OpenGL Include (Full)
Posted: Sun Dec 21, 2003 2:25 pm
Code updated For 5.20+
GL.PBI
GLU.PBI
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GL.PBI
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;/ ----------------------------------------------------------------------
; GL.INC -- Part of the OpenGL32 API Includes for Purebasic
; Portions copyright Silicon Graphics and Microsoft.
;/ ----------------------------------------------------------------------
;/*
;** Copyright 1996 Silicon Graphics, Inc.
;** All Rights Reserved.
;**
;** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
;** the contents of this file may not be disclosed to third parties, copied or
;** duplicated in any form, in whole or in part, without the prior written
;** permission of Silicon Graphics, Inc.
;**
;** RESTRICTED RIGHTS LEGEND
;** Use, duplication or disclosure by the Government is subject to restrictions
;** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
;** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
;** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
;** rights reserved under the Copyright Laws of the United States.
;/
#GL_INC = 1
#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
GLU.PBI
Code: Select all
;/ -----------------------------------------------------------------------
; GLU.INC -- Part of the OpenGL32 API Includes for PureBasic
; Portions copyright Silicon Graphics and Microsoft.
;/ -----------------------------------------------------------------------
;/*
;** Copyright 1991-1993, Silicon Graphics, Inc.
;** All Rights Reserved.
;**
;** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
;** the contents of this file may not be disclosed to third parties, copied or
;** duplicated in any form, in whole or in part, without the prior written
;** permission of Silicon Graphics, Inc.
;**
;** RESTRICTED RIGHTS LEGEND:
;** Use, duplication or disclosure by the Government is subject to restrictions
;** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
;** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
;** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
;** rights reserved under the Copyright Laws of the United States.
;*/
XINCLUDE "gl.pbi"
#GLU_INC = 1
#GLU_VERSION_1_1 = 1
#GLU_VERSION_1_2 = 1
#GLU_INVALID_ENUM = 100900
#GLU_INVALID_VALUE = 100901
#GLU_OUT_OF_MEMORY = 100902
#GLU_INCOMPATIBLE_GL_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
;GLOBAL GLU_TESS_MAX_COORD AS DOUBLE
;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_FLAGCode: Select all
;/ -------------------------------------------------------------------------
; GLWGL.INC -- Part of the OpenGL32 API Includes For PureBasic
; Portions copyright Microsoft (And Silicon Graphics?).
;/ -------------------------------------------------------------------------
#GLWGL_INC = 1
#PFD_TYPE_RGBA = 0
#PFD_TYPE_COLORINDEX = 1
#PFD_MAIN_PLANE = 0
#PFD_OVERLAY_PLANE = 1
#PFD_UNDERLAY_PLANE = -1
#PFD_DOUBLEBUFFER = $00000001
#PFD_STEREO = $00000002
#PFD_DRAW_TO_WINDOW = $00000004
#PFD_DRAW_TO_BITMAP = $00000008
#PFD_SUPPORT_GDI = $00000010
#PFD_SUPPORT_OPENGL = $00000020
#PFD_GENERIC_FORMAT = $00000040
#PFD_NEED_PALETTE = $00000080
#PFD_NEED_SYSTEM_PALETTE = $00000100
#PFD_SWAP_EXCHANGE = $00000200
#PFD_SWAP_COPY = $00000400
#PFD_SWAP_LAYER_BUFFERS = $00000800
#PFD_GENERIC_ACCELERATED = $00001000
#PFD_SUPPORT_DIRECTDRAW = $00002000
#PFD_DEPTH_DONTCARE = $20000000
#PFD_DOUBLEBUFFER_DONTCARE = $40000000
#PFD_STEREO_DONTCARE = $80000000
#WGL_FONT_LINES = 0
#WGL_FONT_POLYGONS = 1
#LPD_DOUBLEBUFFER = $00000001
#LPD_STEREO = $00000002
#LPD_SUPPORT_GDI = $00000010
#LPD_SUPPORT_OPENGL = $00000020
#LPD_SHARE_DEPTH = $00000040
#LPD_SHARE_STENCIL = $00000080
#LPD_SHARE_ACCUM = $00000100
#LPD_SWAP_EXCHANGE = $00000200
#LPD_SWAP_COPY = $00000400
#LPD_TRANSPARENT = $00001000
#LPD_TYPE_RGBA = 0
#LPD_TYPE_COLORINDEX = 1
#WGL_SWAP_MAIN_PLANE = $00000001
#WGL_SWAP_OVERLAY1 = $00000002
#WGL_SWAP_OVERLAY2 = $00000004
#WGL_SWAP_OVERLAY3 = $00000008
#WGL_SWAP_OVERLAY4 = $00000010
#WGL_SWAP_OVERLAY5 = $00000020
#WGL_SWAP_OVERLAY6 = $00000040
#WGL_SWAP_OVERLAY7 = $00000080
#WGL_SWAP_OVERLAY8 = $00000100
#WGL_SWAP_OVERLAY9 = $00000200
#WGL_SWAP_OVERLAY10 = $00000400
#WGL_SWAP_OVERLAY11 = $00000800
#WGL_SWAP_OVERLAY12 = $00001000
#WGL_SWAP_OVERLAY13 = $00002000
#WGL_SWAP_OVERLAY14 = $00004000
#WGL_SWAP_OVERLAY15 = $00008000
#WGL_SWAP_UNDERLAY1 = $00010000
#WGL_SWAP_UNDERLAY2 = $00020000
#WGL_SWAP_UNDERLAY3 = $00040000
#WGL_SWAP_UNDERLAY4 = $00080000
#WGL_SWAP_UNDERLAY5 = $00100000
#WGL_SWAP_UNDERLAY6 = $00200000
#WGL_SWAP_UNDERLAY7 = $00400000
#WGL_SWAP_UNDERLAY8 = $00800000
#WGL_SWAP_UNDERLAY9 = $01000000
#WGL_SWAP_UNDERLAY10 = $02000000
#WGL_SWAP_UNDERLAY11 = $04000000
#WGL_SWAP_UNDERLAY12 = $08000000
#WGL_SWAP_UNDERLAY13 = $10000000
#WGL_SWAP_UNDERLAY14 = $20000000
#WGL_SWAP_UNDERLAY15 = $40000000
#WGL_SWAPMULTIPLE_MAX = 16
;/ NOT YET CONVERTED ...
; TYPE POINTFLOAT
; x AS SINGLE
; y AS SINGLE
; End TYPE
;
; TYPE GLYPHMETRICSFLOAT
; gmfBlackBoxX AS SINGLE
; gmfBlackBoxY AS SINGLE
; gmfptGlyphOrigin AS POINTFLOAT
; gmfCellIncX AS SINGLE
; gmfCellIncY AS SINGLE
; End TYPE
;
; TYPE tagLAYERPLANEDESCRIPTOR
; nSize AS WORD
; nVersion AS WORD
; dwFlags AS DWORD
; iPixelType AS BYTE
; cColorBits AS BYTE
; cRedBits AS BYTE
; cRedShift AS BYTE
; cGreenBits AS BYTE
; cGreenShift AS BYTE
; cBlueBits AS BYTE
; cBlueShift AS BYTE
; cAlphaBits AS BYTE
; cAlphaShift AS BYTE
; cAccumBits AS BYTE
; cAccumRedBits AS BYTE
; cAccumGreenBits AS BYTE
; cAccumBlueBits AS BYTE
; cAccumAlphaBits AS BYTE
; cDepthBits AS BYTE
; cStencilBits AS BYTE
; cAuxBuffers AS BYTE
; iLayerPlane AS BYTE
; bReserved AS BYTE
; crTransparent AS LONG
; End TYPE
;
; TYPE WGLSWAP
; hdc AS LONG
; uiFlags AS DWORD
; End TYPE