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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13 See the GNU General Public License for more details.
14 
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18 
19 */
20 // disable data conversion warnings
21 
22 #ifdef _WIN32
23 #pragma warning(disable : 4244)     // MIPS
24 #pragma warning(disable : 4136)     // X86
25 #pragma warning(disable : 4051)     // ALPHA
26 #endif
27 
28 #ifdef _WIN32
29 #include <windows.h>
30 #endif
31 
32 #ifdef USE_OPENGLES
33 
34 #include <GLES/gl.h>
35 
36 #else
37 
38 #include <GL/gl.h>
39 #include <GL/glu.h>
40 
41 #endif
42 
43 void GL_BeginRendering (int *x, int *y, int *width, int *height);
44 void GL_EndRendering (void);
45 
46 #ifdef USE_OPENGLES
47 
48 #else // full OpenGL
49 
50 // Function prototypes for the Texture Object Extension routines
51 typedef GLboolean (APIENTRY *ARETEXRESFUNCPTR)(GLsizei, const GLuint *,
52                     const GLboolean *);
53 typedef void (APIENTRY *BINDTEXFUNCPTR)(GLenum, GLuint);
54 typedef void (APIENTRY *DELTEXFUNCPTR)(GLsizei, const GLuint *);
55 typedef void (APIENTRY *GENTEXFUNCPTR)(GLsizei, GLuint *);
56 typedef GLboolean (APIENTRY *ISTEXFUNCPTR)(GLuint);
57 typedef void (APIENTRY *PRIORTEXFUNCPTR)(GLsizei, const GLuint *,
58                     const GLclampf *);
59 typedef void (APIENTRY *TEXSUBIMAGEPTR)(int, int, int, int, int, int, int, int, void *);
60 
61 extern	BINDTEXFUNCPTR bindTexFunc;
62 extern	DELTEXFUNCPTR delTexFunc;
63 extern	TEXSUBIMAGEPTR TexSubImage2DFunc;
64 
65 #endif // USE_OPENGLES
66 
67 extern	int texture_extension_number;
68 extern	int		texture_mode;
69 
70 extern	float	gldepthmin, gldepthmax;
71 
72 void GL_Upload32 (unsigned *data, int width, int height,  qboolean mipmap, qboolean alpha);
73 void GL_Upload8 (byte *data, int width, int height,  qboolean mipmap, qboolean alpha);
74 int GL_LoadTexture (const char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha);
75 int GL_FindTexture (const char *identifier);
76 
77 typedef struct
78 {
79 	float	x, y, z;
80 	float	s, t;
81 	float	r, g, b;
82 } glvert_t;
83 
84 extern glvert_t glv;
85 
86 extern	int glx, gly, glwidth, glheight;
87 
88 #ifdef _WIN32
89 extern	PROC glArrayElementEXT;
90 extern	PROC glColorPointerEXT;
91 extern	PROC glTexturePointerEXT;
92 extern	PROC glVertexPointerEXT;
93 #endif
94 
95 // r_local.h -- private refresh defs
96 
97 #define ALIAS_BASE_SIZE_RATIO		(1.0 / 11.0)
98 					// normalizing factor so player model works out to about
99 					//  1 pixel per triangle
100 #define	MAX_LBM_HEIGHT		480
101 
102 #define TILE_SIZE		128		// size of textures generated by R_GenTiledSurf
103 
104 #define SKYSHIFT		7
105 #define	SKYSIZE			(1 << SKYSHIFT)
106 #define SKYMASK			(SKYSIZE - 1)
107 
108 #define BACKFACE_EPSILON	0.01
109 
110 
111 void R_TimeRefresh_f (void);
112 void R_ReadPointFile_f (void);
113 texture_t *R_TextureAnimation (texture_t *base);
114 
115 typedef struct surfcache_s
116 {
117 	struct surfcache_s	*next;
118 	struct surfcache_s 	**owner;		// NULL is an empty chunk of memory
119 	int					lightadj[MAXLIGHTMAPS]; // checked for strobe flush
120 	int					dlight;
121 	int					size;		// including header
122 	unsigned			width;
123 	unsigned			height;		// DEBUG only needed for debug
124 	float				mipscale;
125 	struct texture_s	*texture;	// checked for animating textures
126 	byte				data[4];	// width*height elements
127 } surfcache_t;
128 
129 
130 typedef struct
131 {
132 	pixel_t		*surfdat;	// destination for generated surface
133 	int			rowbytes;	// destination logical width in bytes
134 	msurface_t	*surf;		// description for surface to generate
135 	fixed8_t	lightadj[MAXLIGHTMAPS];
136 							// adjust for lightmap levels for dynamic lighting
137 	texture_t	*texture;	// corrected for animating textures
138 	int			surfmip;	// mipmapped ratio of surface texels / world pixels
139 	int			surfwidth;	// in mipmapped texels
140 	int			surfheight;	// in mipmapped texels
141 } drawsurf_t;
142 
143 
144 typedef enum {
145 	pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2,
146 	ptype_t_max = 1 << 30
147 } ptype_t;
148 
149 // !!! if this is changed, it must be changed in d_ifacea.h too !!!
150 typedef struct particle_s
151 {
152 // driver-usable fields
153 	vec3_t		org;
154 	float		color;
155 // drivers never touch the following fields
156 	struct particle_s	*next;
157 	vec3_t		vel;
158 	float		ramp;
159 	float		die;
160 	ptype_t		type;
161 } particle_t;
162 
163 
164 //====================================================
165 
166 
167 extern	entity_t	r_worldentity;
168 extern	qboolean	r_cache_thrash;		// compatability
169 extern	vec3_t		modelorg, r_entorigin;
170 extern	entity_t	*currententity;
171 extern	int			r_visframecount;	// ??? what difs?
172 extern	int			r_framecount;
173 extern	mplane_t	frustum[4];
174 extern	int		c_brush_polys, c_alias_polys;
175 
176 
177 //
178 // view origin
179 //
180 extern	vec3_t	vup;
181 extern	vec3_t	vpn;
182 extern	vec3_t	vright;
183 extern	vec3_t	r_origin;
184 
185 //
186 // screen size info
187 //
188 extern	refdef_t	r_refdef;
189 extern	mleaf_t		*r_viewleaf, *r_oldviewleaf;
190 extern	texture_t	*r_notexture_mip;
191 extern	int		d_lightstylevalue[256];	// 8.8 fraction of base light value
192 
193 extern	qboolean	envmap;
194 extern	int	currenttexture;
195 extern	int	cnttextures[2];
196 extern	int	particletexture;
197 extern	int	playertextures;
198 
199 extern	int	skytexturenum;		// index in cl.loadmodel, not gl texture object
200 
201 extern	cvar_t	r_norefresh;
202 extern	cvar_t	r_drawentities;
203 extern	cvar_t	r_drawworld;
204 extern	cvar_t	r_drawviewmodel;
205 extern	cvar_t	r_speeds;
206 extern	cvar_t	r_waterwarp;
207 extern	cvar_t	r_fullbright;
208 extern	cvar_t	r_lightmap;
209 extern	cvar_t	r_shadows;
210 extern	cvar_t	r_mirroralpha;
211 extern	cvar_t	r_wateralpha;
212 extern	cvar_t	r_dynamic;
213 extern	cvar_t	r_novis;
214 
215 extern	cvar_t	gl_clear;
216 extern	cvar_t	gl_cull;
217 extern	cvar_t	gl_poly;
218 extern	cvar_t	gl_texsort;
219 extern	cvar_t	gl_smoothmodels;
220 extern	cvar_t	gl_affinemodels;
221 extern	cvar_t	gl_polyblend;
222 extern	cvar_t	gl_keeptjunctions;
223 extern	cvar_t	gl_reporttjunctions;
224 extern	cvar_t	gl_flashblend;
225 extern	cvar_t	gl_nocolors;
226 extern	cvar_t	gl_doubleeyes;
227 
228 extern	int		gl_lightmap_format;
229 extern	int		gl_solid_format;
230 extern	int		gl_alpha_format;
231 
232 extern	cvar_t	gl_max_size;
233 extern	cvar_t	gl_playermip;
234 
235 extern	int			mirrortexturenum;	// quake texturenum, not gltexturenum
236 extern	qboolean	mirror;
237 extern	mplane_t	*mirror_plane;
238 
239 extern	float	r_world_matrix[16];
240 
241 extern	const char *gl_vendor;
242 extern	const char *gl_renderer;
243 extern	const char *gl_version;
244 extern	const char *gl_extensions;
245 
246 void R_TranslatePlayerSkin (int playernum);
247 void GL_Bind (int texnum);
248 
249 // Multitexture
250 #ifdef USE_OPENGLES
251 
252 #define    TEXTURE0_SGIS				GL_TEXTURE0
253 #define    TEXTURE1_SGIS				GL_TEXTURE1
254 
255 #else
256 #define    TEXTURE0_SGIS				0x835E
257 #define    TEXTURE1_SGIS				0x835F
258 #endif
259 
260 #ifndef _WIN32
261 #define APIENTRY /* */
262 
263 typedef void (APIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat);
264 typedef void (APIENTRY *lpSelTexFUNC) (GLenum);
265 extern lpMTexFUNC qglMTexCoord2fSGIS;
266 extern lpSelTexFUNC qglSelectTextureSGIS;
267 
268 #endif
269 
270 extern qboolean gl_mtexable;
271 
272 void GL_DisableMultitexture(void);
273 void GL_EnableMultitexture(void);
274 
275 // Debugging
276 
277 #define DEBUG_OPENGL_CALLS
278 #ifdef DEBUG_OPENGL_CALLS
279 void checkGLImp(const char* state, const char* file, int line);
280 
281 #define GLCHECK(PROMPT)  checkGLImp(PROMPT, __FILE__, __LINE__)
282 
283 
284 #define glAlphaFunc(...) do { glAlphaFunc(__VA_ARGS__); GLCHECK("glAlphaFunc");} while(0)
285 #define glClearColor(...) do { glClearColor(__VA_ARGS__); GLCHECK("glClearColor");} while(0)
286 #define glClearDepthf(...) do { glClearDepthf(__VA_ARGS__); GLCHECK("glClearDepthf");} while(0)
287 #define glClipPlanef(...) do { glClipPlanef(__VA_ARGS__); GLCHECK("glClipPlanef");} while(0)
288 #define glColor4f(...) do { glColor4f(__VA_ARGS__); GLCHECK("glColor4f");} while(0)
289 #define glDepthRangef(...) do { glDepthRangef(__VA_ARGS__); GLCHECK("glDepthRangef");} while(0)
290 #define glFogf(...) do { glFogf(__VA_ARGS__); GLCHECK("glFogf");} while(0)
291 #define glFogfv(...) do { glFogfv(__VA_ARGS__); GLCHECK("glFogfv");} while(0)
292 #define glFrustumf(...) do { glFrustumf(__VA_ARGS__); GLCHECK("glFrustumf");} while(0)
293 #define glGetClipPlanef(...) do { glGetClipPlanef(__VA_ARGS__); GLCHECK("glGetClipPlanef");} while(0)
294 #define glGetFloatv(...) do { glGetFloatv(__VA_ARGS__); GLCHECK("glGetFloatv");} while(0)
295 #define glGetLightfv(...) do { glGetLightfv(__VA_ARGS__); GLCHECK("glGetLightfv");} while(0)
296 #define glGetMaterialfv(...) do { glGetMaterialfv(__VA_ARGS__); GLCHECK("glGetMaterialfv");} while(0)
297 #define glGetTexEnvfv(...) do { glGetTexEnvfv(__VA_ARGS__); GLCHECK("glGetTexEnvfv");} while(0)
298 #define glGetTexParameterfv(...) do { glGetTexParameterfv(__VA_ARGS__); GLCHECK("glGetTexParameterfv");} while(0)
299 #define glLightModelf(...) do { glLightModelf(__VA_ARGS__); GLCHECK("glLightModelf");} while(0)
300 #define glLightModelfv(...) do { glLightModelfv(__VA_ARGS__); GLCHECK("glLightModelfv");} while(0)
301 #define glLightf(...) do { glLightf(__VA_ARGS__); GLCHECK("glLightf");} while(0)
302 #define glLightfv(...) do { glLightfv(__VA_ARGS__); GLCHECK("glLightfv");} while(0)
303 #define glLineWidth(...) do { glLineWidth(__VA_ARGS__); GLCHECK("glLineWidth");} while(0)
304 #define glLoadMatrixf(...) do { glLoadMatrixf(__VA_ARGS__); GLCHECK("glLoadMatrixf");} while(0)
305 #define glMaterialf(...) do { glMaterialf(__VA_ARGS__); GLCHECK("glMaterialf");} while(0)
306 #define glMaterialfv(...) do { glMaterialfv(__VA_ARGS__); GLCHECK("glMaterialfv");} while(0)
307 #define glMultMatrixf(...) do { glMultMatrixf(__VA_ARGS__); GLCHECK("glMultMatrixf");} while(0)
308 #define glMultiTexCoord4f(...) do { glMultiTexCoord4f(__VA_ARGS__); GLCHECK("glMultiTexCoord4f");} while(0)
309 #define glNormal3f(...) do { glNormal3f(__VA_ARGS__); GLCHECK("glNormal3f");} while(0)
310 #define glOrthof(...) do { glOrthof(__VA_ARGS__); GLCHECK("glOrthof");} while(0)
311 #define glPointParameterf(...) do { glPointParameterf(__VA_ARGS__); GLCHECK("glPointParameterf");} while(0)
312 #define glPointParameterfv(...) do { glPointParameterfv(__VA_ARGS__); GLCHECK("glPointParameterfv");} while(0)
313 #define glPointSize(...) do { glPointSize(__VA_ARGS__); GLCHECK("glPointSize");} while(0)
314 #define glPolygonOffset(...) do { glPolygonOffset(__VA_ARGS__); GLCHECK("glPolygonOffset");} while(0)
315 #define glRotatef(...) do { glRotatef(__VA_ARGS__); GLCHECK("glRotatef");} while(0)
316 #define glScalef(...) do { glScalef(__VA_ARGS__); GLCHECK("glScalef");} while(0)
317 #define glTexEnvf(...) do { glTexEnvf(__VA_ARGS__); GLCHECK("glTexEnvf");} while(0)
318 #define glTexEnvfv(...) do { glTexEnvfv(__VA_ARGS__); GLCHECK("glTexEnvfv");} while(0)
319 #define glTexParameterf(...) do { glTexParameterf(__VA_ARGS__); GLCHECK("glTexParameterf");} while(0)
320 #define glTexParameterfv(...) do { glTexParameterfv(__VA_ARGS__); GLCHECK("glTexParameterfv");} while(0)
321 #define glTranslatef(...) do { glTranslatef(__VA_ARGS__); GLCHECK("glTranslatef");} while(0)
322 #define glActiveTexture(...) do { glActiveTexture(__VA_ARGS__); GLCHECK("glActiveTexture");} while(0)
323 #define glAlphaFuncx(...) do { glAlphaFuncx(__VA_ARGS__); GLCHECK("glAlphaFuncx");} while(0)
324 #define glBindBuffer(...) do { glBindBuffer(__VA_ARGS__); GLCHECK("glBindBuffer");} while(0)
325 #define glBindTexture(...) do { glBindTexture(__VA_ARGS__); GLCHECK("glBindTexture");} while(0)
326 #define glBlendFunc(...) do { glBlendFunc(__VA_ARGS__); GLCHECK("glBlendFunc");} while(0)
327 #define glBufferData(...) do { glBufferData(__VA_ARGS__); GLCHECK("glBufferData");} while(0)
328 #define glBufferSubData(...) do { glBufferSubData(__VA_ARGS__); GLCHECK("glBufferSubData");} while(0)
329 #define glClear(...) do { glClear(__VA_ARGS__); GLCHECK("glClear");} while(0)
330 #define glClearColorx(...) do { glClearColorx(__VA_ARGS__); GLCHECK("glClearColorx");} while(0)
331 #define glClearDepthx(...) do { glClearDepthx(__VA_ARGS__); GLCHECK("glClearDepthx");} while(0)
332 #define glClearStencil(...) do { glClearStencil(__VA_ARGS__); GLCHECK("glClearStencil");} while(0)
333 #define glClientActiveTexture(...) do { glClientActiveTexture(__VA_ARGS__); GLCHECK("glClientActiveTexture");} while(0)
334 #define glClipPlanex(...) do { glClipPlanex(__VA_ARGS__); GLCHECK("glClipPlanex");} while(0)
335 #define glColor4ub(...) do { glColor4ub(__VA_ARGS__); GLCHECK("glColor4ub");} while(0)
336 #define glColor4x(...) do { glColor4x(__VA_ARGS__); GLCHECK("glColor4x");} while(0)
337 #define glColorMask(...) do { glColorMask(__VA_ARGS__); GLCHECK("glColorMask");} while(0)
338 #define glColorPointer(...) do { glColorPointer(__VA_ARGS__); GLCHECK("glColorPointer");} while(0)
339 #define glCompressedTexImage2D(...) do { glCompressedTexImage2D(__VA_ARGS__); GLCHECK("glCompressedTexImage2D");} while(0)
340 #define glCompressedTexSubImage2D(...) do { glCompressedTexSubImage2D(__VA_ARGS__); GLCHECK("glCompressedTexSubImage2D");} while(0)
341 #define glCopyTexImage2D(...) do { glCopyTexImage2D(__VA_ARGS__); GLCHECK("glCopyTexImage2D");} while(0)
342 #define glCopyTexSubImage2D(...) do { glCopyTexSubImage2D(__VA_ARGS__); GLCHECK("glCopyTexSubImage2D");} while(0)
343 #define glCullFace(...) do { glCullFace(__VA_ARGS__); GLCHECK("glCullFace");} while(0)
344 #define glDeleteBuffers(...) do { glDeleteBuffers(__VA_ARGS__); GLCHECK("glDeleteBuffers");} while(0)
345 #define glDeleteTextures(...) do { glDeleteTextures(__VA_ARGS__); GLCHECK("glDeleteTextures");} while(0)
346 #define glDepthFunc(...) do { glDepthFunc(__VA_ARGS__); GLCHECK("glDepthFunc");} while(0)
347 #define glDepthMask(...) do { glDepthMask(__VA_ARGS__); GLCHECK("glDepthMask");} while(0)
348 #define glDepthRangex(...) do { glDepthRangex(__VA_ARGS__); GLCHECK("glDepthRangex");} while(0)
349 #define glDisable(...) do { glDisable(__VA_ARGS__); GLCHECK("glDisable");} while(0)
350 #define glDisableClientState(...) do { glDisableClientState(__VA_ARGS__); GLCHECK("glDisableClientState");} while(0)
351 #define glDrawArrays(...) do { glDrawArrays(__VA_ARGS__); GLCHECK("glDrawArrays");} while(0)
352 #define glDrawElements(...) do { glDrawElements(__VA_ARGS__); GLCHECK("glDrawElements");} while(0)
353 #define glEnable(...) do { glEnable(__VA_ARGS__); GLCHECK("glEnable");} while(0)
354 #define glEnableClientState(...) do { glEnableClientState(__VA_ARGS__); GLCHECK("glEnableClientState");} while(0)
355 #define glFinish(...) do { glFinish(__VA_ARGS__); GLCHECK("glFinish");} while(0)
356 #define glFlush(...) do { glFlush(__VA_ARGS__); GLCHECK("glFlush");} while(0)
357 #define glFogx(...) do { glFogx(__VA_ARGS__); GLCHECK("glFogx");} while(0)
358 #define glFogxv(...) do { glFogxv(__VA_ARGS__); GLCHECK("glFogxv");} while(0)
359 #define glFrontFace(...) do { glFrontFace(__VA_ARGS__); GLCHECK("glFrontFace");} while(0)
360 #define glFrustumx(...) do { glFrustumx(__VA_ARGS__); GLCHECK("glFrustumx");} while(0)
361 #define glGetBooleanv(...) do { glGetBooleanv(__VA_ARGS__); GLCHECK("glGetBooleanv");} while(0)
362 #define glGetBufferParameteriv(...) do { glGetBufferParameteriv(__VA_ARGS__); GLCHECK("glGetBufferParameteriv");} while(0)
363 #define glGetClipPlanex(...) do { glGetClipPlanex(__VA_ARGS__); GLCHECK("glGetClipPlanex");} while(0)
364 #define glGenBuffers(...) do { glGenBuffers(__VA_ARGS__); GLCHECK("glGenBuffers");} while(0)
365 #define glGenTextures(...) do { glGenTextures(__VA_ARGS__); GLCHECK("glGenTextures");} while(0)
366 // #define glGetError(...) do { glGetError(__VA_ARGS__); GLCHECK("glGetError");} while(0)
367 // #define glGetFixedv(...) do { glGetFixedv(__VA_ARGS__); GLCHECK("glGetFixedv");} while(0)
368 // #define glGetIntegerv(...) do { glGetIntegerv(__VA_ARGS__); GLCHECK("glGetIntegerv");} while(0)
369 // #define glGetLightxv(...) do { glGetLightxv(__VA_ARGS__); GLCHECK("glGetLightxv");} while(0)
370 // #define glGetMaterialxv(...) do { glGetMaterialxv(__VA_ARGS__); GLCHECK("glGetMaterialxv");} while(0)
371 // #define glGetPointerv(...) do { glGetPointerv(__VA_ARGS__); GLCHECK("glGetPointerv");} while(0)
372 // #define glGetString(...) do { glGetString(__VA_ARGS__); GLCHECK("glGetString");} while(0)
373 // #define glGetTexEnviv(...) do { glGetTexEnviv(__VA_ARGS__); GLCHECK("glGetTexEnviv");} while(0)
374 // #define glGetTexEnvxv(...) do { glGetTexEnvxv(__VA_ARGS__); GLCHECK("glGetTexEnvxv");} while(0)
375 // #define glGetTexParameteriv(...) do { glGetTexParameteriv(__VA_ARGS__); GLCHECK("glGetTexParameteriv");} while(0)
376 // #define glGetTexParameterxv(...) do { glGetTexParameterxv(__VA_ARGS__); GLCHECK("glGetTexParameterxv");} while(0)
377 #define glHint(...) do { glHint(__VA_ARGS__); GLCHECK("glHint");} while(0)
378 #define glIsBuffer(...) do { glIsBuffer(__VA_ARGS__); GLCHECK("glIsBuffer");} while(0)
379 #define glIsEnabled(...) do { glIsEnabled(__VA_ARGS__); GLCHECK("glIsEnabled");} while(0)
380 #define glIsTexture(...) do { glIsTexture(__VA_ARGS__); GLCHECK("glIsTexture");} while(0)
381 #define glLightModelx(...) do { glLightModelx(__VA_ARGS__); GLCHECK("glLightModelx");} while(0)
382 #define glLightModelxv(...) do { glLightModelxv(__VA_ARGS__); GLCHECK("glLightModelxv");} while(0)
383 #define glLightx(...) do { glLightx(__VA_ARGS__); GLCHECK("glLightx");} while(0)
384 #define glLightxv(...) do { glLightxv(__VA_ARGS__); GLCHECK("glLightxv");} while(0)
385 #define glLineWidthx(...) do { glLineWidthx(__VA_ARGS__); GLCHECK("glLineWidthx");} while(0)
386 #define glLoadIdentity(...) do { glLoadIdentity(__VA_ARGS__); GLCHECK("glLoadIdentity");} while(0)
387 #define glLoadMatrixx(...) do { glLoadMatrixx(__VA_ARGS__); GLCHECK("glLoadMatrixx");} while(0)
388 #define glLogicOp(...) do { glLogicOp(__VA_ARGS__); GLCHECK("glLogicOp");} while(0)
389 #define glMaterialx(...) do { glMaterialx(__VA_ARGS__); GLCHECK("glMaterialx");} while(0)
390 #define glMaterialxv(...) do { glMaterialxv(__VA_ARGS__); GLCHECK("glMaterialxv");} while(0)
391 #define glMatrixMode(...) do { glMatrixMode(__VA_ARGS__); GLCHECK("glMatrixMode");} while(0)
392 #define glMultMatrixx(...) do { glMultMatrixx(__VA_ARGS__); GLCHECK("glMultMatrixx");} while(0)
393 #define glMultiTexCoord4x(...) do { glMultiTexCoord4x(__VA_ARGS__); GLCHECK("glMultiTexCoord4x");} while(0)
394 #define glNormal3x(...) do { glNormal3x(__VA_ARGS__); GLCHECK("glNormal3x");} while(0)
395 #define glNormalPointer(...) do { glNormalPointer(__VA_ARGS__); GLCHECK("glNormalPointer");} while(0)
396 #define glOrthox(...) do { glOrthox(__VA_ARGS__); GLCHECK("glOrthox");} while(0)
397 #define glPixelStorei(...) do { glPixelStorei(__VA_ARGS__); GLCHECK("glPixelStorei");} while(0)
398 #define glPointParameterx(...) do { glPointParameterx(__VA_ARGS__); GLCHECK("glPointParameterx");} while(0)
399 #define glPointParameterxv(...) do { glPointParameterxv(__VA_ARGS__); GLCHECK("glPointParameterxv");} while(0)
400 #define glPointSizex(...) do { glPointSizex(__VA_ARGS__); GLCHECK("glPointSizex");} while(0)
401 #define glPolygonOffsetx(...) do { glPolygonOffsetx(__VA_ARGS__); GLCHECK("glPolygonOffsetx");} while(0)
402 #define glPopMatrix(...) do { glPopMatrix(__VA_ARGS__); GLCHECK("glPopMatrix");} while(0)
403 #define glPushMatrix(...) do { glPushMatrix(__VA_ARGS__); GLCHECK("glPushMatrix");} while(0)
404 #define glReadPixels(...) do { glReadPixels(__VA_ARGS__); GLCHECK("glReadPixels");} while(0)
405 #define glRotatex(...) do { glRotatex(__VA_ARGS__); GLCHECK("glRotatex");} while(0)
406 #define glSampleCoverage(...) do { glSampleCoverage(__VA_ARGS__); GLCHECK("glSampleCoverage");} while(0)
407 #define glSampleCoveragex(...) do { glSampleCoveragex(__VA_ARGS__); GLCHECK("glSampleCoveragex");} while(0)
408 #define glScalex(...) do { glScalex(__VA_ARGS__); GLCHECK("glScalex");} while(0)
409 #define glScissor(...) do { glScissor(__VA_ARGS__); GLCHECK("glScissor");} while(0)
410 #define glShadeModel(...) do { glShadeModel(__VA_ARGS__); GLCHECK("glShadeModel");} while(0)
411 #define glStencilFunc(...) do { glStencilFunc(__VA_ARGS__); GLCHECK("glStencilFunc");} while(0)
412 #define glStencilMask(...) do { glStencilMask(__VA_ARGS__); GLCHECK("glStencilMask");} while(0)
413 #define glStencilOp(...) do { glStencilOp(__VA_ARGS__); GLCHECK("glStencilOp");} while(0)
414 #define glTexCoordPointer(...) do { glTexCoordPointer(__VA_ARGS__); GLCHECK("glTexCoordPointer");} while(0)
415 #define glTexEnvi(...) do { glTexEnvi(__VA_ARGS__); GLCHECK("glTexEnvi");} while(0)
416 #define glTexEnvx(...) do { glTexEnvx(__VA_ARGS__); GLCHECK("glTexEnvx");} while(0)
417 #define glTexEnviv(...) do { glTexEnviv(__VA_ARGS__); GLCHECK("glTexEnviv");} while(0)
418 #define glTexEnvxv(...) do { glTexEnvxv(__VA_ARGS__); GLCHECK("glTexEnvxv");} while(0)
419 #define glTexImage2D(...) do { glTexImage2D(__VA_ARGS__); GLCHECK("glTexImage2D");} while(0)
420 #define glTexParameteri(...) do { glTexParameteri(__VA_ARGS__); GLCHECK("glTexParameteri");} while(0)
421 #define glTexParameterx(...) do { glTexParameterx(__VA_ARGS__); GLCHECK("glTexParameterx");} while(0)
422 #define glTexParameteriv(...) do { glTexParameteriv(__VA_ARGS__); GLCHECK("glTexParameteriv");} while(0)
423 #define glTexParameterxv(...) do { glTexParameterxv(__VA_ARGS__); GLCHECK("glTexParameterxv");} while(0)
424 #define glTexSubImage2D(...) do { glTexSubImage2D(__VA_ARGS__); GLCHECK("glTexSubImage2D");} while(0)
425 #define glTranslatex(...) do { glTranslatex(__VA_ARGS__); GLCHECK("glTranslatex");} while(0)
426 #define glVertexPointer(...) do { glVertexPointer(__VA_ARGS__); GLCHECK("glVertexPointer");} while(0)
427 #define glViewport(...) do { glViewport(__VA_ARGS__); GLCHECK("glViewport");} while(0)
428 
429 
430 
431 #else
432 #define GLCHECK(PROMPT) do {} while(0)
433 #endif
434