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			231 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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|  * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #include "GL/gl.h"
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| #include "GLContext.h"
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| 
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| extern GL::GLContext* g_gl_context;
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| 
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| void glBegin(GLenum mode)
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| {
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|     g_gl_context->gl_begin(mode);
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| }
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| 
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| void glEnd()
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| {
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|     g_gl_context->gl_end();
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| }
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| 
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| void glVertex2d(GLdouble x, GLdouble y)
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| {
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|     g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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| }
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| 
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| void glVertex2dv(GLdouble const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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| }
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| 
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| void glVertex2f(GLfloat x, GLfloat y)
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| {
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|     g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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| }
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| 
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| void glVertex2fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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| }
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| 
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| void glVertex2i(GLint x, GLint y)
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| {
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|     g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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| }
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| 
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| void glVertex2iv(GLint const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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| }
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| 
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| void glVertex2s(GLshort x, GLshort y)
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| {
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|     g_gl_context->gl_vertex(x, y, 0.0, 1.0);
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| }
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| 
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| void glVertex2sv(GLshort const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], 0.0, 1.0);
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| }
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| 
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| void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
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| {
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|     g_gl_context->gl_vertex(x, y, z, 1.0);
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| }
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| 
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| void glVertex3dv(GLdouble const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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| }
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| 
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| void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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| {
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|     g_gl_context->gl_vertex(x, y, z, 1.0);
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| }
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| 
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| void glVertex3fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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| }
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| 
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| void glVertex3i(GLint x, GLint y, GLint z)
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| {
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|     g_gl_context->gl_vertex(x, y, z, 1.0);
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| }
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| 
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| void glVertex3iv(GLint const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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| }
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| 
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| void glVertex3s(GLshort x, GLshort y, GLshort z)
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| {
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|     g_gl_context->gl_vertex(x, y, z, 1.0);
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| }
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| 
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| void glVertex3sv(GLshort const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], 1.0);
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| }
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| 
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| void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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| {
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|     g_gl_context->gl_vertex(x, y, z, w);
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| }
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| 
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| void glVertex4dv(GLdouble const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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| }
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| 
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| void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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| {
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|     g_gl_context->gl_vertex(x, y, z, w);
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| }
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| 
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| void glVertex4fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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| }
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| 
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| void glVertex4i(GLint x, GLint y, GLint z, GLint w)
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| {
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|     g_gl_context->gl_vertex(x, y, z, w);
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| }
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| 
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| void glVertex4iv(GLint const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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| }
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| 
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| void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
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| {
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|     g_gl_context->gl_vertex(x, y, z, w);
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| }
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| 
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| void glVertex4sv(GLshort const* v)
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| {
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|     g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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| }
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| 
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| void glTexCoord1f(GLfloat s)
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| {
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|     g_gl_context->gl_tex_coord(s, 0.0f, 0.0f, 1.0f);
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| }
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| 
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| void glTexCoord1fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_tex_coord(v[0], 0.0f, 0.0f, 1.0f);
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| }
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| 
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| void glTexCoord2d(GLdouble s, GLdouble t)
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| {
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|     g_gl_context->gl_tex_coord(s, t, 0.0f, 1.0f);
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| }
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| 
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| void glTexCoord2dv(GLdouble const* v)
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| {
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|     g_gl_context->gl_tex_coord(v[0], v[1], 0.0f, 1.0f);
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| }
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| 
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| void glTexCoord2f(GLfloat s, GLfloat t)
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| {
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|     g_gl_context->gl_tex_coord(s, t, 0.0f, 1.0f);
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| }
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| 
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| void glTexCoord2fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_tex_coord(v[0], v[1], 0.0f, 1.0f);
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| }
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| 
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| void glTexCoord2i(GLint s, GLint t)
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| {
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|     g_gl_context->gl_tex_coord(s, t, 0.0f, 1.0f);
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| }
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| 
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| void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
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| {
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|     g_gl_context->gl_tex_coord(s, t, r, 1.0f);
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| }
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| 
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| void glTexCoord3fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_tex_coord(v[0], v[1], v[2], 1.0f);
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| }
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| 
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| void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
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| {
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|     g_gl_context->gl_tex_coord(s, t, r, q);
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| }
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| 
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| void glTexCoord4fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_tex_coord(v[0], v[1], v[2], v[3]);
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| }
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| 
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| void glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t)
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| {
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|     glMultiTexCoord2f(target, s, t);
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| }
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| 
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| void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
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| {
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|     g_gl_context->gl_multi_tex_coord(target, s, t, 0.0f, 1.0f);
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| }
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| 
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| void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
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| {
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|     g_gl_context->gl_normal(nx, ny, nz);
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| }
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| 
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| void glNormal3fv(GLfloat const* v)
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| {
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|     g_gl_context->gl_normal(v[0], v[1], v[2]);
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| }
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| 
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| void glNormalPointer(GLenum type, GLsizei stride, void const* pointer)
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| {
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|     g_gl_context->gl_normal_pointer(type, stride, pointer);
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| }
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| 
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| void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
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| {
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|     g_gl_context->gl_rect(x1, y1, x2, y2);
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| }
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| 
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| void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
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| {
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|     g_gl_context->gl_rect(x1, y1, x2, y2);
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| }
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