/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // disable data conversion warnings #ifdef _WIN32 #pragma warning(disable : 4244) // MIPS #pragma warning(disable : 4136) // X86 #pragma warning(disable : 4051) // ALPHA #endif #ifdef _WIN32 #include #endif #ifdef USE_OPENGLES #include #else #include #include #endif void GL_BeginRendering (int *x, int *y, int *width, int *height); void GL_EndRendering (void); #ifdef USE_OPENGLES #else // full OpenGL // Function prototypes for the Texture Object Extension routines typedef GLboolean (APIENTRY *ARETEXRESFUNCPTR)(GLsizei, const GLuint *, const GLboolean *); typedef void (APIENTRY *BINDTEXFUNCPTR)(GLenum, GLuint); typedef void (APIENTRY *DELTEXFUNCPTR)(GLsizei, const GLuint *); typedef void (APIENTRY *GENTEXFUNCPTR)(GLsizei, GLuint *); typedef GLboolean (APIENTRY *ISTEXFUNCPTR)(GLuint); typedef void (APIENTRY *PRIORTEXFUNCPTR)(GLsizei, const GLuint *, const GLclampf *); typedef void (APIENTRY *TEXSUBIMAGEPTR)(int, int, int, int, int, int, int, int, void *); extern BINDTEXFUNCPTR bindTexFunc; extern DELTEXFUNCPTR delTexFunc; extern TEXSUBIMAGEPTR TexSubImage2DFunc; #endif // USE_OPENGLES extern int texture_extension_number; extern int texture_mode; extern float gldepthmin, gldepthmax; void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha); void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha); int GL_LoadTexture (const char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha); int GL_FindTexture (const char *identifier); typedef struct { float x, y, z; float s, t; float r, g, b; } glvert_t; extern glvert_t glv; extern int glx, gly, glwidth, glheight; #ifdef _WIN32 extern PROC glArrayElementEXT; extern PROC glColorPointerEXT; extern PROC glTexturePointerEXT; extern PROC glVertexPointerEXT; #endif // r_local.h -- private refresh defs #define ALIAS_BASE_SIZE_RATIO (1.0 / 11.0) // normalizing factor so player model works out to about // 1 pixel per triangle #define MAX_LBM_HEIGHT 480 #define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf #define SKYSHIFT 7 #define SKYSIZE (1 << SKYSHIFT) #define SKYMASK (SKYSIZE - 1) #define BACKFACE_EPSILON 0.01 void R_TimeRefresh_f (void); void R_ReadPointFile_f (void); texture_t *R_TextureAnimation (texture_t *base); typedef struct surfcache_s { struct surfcache_s *next; struct surfcache_s **owner; // NULL is an empty chunk of memory int lightadj[MAXLIGHTMAPS]; // checked for strobe flush int dlight; int size; // including header unsigned width; unsigned height; // DEBUG only needed for debug float mipscale; struct texture_s *texture; // checked for animating textures byte data[4]; // width*height elements } surfcache_t; typedef struct { pixel_t *surfdat; // destination for generated surface int rowbytes; // destination logical width in bytes msurface_t *surf; // description for surface to generate fixed8_t lightadj[MAXLIGHTMAPS]; // adjust for lightmap levels for dynamic lighting texture_t *texture; // corrected for animating textures int surfmip; // mipmapped ratio of surface texels / world pixels int surfwidth; // in mipmapped texels int surfheight; // in mipmapped texels } drawsurf_t; typedef enum { pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2, ptype_t_max = 1 << 30 } ptype_t; // !!! if this is changed, it must be changed in d_ifacea.h too !!! typedef struct particle_s { // driver-usable fields vec3_t org; float color; // drivers never touch the following fields struct particle_s *next; vec3_t vel; float ramp; float die; ptype_t type; } particle_t; //==================================================== extern entity_t r_worldentity; extern qboolean r_cache_thrash; // compatability extern vec3_t modelorg, r_entorigin; extern entity_t *currententity; extern int r_visframecount; // ??? what difs? extern int r_framecount; extern mplane_t frustum[4]; extern int c_brush_polys, c_alias_polys; // // view origin // extern vec3_t vup; extern vec3_t vpn; extern vec3_t vright; extern vec3_t r_origin; // // screen size info // extern refdef_t r_refdef; extern mleaf_t *r_viewleaf, *r_oldviewleaf; extern texture_t *r_notexture_mip; extern int d_lightstylevalue[256]; // 8.8 fraction of base light value extern qboolean envmap; extern int currenttexture; extern int cnttextures[2]; extern int particletexture; extern int playertextures; extern int skytexturenum; // index in cl.loadmodel, not gl texture object extern cvar_t r_norefresh; extern cvar_t r_drawentities; extern cvar_t r_drawworld; extern cvar_t r_drawviewmodel; extern cvar_t r_speeds; extern cvar_t r_waterwarp; extern cvar_t r_fullbright; extern cvar_t r_lightmap; extern cvar_t r_shadows; extern cvar_t r_mirroralpha; extern cvar_t r_wateralpha; extern cvar_t r_dynamic; extern cvar_t r_novis; extern cvar_t gl_clear; extern cvar_t gl_cull; extern cvar_t gl_poly; extern cvar_t gl_texsort; extern cvar_t gl_smoothmodels; extern cvar_t gl_affinemodels; extern cvar_t gl_polyblend; extern cvar_t gl_keeptjunctions; extern cvar_t gl_reporttjunctions; extern cvar_t gl_flashblend; extern cvar_t gl_nocolors; extern cvar_t gl_doubleeyes; extern int gl_lightmap_format; extern int gl_solid_format; extern int gl_alpha_format; extern cvar_t gl_max_size; extern cvar_t gl_playermip; extern int mirrortexturenum; // quake texturenum, not gltexturenum extern qboolean mirror; extern mplane_t *mirror_plane; extern float r_world_matrix[16]; extern const char *gl_vendor; extern const char *gl_renderer; extern const char *gl_version; extern const char *gl_extensions; void R_TranslatePlayerSkin (int playernum); void GL_Bind (int texnum); // Multitexture #ifdef USE_OPENGLES #define TEXTURE0_SGIS GL_TEXTURE0 #define TEXTURE1_SGIS GL_TEXTURE1 #else #define TEXTURE0_SGIS 0x835E #define TEXTURE1_SGIS 0x835F #endif #ifndef _WIN32 #define APIENTRY /* */ typedef void (APIENTRY *lpMTexFUNC) (GLenum, GLfloat, GLfloat); typedef void (APIENTRY *lpSelTexFUNC) (GLenum); extern lpMTexFUNC qglMTexCoord2fSGIS; extern lpSelTexFUNC qglSelectTextureSGIS; #endif extern qboolean gl_mtexable; void GL_DisableMultitexture(void); void GL_EnableMultitexture(void); // Debugging #define DEBUG_OPENGL_CALLS #ifdef DEBUG_OPENGL_CALLS void checkGLImp(const char* state, const char* file, int line); #define GLCHECK(PROMPT) checkGLImp(PROMPT, __FILE__, __LINE__) #define glAlphaFunc(...) do { glAlphaFunc(__VA_ARGS__); GLCHECK("glAlphaFunc");} while(0) #define glClearColor(...) do { glClearColor(__VA_ARGS__); GLCHECK("glClearColor");} while(0) #define glClearDepthf(...) do { glClearDepthf(__VA_ARGS__); GLCHECK("glClearDepthf");} while(0) #define glClipPlanef(...) do { glClipPlanef(__VA_ARGS__); GLCHECK("glClipPlanef");} while(0) #define glColor4f(...) do { glColor4f(__VA_ARGS__); GLCHECK("glColor4f");} while(0) #define glDepthRangef(...) do { glDepthRangef(__VA_ARGS__); GLCHECK("glDepthRangef");} while(0) #define glFogf(...) do { glFogf(__VA_ARGS__); GLCHECK("glFogf");} while(0) #define glFogfv(...) do { glFogfv(__VA_ARGS__); GLCHECK("glFogfv");} while(0) #define glFrustumf(...) do { glFrustumf(__VA_ARGS__); GLCHECK("glFrustumf");} while(0) #define glGetClipPlanef(...) do { glGetClipPlanef(__VA_ARGS__); GLCHECK("glGetClipPlanef");} while(0) #define glGetFloatv(...) do { glGetFloatv(__VA_ARGS__); GLCHECK("glGetFloatv");} while(0) #define glGetLightfv(...) do { glGetLightfv(__VA_ARGS__); GLCHECK("glGetLightfv");} while(0) #define glGetMaterialfv(...) do { glGetMaterialfv(__VA_ARGS__); GLCHECK("glGetMaterialfv");} while(0) #define glGetTexEnvfv(...) do { glGetTexEnvfv(__VA_ARGS__); GLCHECK("glGetTexEnvfv");} while(0) #define glGetTexParameterfv(...) do { glGetTexParameterfv(__VA_ARGS__); GLCHECK("glGetTexParameterfv");} while(0) #define glLightModelf(...) do { glLightModelf(__VA_ARGS__); GLCHECK("glLightModelf");} while(0) #define glLightModelfv(...) do { glLightModelfv(__VA_ARGS__); GLCHECK("glLightModelfv");} while(0) #define glLightf(...) do { glLightf(__VA_ARGS__); GLCHECK("glLightf");} while(0) #define glLightfv(...) do { glLightfv(__VA_ARGS__); GLCHECK("glLightfv");} while(0) #define glLineWidth(...) do { glLineWidth(__VA_ARGS__); GLCHECK("glLineWidth");} while(0) #define glLoadMatrixf(...) do { glLoadMatrixf(__VA_ARGS__); GLCHECK("glLoadMatrixf");} while(0) #define glMaterialf(...) do { glMaterialf(__VA_ARGS__); GLCHECK("glMaterialf");} while(0) #define glMaterialfv(...) do { glMaterialfv(__VA_ARGS__); GLCHECK("glMaterialfv");} while(0) #define glMultMatrixf(...) do { glMultMatrixf(__VA_ARGS__); GLCHECK("glMultMatrixf");} while(0) #define glMultiTexCoord4f(...) do { glMultiTexCoord4f(__VA_ARGS__); GLCHECK("glMultiTexCoord4f");} while(0) #define glNormal3f(...) do { glNormal3f(__VA_ARGS__); GLCHECK("glNormal3f");} while(0) #define glOrthof(...) do { glOrthof(__VA_ARGS__); GLCHECK("glOrthof");} while(0) #define glPointParameterf(...) do { glPointParameterf(__VA_ARGS__); GLCHECK("glPointParameterf");} while(0) #define glPointParameterfv(...) do { glPointParameterfv(__VA_ARGS__); GLCHECK("glPointParameterfv");} while(0) #define glPointSize(...) do { glPointSize(__VA_ARGS__); GLCHECK("glPointSize");} while(0) #define glPolygonOffset(...) do { glPolygonOffset(__VA_ARGS__); GLCHECK("glPolygonOffset");} while(0) #define glRotatef(...) do { glRotatef(__VA_ARGS__); GLCHECK("glRotatef");} while(0) #define glScalef(...) do { glScalef(__VA_ARGS__); GLCHECK("glScalef");} while(0) #define glTexEnvf(...) do { glTexEnvf(__VA_ARGS__); GLCHECK("glTexEnvf");} while(0) #define glTexEnvfv(...) do { glTexEnvfv(__VA_ARGS__); GLCHECK("glTexEnvfv");} while(0) #define glTexParameterf(...) do { glTexParameterf(__VA_ARGS__); GLCHECK("glTexParameterf");} while(0) #define glTexParameterfv(...) do { glTexParameterfv(__VA_ARGS__); GLCHECK("glTexParameterfv");} while(0) #define glTranslatef(...) do { glTranslatef(__VA_ARGS__); GLCHECK("glTranslatef");} while(0) #define glActiveTexture(...) do { glActiveTexture(__VA_ARGS__); GLCHECK("glActiveTexture");} while(0) #define glAlphaFuncx(...) do { glAlphaFuncx(__VA_ARGS__); GLCHECK("glAlphaFuncx");} while(0) #define glBindBuffer(...) do { glBindBuffer(__VA_ARGS__); GLCHECK("glBindBuffer");} while(0) #define glBindTexture(...) do { glBindTexture(__VA_ARGS__); GLCHECK("glBindTexture");} while(0) #define glBlendFunc(...) do { glBlendFunc(__VA_ARGS__); GLCHECK("glBlendFunc");} while(0) #define glBufferData(...) do { glBufferData(__VA_ARGS__); GLCHECK("glBufferData");} while(0) #define glBufferSubData(...) do { glBufferSubData(__VA_ARGS__); GLCHECK("glBufferSubData");} while(0) #define glClear(...) do { glClear(__VA_ARGS__); GLCHECK("glClear");} while(0) #define glClearColorx(...) do { glClearColorx(__VA_ARGS__); GLCHECK("glClearColorx");} while(0) #define glClearDepthx(...) do { glClearDepthx(__VA_ARGS__); GLCHECK("glClearDepthx");} while(0) #define glClearStencil(...) do { glClearStencil(__VA_ARGS__); GLCHECK("glClearStencil");} while(0) #define glClientActiveTexture(...) do { glClientActiveTexture(__VA_ARGS__); GLCHECK("glClientActiveTexture");} while(0) #define glClipPlanex(...) do { glClipPlanex(__VA_ARGS__); GLCHECK("glClipPlanex");} while(0) #define glColor4ub(...) do { glColor4ub(__VA_ARGS__); GLCHECK("glColor4ub");} while(0) #define glColor4x(...) do { glColor4x(__VA_ARGS__); GLCHECK("glColor4x");} while(0) #define glColorMask(...) do { glColorMask(__VA_ARGS__); GLCHECK("glColorMask");} while(0) #define glColorPointer(...) do { glColorPointer(__VA_ARGS__); GLCHECK("glColorPointer");} while(0) #define glCompressedTexImage2D(...) do { glCompressedTexImage2D(__VA_ARGS__); GLCHECK("glCompressedTexImage2D");} while(0) #define glCompressedTexSubImage2D(...) do { glCompressedTexSubImage2D(__VA_ARGS__); GLCHECK("glCompressedTexSubImage2D");} while(0) #define glCopyTexImage2D(...) do { glCopyTexImage2D(__VA_ARGS__); GLCHECK("glCopyTexImage2D");} while(0) #define glCopyTexSubImage2D(...) do { glCopyTexSubImage2D(__VA_ARGS__); GLCHECK("glCopyTexSubImage2D");} while(0) #define glCullFace(...) do { glCullFace(__VA_ARGS__); GLCHECK("glCullFace");} while(0) #define glDeleteBuffers(...) do { glDeleteBuffers(__VA_ARGS__); GLCHECK("glDeleteBuffers");} while(0) #define glDeleteTextures(...) do { glDeleteTextures(__VA_ARGS__); GLCHECK("glDeleteTextures");} while(0) #define glDepthFunc(...) do { glDepthFunc(__VA_ARGS__); GLCHECK("glDepthFunc");} while(0) #define glDepthMask(...) do { glDepthMask(__VA_ARGS__); GLCHECK("glDepthMask");} while(0) #define glDepthRangex(...) do { glDepthRangex(__VA_ARGS__); GLCHECK("glDepthRangex");} while(0) #define glDisable(...) do { glDisable(__VA_ARGS__); GLCHECK("glDisable");} while(0) #define glDisableClientState(...) do { glDisableClientState(__VA_ARGS__); GLCHECK("glDisableClientState");} while(0) #define glDrawArrays(...) do { glDrawArrays(__VA_ARGS__); GLCHECK("glDrawArrays");} while(0) #define glDrawElements(...) do { glDrawElements(__VA_ARGS__); GLCHECK("glDrawElements");} while(0) #define glEnable(...) do { glEnable(__VA_ARGS__); GLCHECK("glEnable");} while(0) #define glEnableClientState(...) do { glEnableClientState(__VA_ARGS__); GLCHECK("glEnableClientState");} while(0) #define glFinish(...) do { glFinish(__VA_ARGS__); GLCHECK("glFinish");} while(0) #define glFlush(...) do { glFlush(__VA_ARGS__); GLCHECK("glFlush");} while(0) #define glFogx(...) do { glFogx(__VA_ARGS__); GLCHECK("glFogx");} while(0) #define glFogxv(...) do { glFogxv(__VA_ARGS__); GLCHECK("glFogxv");} while(0) #define glFrontFace(...) do { glFrontFace(__VA_ARGS__); GLCHECK("glFrontFace");} while(0) #define glFrustumx(...) do { glFrustumx(__VA_ARGS__); GLCHECK("glFrustumx");} while(0) #define glGetBooleanv(...) do { glGetBooleanv(__VA_ARGS__); GLCHECK("glGetBooleanv");} while(0) #define glGetBufferParameteriv(...) do { glGetBufferParameteriv(__VA_ARGS__); GLCHECK("glGetBufferParameteriv");} while(0) #define glGetClipPlanex(...) do { glGetClipPlanex(__VA_ARGS__); GLCHECK("glGetClipPlanex");} while(0) #define glGenBuffers(...) do { glGenBuffers(__VA_ARGS__); GLCHECK("glGenBuffers");} while(0) #define glGenTextures(...) do { glGenTextures(__VA_ARGS__); GLCHECK("glGenTextures");} while(0) // #define glGetError(...) do { glGetError(__VA_ARGS__); GLCHECK("glGetError");} while(0) // #define glGetFixedv(...) do { glGetFixedv(__VA_ARGS__); GLCHECK("glGetFixedv");} while(0) // #define glGetIntegerv(...) do { glGetIntegerv(__VA_ARGS__); GLCHECK("glGetIntegerv");} while(0) // #define glGetLightxv(...) do { glGetLightxv(__VA_ARGS__); GLCHECK("glGetLightxv");} while(0) // #define glGetMaterialxv(...) do { glGetMaterialxv(__VA_ARGS__); GLCHECK("glGetMaterialxv");} while(0) // #define glGetPointerv(...) do { glGetPointerv(__VA_ARGS__); GLCHECK("glGetPointerv");} while(0) // #define glGetString(...) do { glGetString(__VA_ARGS__); GLCHECK("glGetString");} while(0) // #define glGetTexEnviv(...) do { glGetTexEnviv(__VA_ARGS__); GLCHECK("glGetTexEnviv");} while(0) // #define glGetTexEnvxv(...) do { glGetTexEnvxv(__VA_ARGS__); GLCHECK("glGetTexEnvxv");} while(0) // #define glGetTexParameteriv(...) do { glGetTexParameteriv(__VA_ARGS__); GLCHECK("glGetTexParameteriv");} while(0) // #define glGetTexParameterxv(...) do { glGetTexParameterxv(__VA_ARGS__); GLCHECK("glGetTexParameterxv");} while(0) #define glHint(...) do { glHint(__VA_ARGS__); GLCHECK("glHint");} while(0) #define glIsBuffer(...) do { glIsBuffer(__VA_ARGS__); GLCHECK("glIsBuffer");} while(0) #define glIsEnabled(...) do { glIsEnabled(__VA_ARGS__); GLCHECK("glIsEnabled");} while(0) #define glIsTexture(...) do { glIsTexture(__VA_ARGS__); GLCHECK("glIsTexture");} while(0) #define glLightModelx(...) do { glLightModelx(__VA_ARGS__); GLCHECK("glLightModelx");} while(0) #define glLightModelxv(...) do { glLightModelxv(__VA_ARGS__); GLCHECK("glLightModelxv");} while(0) #define glLightx(...) do { glLightx(__VA_ARGS__); GLCHECK("glLightx");} while(0) #define glLightxv(...) do { glLightxv(__VA_ARGS__); GLCHECK("glLightxv");} while(0) #define glLineWidthx(...) do { glLineWidthx(__VA_ARGS__); GLCHECK("glLineWidthx");} while(0) #define glLoadIdentity(...) do { glLoadIdentity(__VA_ARGS__); GLCHECK("glLoadIdentity");} while(0) #define glLoadMatrixx(...) do { glLoadMatrixx(__VA_ARGS__); GLCHECK("glLoadMatrixx");} while(0) #define glLogicOp(...) do { glLogicOp(__VA_ARGS__); GLCHECK("glLogicOp");} while(0) #define glMaterialx(...) do { glMaterialx(__VA_ARGS__); GLCHECK("glMaterialx");} while(0) #define glMaterialxv(...) do { glMaterialxv(__VA_ARGS__); GLCHECK("glMaterialxv");} while(0) #define glMatrixMode(...) do { glMatrixMode(__VA_ARGS__); GLCHECK("glMatrixMode");} while(0) #define glMultMatrixx(...) do { glMultMatrixx(__VA_ARGS__); GLCHECK("glMultMatrixx");} while(0) #define glMultiTexCoord4x(...) do { glMultiTexCoord4x(__VA_ARGS__); GLCHECK("glMultiTexCoord4x");} while(0) #define glNormal3x(...) do { glNormal3x(__VA_ARGS__); GLCHECK("glNormal3x");} while(0) #define glNormalPointer(...) do { glNormalPointer(__VA_ARGS__); GLCHECK("glNormalPointer");} while(0) #define glOrthox(...) do { glOrthox(__VA_ARGS__); GLCHECK("glOrthox");} while(0) #define glPixelStorei(...) do { glPixelStorei(__VA_ARGS__); GLCHECK("glPixelStorei");} while(0) #define glPointParameterx(...) do { glPointParameterx(__VA_ARGS__); GLCHECK("glPointParameterx");} while(0) #define glPointParameterxv(...) do { glPointParameterxv(__VA_ARGS__); GLCHECK("glPointParameterxv");} while(0) #define glPointSizex(...) do { glPointSizex(__VA_ARGS__); GLCHECK("glPointSizex");} while(0) #define glPolygonOffsetx(...) do { glPolygonOffsetx(__VA_ARGS__); GLCHECK("glPolygonOffsetx");} while(0) #define glPopMatrix(...) do { glPopMatrix(__VA_ARGS__); GLCHECK("glPopMatrix");} while(0) #define glPushMatrix(...) do { glPushMatrix(__VA_ARGS__); GLCHECK("glPushMatrix");} while(0) #define glReadPixels(...) do { glReadPixels(__VA_ARGS__); GLCHECK("glReadPixels");} while(0) #define glRotatex(...) do { glRotatex(__VA_ARGS__); GLCHECK("glRotatex");} while(0) #define glSampleCoverage(...) do { glSampleCoverage(__VA_ARGS__); GLCHECK("glSampleCoverage");} while(0) #define glSampleCoveragex(...) do { glSampleCoveragex(__VA_ARGS__); GLCHECK("glSampleCoveragex");} while(0) #define glScalex(...) do { glScalex(__VA_ARGS__); GLCHECK("glScalex");} while(0) #define glScissor(...) do { glScissor(__VA_ARGS__); GLCHECK("glScissor");} while(0) #define glShadeModel(...) do { glShadeModel(__VA_ARGS__); GLCHECK("glShadeModel");} while(0) #define glStencilFunc(...) do { glStencilFunc(__VA_ARGS__); GLCHECK("glStencilFunc");} while(0) #define glStencilMask(...) do { glStencilMask(__VA_ARGS__); GLCHECK("glStencilMask");} while(0) #define glStencilOp(...) do { glStencilOp(__VA_ARGS__); GLCHECK("glStencilOp");} while(0) #define glTexCoordPointer(...) do { glTexCoordPointer(__VA_ARGS__); GLCHECK("glTexCoordPointer");} while(0) #define glTexEnvi(...) do { glTexEnvi(__VA_ARGS__); GLCHECK("glTexEnvi");} while(0) #define glTexEnvx(...) do { glTexEnvx(__VA_ARGS__); GLCHECK("glTexEnvx");} while(0) #define glTexEnviv(...) do { glTexEnviv(__VA_ARGS__); GLCHECK("glTexEnviv");} while(0) #define glTexEnvxv(...) do { glTexEnvxv(__VA_ARGS__); GLCHECK("glTexEnvxv");} while(0) #define glTexImage2D(...) do { glTexImage2D(__VA_ARGS__); GLCHECK("glTexImage2D");} while(0) #define glTexParameteri(...) do { glTexParameteri(__VA_ARGS__); GLCHECK("glTexParameteri");} while(0) #define glTexParameterx(...) do { glTexParameterx(__VA_ARGS__); GLCHECK("glTexParameterx");} while(0) #define glTexParameteriv(...) do { glTexParameteriv(__VA_ARGS__); GLCHECK("glTexParameteriv");} while(0) #define glTexParameterxv(...) do { glTexParameterxv(__VA_ARGS__); GLCHECK("glTexParameterxv");} while(0) #define glTexSubImage2D(...) do { glTexSubImage2D(__VA_ARGS__); GLCHECK("glTexSubImage2D");} while(0) #define glTranslatex(...) do { glTranslatex(__VA_ARGS__); GLCHECK("glTranslatex");} while(0) #define glVertexPointer(...) do { glVertexPointer(__VA_ARGS__); GLCHECK("glVertexPointer");} while(0) #define glViewport(...) do { glViewport(__VA_ARGS__); GLCHECK("glViewport");} while(0) #else #define GLCHECK(PROMPT) do {} while(0) #endif