EXT = $80DE
#GL_COLOR_TABLE_INTENSITY_SIZE_EXT = $80DF
#GL_COLOR_INDEX1_EXT = $80E2
#GL_COLOR_INDEX2_EXT = $80E3
#GL_COLOR_INDEX4_EXT = $80E4
#GL_COLOR_INDEX8_EXT = $80E5
#GL_COLOR_INDEX12_EXT = $80E6
#GL_COLOR_INDEX16_EXT = $80E7
#GL_MAX_ELEMENTS_VERTICES_WIN = $80E8
#GL_MAX_ELEMENTS_INDICES_WIN = $80E9
#GL_PHONG_WIN = $80EA
#GL_PHONG_HINT_WIN = $80EB
#GL_FOG_SPECULAR_TEXTURE_WIN = $80EC
#GL_LOGIC_OP = #GL_INDEX_LOGIC_OP
#GL_TEXTURE_COMPONENTS = #GL_TEXTURE_INTERNAL_FORMAT
;-Constante ADD
#GL_TEXTURE0_ARB = $84C0
#GL_TEXTURE1_ARB = $84C1
#GL_TEXTURE2_ARB = $84C2
#GL_TEXTURE3_ARB = $84C3
#GL_TEXTURE4_ARB = $84C4
#GL_TEXTURE5_ARB = $84C5
#GL_TEXTURE6_ARB = $84C6
#GL_TEXTURE7_ARB = $84C7
#GL_TEXTURE8_ARB = $84C8
#GL_TEXTURE9_ARB = $84C9
#GL_TEXTURE10_ARB = $84CA
#GL_TEXTURE11_ARB = $84CB
#GL_TEXTURE12_ARB = $84CC
#GL_TEXTURE13_ARB = $84CD
#GL_TEXTURE14_ARB = $84CE
#GL_TEXTURE15_ARB = $84CF
#GL_TEXTURE16_ARB = $84D0
#GL_TEXTURE17_ARB = $84D1
#GL_TEXTURE18_ARB = $84D2
#GL_TEXTURE19_ARB = $84D3
#GL_TEXTURE20_ARB = $84D4
#GL_TEXTURE21_ARB = $84D5
#GL_TEXTURE22_ARB = $84D6
#GL_TEXTURE23_ARB = $84D7
#GL_TEXTURE24_ARB = $84D8
#GL_TEXTURE25_ARB = $84D9
#GL_TEXTURE26_ARB = $84DA
#GL_TEXTURE27_ARB = $84DB
#GL_TEXTURE28_ARB = $84DC
#GL_TEXTURE29_ARB = $84DD
#GL_TEXTURE30_ARB = $84DE
#GL_TEXTURE31_ARB = $84DF
#GL_ACTIVE_TEXTURE_ARB = $84E0
#GL_CLIENT_ACTIVE_TEXTURE_ARB = $84E1
#GL_MAX_TEXTURE_UNITS_ARB = $84E2
#GLU_VERSION_1_1 = 1
#GLU_VERSION_1_2 = 1
#GLU_INVALID_ENUM = 100900
#GLU_INVALID_VALUE = 100901
#GLU_OUT_OF_MEMORY = 100902
#GLU_INCOMPATIBLEgl_VERSION = 100903
#GLU_VERSION = 100800
#GLU_EXTENSIONS = 100801
#GLU_TRUE = #GL_TRUE
#GLU_FALSE = #GL_FALSE
#GLU_SMOOTH = 100000
#GLU_FLAT = 100001
#GLU_NONE = 100002
#GLU_POINT = 100010
#GLU_LINE = 100011
#GLU_FILL = 100012
#GLU_SILHOUETTE = 100013
#GLU_OUTSIDE = 100020
#GLU_INSIDE = 100021
#GLU_TESS_MAX_COORD = 1.0e150
#GLU_TESS_WINDING_RULE = 100140
#GLU_TESS_BOUNDARY_ONLY = 100141
#GLU_TESS_TOLERANCE = 100142
#GLU_TESS_WINDING_ODD = 100130
#GLU_TESS_WINDING_NONZERO = 100131
#GLU_TESS_WINDING_POSITIVE = 100132
#GLU_TESS_WINDING_NEGATIVE = 100133
#GLU_TESS_WINDING_ABS_GEQ_TWO = 100134
#GLU_TESS_BEGIN = 100100
#GLU_TESS_VERTEX = 100101
#GLU_TESS_END = 100102
#GLU_TESS_ERROR = 100103
#GLU_TESS_EDGE_FLAG = 100104
#GLU_TESS_COMBINE = 100105
#GLU_TESS_BEGIN_DATA = 100106
#GLU_TESS_VERTEX_DATA = 100107
#GLU_TESS_END_DATA = 100108
#GLU_TESS_ERROR_DATA = 100109
#GLU_TESS_EDGE_FLAG_DATA = 100110
#GLU_TESS_COMBINE_DATA = 100111
#GLU_TESS_ERROR1 = 100151
#GLU_TESS_ERROR2 = 100152
#GLU_TESS_ERROR3 = 100153
#GLU_TESS_ERROR4 = 100154
#GLU_TESS_ERROR5 = 100155
#GLU_TESS_ERROR6 = 100156
#GLU_TESS_ERROR7 = 100157
#GLU_TESS_ERROR8 = 100158
#GLU_TESS_MISSING_BEGIN_POLYGON = #GLU_TESS_ERROR1
#GLU_TESS_MISSING_BEGIN_CONTOUR = #GLU_TESS_ERROR2
#GLU_TESS_MISSING_END_POLYGON = #GLU_TESS_ERROR3
#GLU_TESS_MISSING_END_CONTOUR = #GLU_TESS_ERROR4
#GLU_TESS_COORD_TOO_LARGE = #GLU_TESS_ERROR5
#GLU_TESS_NEED_COMBINE_CALLBACK = #GLU_TESS_ERROR6
#GLU_AUTO_LOAD_MATRIX = 100200
#GLU_CULLING = 100201
#GLU_SAMPLING_TOLERANCE = 100203
#GLU_DISPLAY_MODE = 100204
#GLU_PARAMETRIC_TOLERANCE = 100202
#GLU_SAMPLING_METHOD = 100205
#GLU_U_STEP = 100206
#GLU_V_STEP = 100207
#GLU_PATH_LENGTH = 100215
#GLU_PARAMETRIC_ERROR = 100216
#GLU_DOMAIN_DISTANCE = 100217
#GLU_MAP1_TRIM_2 = 100210
#GLU_MAP1_TRIM_3 = 100211
#GLU_OUTLINE_POLYGON = 100240
#GLU_OUTLINE_PATCH = 100241
#GLU_NURBS_ERROR1 = 100251
#GLU_NURBS_ERROR2 = 100252
#GLU_NURBS_ERROR3 = 100253
#GLU_NURBS_ERROR4 = 100254
#GLU_NURBS_ERROR5 = 100255
#GLU_NURBS_ERROR6 = 100256
#GLU_NURBS_ERROR7 = 100257
#GLU_NURBS_ERROR8 = 100258
#GLU_NURBS_ERROR9 = 100259
#GLU_NURBS_ERROR10 = 100260
#GLU_NURBS_ERROR11 = 100261
#GLU_NURBS_ERROR12 = 100262
#GLU_NURBS_ERROR13 = 100263
#GLU_NURBS_ERROR14 = 100264
#GLU_NURBS_ERROR15 = 100265
#GLU_NURBS_ERROR16 = 100266
#GLU_NURBS_ERROR17 = 100267
#GLU_NURBS_ERROR18 = 100268
#GLU_NURBS_ERROR19 = 100269
#GLU_NURBS_ERROR20 = 100270
#GLU_NURBS_ERROR21 = 100271
#GLU_NURBS_ERROR22 = 100272
#GLU_NURBS_ERROR23 = 100273
#GLU_NURBS_ERROR24 = 100274
#GLU_NURBS_ERROR25 = 100275
#GLU_NURBS_ERROR26 = 100276
#GLU_NURBS_ERROR27 = 100277
#GLU_NURBS_ERROR28 = 100278
#GLU_NURBS_ERROR29 = 100279
#GLU_NURBS_ERROR30 = 100280
#GLU_NURBS_ERROR31 = 100281
#GLU_NURBS_ERROR32 = 100282
#GLU_NURBS_ERROR33 = 100283
#GLU_NURBS_ERROR34 = 100284
#GLU_NURBS_ERROR35 = 100285
#GLU_NURBS_ERROR36 = 100286
#GLU_NURBS_ERROR37 = 100287
#GLU_CW = 100120
#GLU_CCW = 100121
#GLU_INTERIOR = 100122
#GLU_EXTERIOR = 100123
#GLU_UNKNOWN = 100124
#GLU_BEGIN = #GLU_TESS_BEGIN
#GLU_VERTEX = #GLU_TESS_VERTEX
#GLU_END = #GLU_TESS_END
#GLU_ERROR = #GLU_TESS_ERROR
#GLU_EDGE_FLAG = #GLU_TESS_EDGE_FLAG
Import "/usr/lib/libGL.so"
glAccum_(a.l,b.f) As "glAccum"
glAlphaFunc_(a.l,b.f) As "glAlphaFunc"
glAreTexturesResident_(a.l,b.l,c.l) As "glAreTexturesResident"
glArrayElement_(a.l) As "glArrayElement"
glBegin_(a.l) As "glBegin"
glBindTexture_(a.l,b.l) As "glBindTexture"
glBitmap_(a.l,b.l,c.f,d.f,e.f,f.f,g.l) As "glBitmap"
glBlendFunc_(a.l,b.l) As "glBlendFunc"
glCallList_(a.l) As "glCallList"
glCallLists_(a.l,b.l,c.l) As "glCallLists"
glClear_(a.l) As "glClear"
glClearAccum_(a.f,b.f,c.f,d.f) As "glClearAccum"
glClearColor_(a.f,b.f,c.f,d.f) As "glClearColor"
glClearDepth_(a.d) As "glClearDepth"
glClearIndex_(a.f) As "glClearIndex"
glClearStencil_(a.l) As "glClearStencil"
glClipPlane_(a.l,b.l) As "glClipPlane"
glColor3b_(a.b,b.b,c.b) As "glColor3b"
glColor3bv_(a.l) As "glColor3bv"
glColor3d_(a.d,b.d,c.d) As "glColor3d"
glColor3dv_(a.l) As "glColor3dv"
glColor3f_(a.f,b.f,c.f) As "glColor3f"
glColor3fv_(a.l) As "glColor3fv"
glColor3i_(a.l,b.l,c.l) As "glColor3i"
glColor3iv_(a.l) As "glColor3iv"
glColor3s_(a.w,b.w,c.w) As "glColor3s"
glColor3sv_(a.l) As "glColor3sv"
glColor3ub_(a.c,b.c,c.c) As "glColor3ub"
glColor3ubv_(a.l) As "glColor3ubv"
glColor3ui_(a.l,b.l,c.l) As "glColor3ui"
glColor3uiv_(a.l) As "glColor3uiv"
glColor3us_(a.w,b.w,c.w) As "glColor3us"
glColor3usv_(a.l) As "glColor3usv"
glColor4b_(a.b,b.b,c.b,d.b) As "glColor4b"
glColor4bv_(a.l) As "glColor4bv"
glColor4d_(a.d,b.d,c.d,d.d) As "glColor4d"
glColor4dv_(a.l) As "glColor4dv"
glColor4f_(a.f,b.f,c.f,d.f) As "glColor4f"
glColor4fv_(a.l) As "glColor4fv"
glColor4i_(a.l,b.l,c.l,d.l) As "glColor4i"
glColor4iv_(a.l) As "glColor4iv"
glColor4s_(a.w,b.w,c.w,d.w) As "glColor4s"
glColor4sv_(a.l) As "glColor4sv"
glColor4ub_(a.c,b.c,c.c,d.c) As "glColor4ub"
glColor4ubv_(a.l) As "glColor4ubv"
glColor4ui_(a.l,b.l,c.l,d.l) As "glColor4ui"
glColor4uiv_(a.l) As "glColor4uiv"
glColor4us_(a.w,b.w,c.w,d.w) As "glColor4us"
glColor4usv_(a.l) As "glColor4usv"
glColorMask_(a.c,b.c,c.c,d.c) As "glColorMask"
glColorMaterial_(a.l,b.l) As "glColorMaterial"
glColorPointer_(a.l,b.l,c.l,d.l) As "glColorPointer"
glCopyPixels_(a.l,b.l,c.l,d.l,e.l) As "glCopyPixels"
glCopyTexImage1D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "glCopyTexImage1D"
glCopyTexImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) As "glCopyTexImage2D"
glCopyTexSubImage1D_(a.l,b.l,c.l,d.l,e.l,f.l) As "glCopyTexSubImage1D"
glCopyTexSubImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) As "glCopyTexSubImage2D"
glCullFace_(a.l) As "glCullFace"
glDeleteLists_(a.l,b.l) As "glDeleteLists"
glDeleteTextures_(a.l,b.l) As "glDeleteTextures"
glDepthFunc_(a.l) As "glDepthFunc"
glDepthMask_(a.c) As "glDepthMask"
glDepthRange_(a.d,b.d) As "glDepthRange"
gldisable_(a.l) As "glDisable"
glDisableClientState_(a.l) As "glDisableClientState"
glDrawArrays_(a.l,b.l,c.l) As "glDrawArrays"
glDrawBuffer_(a.l) As "glDrawBuffer"
glDrawElements_(a.l,b.l,c.l,d.l) As "glDrawElements"
glDrawPixels_(a.l,b.l,c.l,d.l,e.l) As "glDrawPixels"
glEdgeFlag_(a.c) As "glEdgeFlag"
glEdgeFlagPointer_(a.l,b.l) As "glEdgeFlagPointer"
glEdgeFlagv_(a.l) As "glEdgeFlagv"
glEnable_(a.l) As "glEnable"
glEnableClientState_(a.l) As "glEnableClientState"
glEnd_() As "glEnd"
glEndList_() As "glEndList"
glEvalCoord1d_(a.d) As "glEvalCoord1d"
glEvalCoord1dv_(a.l) As "glEvalCoord1dv"
glEvalCoord1f_(a.f) As "glEvalCoord1f"
glEvalCoord1fv_(a.l) As "glEvalCoord1fv"
glEvalCoord2d_(a.d,b.d) As "glEvalCoord2d"
glEvalCoord2dv_(a.l) As "glEvalCoord2dv"
glEvalCoord2f_(a.f,b.f) As "glEvalCoord2f"
glEvalCoord2fv_(a.l) As "glEvalCoord2fv"
glEvalMesh1_(a.l,b.l,c.l) As "glEvalMesh1"
glEvalMesh2_(a.l,b.l,c.l,d.l,e.l) As "glEvalMesh2"
glEvalPoint1_(a.l) As "glEvalPoint1"
glEvalPoint2_(a.l,b.l) As "glEvalPoint2"
glFeedbackBuffer_(a.l,b.l,c.l) As "glFeedbackBuffer"
glFinish_() As "glFinish"
glFlush_() As "glFlush"
glFogf_(a.l,b.f) As "glFogf"
glFogfv_(a.l,b.l) As "glFogfv"
glFogi_(a.l,b.l) As "glFogi"
glFogiv_(a.l,b.l) As "glFogiv"
glFrontFace_(a.l) As "glFrontFace"
glFrustum_(a.d,b.d,c.d,d.d,e.d,f.d) As "glFrustum"
glGenLists_(a.l) As "glGenLists"
glGenTextures_(a.l,b.l) As "glGenTextures"
glGetBooleanv_(a.l,b.l) As "glGetBooleanv"
glGetClipPlane_(a.l,b.l) As "glGetClipPlane"
glGetDoublev_(a.l,b.l) As "glGetDoublev"
glGetError_() As "glGetError"
glGetFloatv_(a.l,b.l) As "glGetFloatv"
glGetIntegerv_(a.l,b.l) As "glGetIntegerv"
glGetLightfv_(a.l,b.l,c.l) As "glGetLightfv"
glGetLightiv_(a.l,b.l,c.l) As "glGetLightiv"
glGetMapdv_(a.l,b.l,c.l) As "glGetMapdv"
glGetMapfv_(a.l,b.l,c.l) As "glGetMapfv"
glGetMapiv_(a.l,b.l,c.l) As "glGetMapiv"
glGetMaterialfv_(a.l,b.l,c.l) As "glGetMaterialfv"
glGetMaterialiv_(a.l,b.l,c.l) As "glGetMaterialiv"
glGetPixelMapfv_(a.l,b.l) As "glGetPixelMapfv"
glGetPixelMapuiv_(a.l,b.l) As "glGetPixelMapuiv"
glGetPixelMapusv_(a.l,b.l) As "glGetPixelMapusv"
glGetPointerv_(a.l,b.l) As "glGetPointerv"
glGetPolygonStipple_(a.l) As "glGetPolygonStipple"
glGetString_(a.l) As "glGetString"
glGetTexEnvfv_(a.l,b.l,c.l) As "glGetTexEnvfv"
glGetTexEnviv_(a.l,b.l,c.l) As "glGetTexEnviv"
glGetTexGendv_(a.l,b.l,c.l) As "glGetTexGendv"
glGetTexGenfv_(a.l,b.l,c.l) As "glGetTexGenfv"
glGetTexGeniv_(a.l,b.l,c.l) As "glGetTexGeniv"
glGetTexImage_(a.l,b.l,c.l,d.l,e.l) As "glGetTexImage"
glGetTexLevelParameterfv_(a.l,b.l,c.l,d.l) As "glGetTexLevelParameterfv"
glGetTexLevelParameteriv_(a.l,b.l,c.l,d.l) As "glGetTexLevelParameteriv"
glGetTexParameterfv_(a.l,b.l,c.l) As "glGetTexParameterfv"
glGetTexParameteriv_(a.l,b.l,c.l) As "glGetTexParameteriv"
glHint_(a.l,b.l) As "glHint"
glIndexMask_(a.l) As "glIndexMask"
glIndexPointer_(a.l,b.l,c.l) As "glIndexPointer"
glIndexd_(a.d) As "glIndexd"
glIndexdv_(a.l) As "glIndexdv"
glIndexf_(a.f) As "glIndexf"
glIndexfv_(a.l) As "glIndexfv"
glIndexi_(a.l) As "glIndexi"
glIndexiv_(a.l) As "glIndexiv"
glIndexs_(a.w) As "glIndexs"
glIndexsv_(a.l) As "glIndexsv"
glIndexub_(a.c) As "glIndexub"
glIndexubv_(a.l) As "glIndexubv"
glInitNames_() As "glInitNames"
glInterleavedArrays_(a.l,b.l,c.l) As "glInterleavedArrays"
glIsEnabled_(a.l) As "glIsEnabled"
glIsList_(a.l) As "glIsList"
glIsTexture_(a.l) As "glIsTexture"
glLightModelf_(a.l,b.f) As "glLightModelf"
glLightModelfv_(a.l,b.l) As "glLightModelfv"
glLightModeli_(a.l,b.l) As "glLightModeli"
glLightModeliv_(a.l,b.l) As "glLightModeliv"
glLightf_(a.l,b.l,c.f) As "glLightf"
glLightfv_(a.l,b.l,c.l) As "glLightfv"
glLighti_(a.l,b.l,c.l) As "glLighti"
glLightiv_(a.l,b.l,c.l) As "glLightiv"
glLineStipple_(a.l,b.w) As "glLineStipple"
glLineWidth_(a.f) As "glLineWidth"
glListBase_(a.l) As "glListBase"
glLoadIdentity_() As "glLoadIdentity"
glLoadMatrixd_(a.l) As "glLoadMatrixd"
glLoadMatrixf_(a.l) As "glLoadMatrixf"
glLoadName_(a.l) As "glLoadName"
glLogicOp_(a.l) As "glLogicOp"
glMap1d_(a.l,b.d,c.d,d.l,e.l,f.l) As "glMap1d"
glMap1f_(a.l,b.f,c.f,d.l,e.l,f.l) As "glMap1f"
glMap2d_(a.l,b.d,c.d,d.l,e.l,f.d,g.d,h.l,i.l,j.l) As "glMap2d"
glMap2f_(a.l,b.f,c.f,d.l,e.l,f.f,g.f,h.l,i.l,j.l) As "glMap2f0"
glMapGrid1d_(a.l,b.d,c.d) As "glMapGrid1d"
glMapGrid1f_(a.l,b.f,c.f) As "glMapGrid1f"
glMapGrid2d_(a.l,b.d,c.d,d.l,e.d,f.d) As "glMapGrid2d0"
glMapGrid2f_(a.l,b.f,c.f,d.l,e.f,f.f) As "glMapGrid2f"
glMaterialf_(a.l,b.l,c.f) As "glMaterialf"
glMaterialfv_(a.l,b.l,c.l) As "glMaterialfv"
glMateriali_(a.l,b.l,c.l) As "glMateriali"
glMaterialiv_(a.l,b.l,c.l) As "glMaterialiv"
glMatrixMode_(a.l) As "glMatrixMode"
glMultMatrixd_(a.l) As "glMultMatrixd"
glMultMatrixf_(a.l) As "glMultMatrixf"
;-ADD
glMultiTexCoord2fARB_(a.l,b.f,c.f) As "glMultiTexCoord2fARB"
glActiveTextureARB_(a.l) As "glActiveTextureARB"
;-EndAdd
glNewList_(a.l,b.l) As "glNewList"
glNormal3b_(a.b,b.b,c.b) As "glNormal3b"
glNormal3bv_(a.l) As "glNormal3bv"
glNormal3d_(a.d,b.d,c.d) As "glNormal3d"
glNormal3dv_(a.l) As "glNormal3dv"
glNormal3f_(a.f,b.f,c.f) As "glNormal3f"
glNormal3fv_(a.l) As "glNormal3fv"
glNormal3i_(a.l,b.l,c.l) As "glNormal3i"
glNormal3iv_(a.l) As "glNormal3iv"
glNormal3s_(a.w,b.w,c.w) As "glNormal3s"
glNormal3sv_(a.l) As "glNormal3sv"
glNormalPointer_(a.l,b.l,c.l) As "glNormalPointer"
glOrtho_(a.d,b.d,c.d,d.d,e.d,f.d) As "glOrtho8"
glPassThrough_(a.f) As "glPassThrough"
glPixelMapfv_(a.l,b.l,c.l) As "glPixelMapfv"
glPixelMapuiv_(a.l,b.l,c.l) As "glPixelMapuiv"
glPixelMapusv_(a.l,b.l,c.l) As "glPixelMapusv"
glPixelStoref_(a.l,b.f) As "glPixelStoref"
glPixelStorei_(a.l,b.l) As "glPixelStorei"
glPixelTransferf_(a.l,b.f) As "glPixelTransferf"
glPixelTransferi_(a.l,b.l) As "glPixelTransferi"
glPixelZoom_(a.f,b.f) As "glPixelZoom"
glPointSize_(a.f) As "glPointSize"
glPolygonMode_(a.l,b.l) As "glPolygonMode"
glPolygonOffset_(a.f,b.f) As "glPolygonOffset"
glPolygonStipple_(a.l) As "glPolygonStipple"
glPopAttrib_() As "glPopAttrib"
glPopClientAttrib_() As "glPopClientAttrib"
glPopMatrix_() As "glPopMatrix"
glPopName_() As "glPopName"
glPrioritizeTextures_(a.l,b.l,c.l) As "glPrioritizeTextures"
glPushAttrib_(a.l) As "glPushAttrib"
glPushClientAttrib_(a.l) As "glPushClientAttrib"
glPushMatrix_() As "glPushMatrix"
glPushName_(a.l) As "glPushName"
glRasterPos2d_(a.d,b.d) As "glRasterPos2d"
glRasterPos2dv_(a.l) As "glRasterPos2dv"
glRasterPos2f_(a.f,b.f) As "glRasterPos2f"
glRasterPos2fv_(a.l) As "glRasterPos2fv"
glRasterPos2i_(a.l,b.l) As "glRasterPos2i"
glRasterPos2iv_(a.l) As "glRasterPos2iv"
glRasterPos2s_(a.w,b.w) As "glRasterPos2s"
glRasterPos2sv_(a.l) As "glRasterPos2sv"
glRasterPos3d_(a.d,b.d,c.d) As "glRasterPos3d"
glRasterPos3dv_(a.l) As "glRasterPos3dv"
glRasterPos3f_(a.f,b.f,c.f) As "glRasterPos3f"
glRasterPos3fv_(a.l) As "glRasterPos3fv"
glRasterPos3i_(a.l,b.l,c.l) As "glRasterPos3i"
glRasterPos3iv_(a.l) As "glRasterPos3iv"
glRasterPos3s_(a.w,b.w,c.w) As "glRasterPos3s"
glRasterPos3sv_(a.l) As "glRasterPos3sv"
glRasterPos4d_(a.d,b.d,c.d,d.d) As "glRasterPos4d"
glRasterPos4dv_(a.l) As "glRasterPos4dv";
glRasterPos4f_(a.f,b.f,c.f,d.f) As "glRasterPos4f"
glRasterPos4fv_(a.l) As "glRasterPos4fv"
glRasterPos4i_(a.l,b.l,c.l,d.l) As "glRasterPos4i"
glRasterPos4iv_(a.l) As "glRasterPos4iv"
glRasterPos4s_(a.w,b.w,c.w,d.w) As "glRasterPos4s"
glRasterPos4sv_(a.l) As "glRasterPos4sv"
glReadBuffer_(a.l) As "glReadBuffer"
glReadPixels_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "glReadPixels"
glRectd_(a.d,b.d,c.d,d.d) As "glRectd"
glRectdv_(a.l,b.l) As "glRectdv"
glRectf_(a.f,b.f,c.f,d.f) As "glRectf"
glRectfv_(a.l,b.l) As "glRectfv"
glRecti_(a.l,b.l,c.l,d.l) As "glRecti"
glRectiv_(a.l,b.l) As "glRectiv"
glRects_(a.w,b.w,c.w,d.w) As "glRects"
glRectsv_(a.l,b.l) As "glRectsv"
glRenderMode_(a.l) As "glRenderMode"
glRotated_(a.d,b.d,c.d,d.d) As "glRotated"
glRotatef_(a.f,b.f,c.f,d.f) As "glRotatef"
glScaled_(a.d,b.d,c.d) As "glScaled"
glScalef_(a.f,b.f,c.f) As "glScalef"
glScissor_(a.l,b.l,c.l,d.l) As "glScissor"
glSelectBuffer_(a.l,b.l) As "glSelectBuffer"
glShadeModel_(a.l) As "glShadeModel"
glStencilFunc_(a.l,b.l,c.l) As "glStencilFunc"
glStencilMask_(a.l) As "glStencilMask"
glStencilOp_(a.l,b.l,c.l) As "glStencilOp"
glTexCoord1d_(a.d) As "glTexCoord1d"
glTexCoord1dv_(a.l) As "glTexCoord1dv"
glTexCoord1f_(a.f) As "glTexCoord1f"
glTexCoord1fv_(a.l) As "glTexCoord1fv"
glTexCoord1i_(a.l) As "glTexCoord1i"
glTexCoord1iv_(a.l) As "glTexCoord1iv"
glTexCoord1s_(a.w) As "glTexCoord1s"
glTexCoord1sv_(a.l) As "glTexCoord1sv"
glTexCoord2d_(a.d,b.d) As "glTexCoord2d"
glTexCoord2dv_(a.l) As "glTexCoord2dv"
glTexCoord2f_(a.f,b.f) As "glTexCoord2f"
glTexCoord2fv_(a.l) As "glTexCoord2fv"
glTexCoord2i_(a.l,b.l) As "glTexCoord2i"
glTexCoord2iv_(a.l) As "glTexCoord2iv"
glTexCoord2s_(a.w,b.w) As "glTexCoord2s"
glTexCoord2sv_(a.l) As "glTexCoord2sv"
glTexCoord3d_(a.d,b.d,c.d) As "glTexCoord3d"
glTexCoord3dv_(a.l) As "glTexCoord3dv"
glTexCoord3f_(a.f,b.f,c.f) As "glTexCoord3f"
glTexCoord3fv_(a.l) As "glTexCoord3fv"
glTexCoord3i_(a.l,b.l,c.l) As "glTexCoord3i"
glTexCoord3iv_(a.l) As "glTexCoord3iv"
glTexCoord3s_(a.w,b.w,c.w) As "glTexCoord3s"
glTexCoord3sv_(a.l) As "glTexCoord3sv"
glTexCoord4d_(a.d,b.d,c.d,d.d) As "glTexCoord4d"
glTexCoord4dv_(a.l) As "glTexCoord4dv"
glTexCoord4f_(a.f,b.f,c.f,d.f) As "glTexCoord4f"
glTexCoord4fv_(a.l) As "glTexCoord4fv"
glTexCoord4i_(a.l,b.l,c.l,d.l) As "glTexCoord4i"
glTexCoord4iv_(a.l) As "glTexCoord4iv"
glTexCoord4s_(a.w,b.w,c.w,d.w) As "glTexCoord4s"
glTexCoord4sv_(a.l) As "glTexCoord4sv"
glTexCoordPointer_(a.l,b.l,c.l,d.l) As "glTexCoordPointer"
glTexEnvf_(a.l,b.l,c.f) As "glTexEnvf"
glTexEnvfv_(a.l,b.l,c.l) As "glTexEnvfv"
glTexEnvi_(a.l,b.l,c.l) As "glTexEnvi"
glTexEnviv_(a.l,b.l,c.l) As "glTexEnviv"
glTexGend_(a.l,b.l,c.d) As "glTexGend"
glTexGendv_(a.l,b.l,c.l) As "glTexGendv"
glTexGenf_(a.l,b.l,c.f) As "glTexGenf"
glTexGenfv_(a.l,b.l,c.l) As "glTexGenfv"
glTexGeni_(a.l,b.l,c.l) As "glTexGeni"
glTexGeniv_(a.l,b.l,c.l) As "glTexGeniv"
glTexImage1D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) As "glTexImage1D"
glTexImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l) As "glTexImage2D"
glTexParameterf_(a.l,b.l,c.f) As "glTexParameterf"
glTexParameterfv_(a.l,b.l,c.l) As "glTexParameterfv"
glTexParameteri_(a.l,b.l,c.l) As "glTexParameteri"
glTexParameteriv_(a.l,b.l,c.l) As "glTexParameteriv"
glTexSubImage1D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "glTexSubImage1D"
glTexSubImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l) As "glTexSubImage2D"
glTranslated_(a.d,b.d,c.d) As "glTranslated"
glTranslatef_(a.f,b.f,c.f) As "glTranslatef"
glVertex2d_(a.d,b.d) As "glVertex2d"
glVertex2dv_(a.l) As "glVertex2dv"
glVertex2f_(a.f,b.f) As "glVertex2f"
glVertex2fv_(a.l) As "glVertex2fv"
glVertex2i_(a.l,b.l) As "glVertex2i"
glVertex2iv_(a.l) As "glVertex2iv"
glVertex2s_(a.w,b.w) As "glVertex2s"
glVertex2sv_(a.l) As "glVertex2sv"
glVertex3d_(a.d,b.d,c.d) As "glVertex3d"
glVertex3dv_(a.l) As "glVertex3dv"
glVertex3f_(a.f,b.f,c.f) As "glVertex3f"
glVertex3fv_(a.l) As "glVertex3fv"
glVertex3i_(a.l,b.l,c.l) As "glVertex3i"
glVertex3iv_(a.l) As "glVertex3iv"
glVertex3s_(a.w,b.w,c.w) As "glVertex3s"
glVertex3sv_(a.l) As "glVertex3sv"
glVertex4d_(a.d,b.d,c.d,d.d) As "glVertex4d"
glVertex4dv_(a.l) As "glVertex4dv"
glVertex4f_(a.f,b.f,c.f,d.f) As "glVertex4f"
glVertex4fv_(a.l) As "glVertex4fv"
glVertex4i_(a.l,b.l,c.l,d.l) As "glVertex4i"
glVertex4iv_(a.l) As "glVertex4iv"
glVertex4s_(a.w,b.w,c.w,d.w) As "glVertex4s"
glVertex4sv_(a.l) As "glVertex4sv"
glVertexPointer_(a.l,b.l,c.l,d.l) As "glVertexPointer"
glViewport_(a.l,b.l,c.l,d.l) As "glViewport"
EndImport
; I took this out, but may have to figure out the .so version for some of these functions,
; I i need them.
; Imports
Import "/usr/lib/libGL.so"
gluErrorString_(a.l) As "gluErrorString"
gluErrorUnicodeStringEXT(a.l) As "gluErrorUnicodeStringEXT"
gluGetString_(a.l) As "gluGetString"
gluOrtho2D_(a.d,b.d,c.d,d.d) As "gluOrtho2D"
gluPerspective_(a.d,b.d,c.d,d.d) As "gluPerspective"
gluPickMatrix_(a.d,b.d,c.d,d.d,e) As "gluPickMatrix"
gluLookAt_(a.d,b.d,c.d,d.d,e.d,f.d,g.d,h.d,i.d) As "gluLookAt"
gluProject_(a.d,b.d,c.d,d,e,f,g.l,h.l,i.l) As "gluProject8"
gluUnProject_(a.d,b.d,c.d,d,e,f,g.l,h.l,i.l) As "gluUnProject8"
gluScaleImage_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l) As "gluScaleImage"
gluBuild1DMipmaps_(a.l,b.l,c.l,d.l,e.l,f.l) As "gluBuild1DMipmaps"
gluBuild2DMipmaps_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "gluBuild2DMipmaps"
gluNewQuadric_() As "gluNewQuadric"
gluDeleteQuadric_(a.l) As "gluDeleteQuadric"
gluQuadricNormals_(a.l,b.l) As "gluQuadricNormals"
gluQuadricTexture_(a.l,b.c) As "gluQuadricTexture"
gluQuadricOrientation_(a.l,b.l) As "gluQuadricOrientation"
gluQuadricDrawStyle_(a.l,b.l) As "gluQuadricDrawStyle"
gluCylinder_(a.l,b.d,c.d,d.d,e.l,f.l) As "gluCylinder"
gluDisk_(a.l,b.d,c.d,d.l,e.l) As "gluDisk"
gluPartialDisk_(a.l,b.d,c.d,d.l,e.l,f.d,g.d) As "gluPartialDisk4"
gluSphere_(a.l,b.d,c.l,d.l) As "gluSphere"
gluQuadricCallback_(a.l, b.l, c.l) As "gluQuadricCallback"
gluNewTess_() As "gluNewTess"
gluDeleteTess_(a.l) As "gluDeleteTess"
gluTessBeginPolygon_(a.l,b.l) As "gluTessBeginPolygon"
gluTessBeginContour_(a.l) As "gluTessBeginContour"
gluTessVertex_(a.l,b,c.l) As "gluTessVertex"
gluTessEndContour_(a.l) As "gluTessEndContour"
gluTessEndPolygon_(a.l) As "gluTessEndPolygon"
gluTessProperty_(a.l,b.l,c.d) As "gluTessProperty"
gluTessNormal_(a.l,b.d,c.d,d.d) As "gluTessNormal"
gluTessCallback_(a.l, b.l, c.l) As "gluTessCallback"
gluGetTessProperty_(a.l,b.l,c.l) As "gluGetTessProperty"
gluNewNurbsRenderer_() As "gluNewNurbsRenderer"
gluDeleteNurbsRenderer_(a.l) As "gluDeleteNurbsRenderer"
gluBeginSurface_(a.l) As "gluBeginSurface"
gluBeginCurve_(a.l) As "gluBeginCurve"
gluEndCurve_(a.l) As "gluEndCurve"
gluEndSurface_(a.l) As "gluEndSurface"
gluBeginTrim_(a.l) As "gluBeginTrim"
gluEndTrim_(a.l) As "gluEndTrim"
gluPwlCurve_(a.l,b.l,c.l,d.l,e.l) As "gluPwlCurve"
gluNurbsCurve_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "gluNurbsCurve"
gluNurbsSurface_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,k.l) As "gluNurbsSurface4"
gluLoadSamplingMatrices_(a.l,b,c,d) As "gluLoadSamplingMatrices"
gluNurbsProperty_(a.l,b.l,c.f) As "gluNurbsProperty"
gluGetNurbsProperty_(a.l,b.l,c.l) As "gluGetNurbsProperty"
gluNurbsCallback_(a.l, b.l, c.l) As "gluNurbsCallback"
gluBeginPolygon_(a.l) As "gluBeginPolygon"
gluNextContour_(a.l,b.l) As "gluNextContour"
gluEndPolygon_(a.l) As "gluEndPolygon"
EndImport
Any ideas on what i'm doing wrong?
I know that alot of people have problems with PB in Ubuntu (which is what i'm using) and I hope this is not the reason why i'm having this problem.

