#$Id$ service=GServer #[call::glAccum] #arg1=UINT32,op #arg2=FLOAT,value [call::glActiveTexture] arg1=UINT32,texture [call::glArrayElement] arg1=INT32,i #[call::glAttachShader] #arg1=UINT32,program #arg2=UINT32,shader [call::glBegin] arg1=UINT32,mode #[call::glBeginQuery] #arg1=UINT32,target #arg2=UINT32,id #[call::glBindBuffer] #arg1=UINT32,target #arg2=UINT32,buffer [call:glBindTexture] arg1=UINT32,target arg2=UINT32,texture [call::glBlendEquation] arg1=UINT32,mode #[call::glBlendEquationSeparate] #arg1=UINT32,modeRGB #arg2=UINT32,modeAlpha [call::glBlendFunc] arg1=UINT32,sfactor arg2=UINT32,dfactor #[call::glBlendFuncSeparate] #arg1=UINT32,srcRGB #arg2=UINT32,dstRGB #arg3=UINT32,srcAlpha #arg4=UINT32,dstAlpha [call::glCallList] arg1=UINT32,list [call::glClear] arg1=UINT32,mask [call::glClearAccum] arg1=FLOAT,red arg2=FLOAT,green arg3=FLOAT,blue arg4=FLOAT,alpha [call::glClearColor] arg1=FLOAT,red arg2=FLOAT,green arg3=FLOAT,blue arg4=FLOAT,alpha [call::glClearDepth] arg1=DOUBLE,depth [call::glClearIndex] arg1=FLOAT,c [call::glClearStencil] arg1=INT32,s [call::glClientActiveTexture] arg1=UINT32,texture [call::glColor3b] arg1=INT8,red arg2=INT8,green arg3=INT8,blue [call::glColor3d] arg1=DOUBLE,red arg2=DOUBLE,green arg3=DOUBLE,blue [call::glColor3f] arg1=FLOAT,red arg2=FLOAT,green arg3=FLOAT,blue [call::glColor3i] arg1=INT32,red arg2=INT32,green arg3=INT32,blue [call::glColor3s] arg1=INT16,red arg2=INT16,green arg3=INT16,blue [call::glColor3ub] arg1=UINT8,red arg2=UINT8,green arg3=UINT8,blue [call::glColor3ui] arg1=UINT32,red arg2=UINT32,green arg3=UINT32,blue [call::glColor3us] arg1=UINT16,red arg2=UINT16,green arg3=UINT16,blue [call::glColor4b] arg1=INT8,red arg2=INT8,green arg3=INT8,blue arg4=INT8,alpha [call::glColor4d] arg1=DOUBLE,red arg2=DOUBLE,green arg3=DOUBLE,blue arg4=DOUBLE,alpha [call::glColor4f] arg1=FLOAT,red arg2=FLOAT,green arg3=FLOAT,blue arg4=FLOAT,alpha [call::glColor4i] arg1=INT32,red arg2=INT32,green arg3=INT32,blue arg4=INT32,alpha [call::glColor4s] arg1=INT16,red arg2=INT16,green arg3=INT16,blue arg4=INT16,alpha [call::glColor4ub] arg1=UINT8,red arg2=UINT8,green arg3=UINT8,blue arg4=UINT8,alpha [call::glColor4ui] arg1=UINT32,red arg2=UINT32,green arg3=UINT32,blue arg4=UINT32,alpha [call::glColor4us] arg1=UINT16,red arg2=UINT16,green arg3=UINT16,blue arg4=UINT16,alpha [call::glColorMask] arg1=BOOL,red arg2=BOOL,green arg3=BOOL,blue arg4=BOOL,alpha [call::glColorMaterial] arg1=UINT32,face arg2=UINT32,mode #[call::glCompileShader] #arg1=UINT32,shader [call::glDepthFunc] arg1=UINT32 [call::glDisable] arg1=UINT32 [call::glDisableClientState] arg1=UINT32 [call::glDrawArrays] arg1=UINT32 arg2=INT32 arg3=INT32 [call::glEnable] arg1=UINT32 [call::glEnableClientState] arg1=UINT32 [call::glEnd] ret=VOID [call::glEndList] ret=VOID [call::glFlush] ret=VOID [call::glFogi] arg1=UINT32 arg2=INT32 [call::glHint] arg1=UINT32 arg2=UINT32 [call::glIsEnabled] ret=BOOL arg1=UINT32 #[call::glLightf] #arg1=UINT32 #arg2=UINT32 #arg3=FLOAT [call::glLightModeli] arg1=UINT32 arg2=INT32 [call::glLighti] arg1=UINT32 arg2=UINT32 arg3=INT32 [call::glLoadIdentity] ret=VOID [call::glNormal3f] arg1=FLOAT arg2=FLOAT arg3=FLOAT [call::glPointSize] arg1=FLOAT [call::glPolygonOffset] arg1=FLOAT arg2=FLOAT [call::glRotatef] arg1=FLOAT arg2=FLOAT arg3=FLOAT arg4=FLOAT [call::glScissor] arg1=INT32 arg2=INT32 arg3=INT32 arg4=INT32 [call::glShadeModel] arg1=UINT32 [call::glTexCoord2f] arg1=FLOAT arg2=FLOAT [call::glTexGeni] arg1=UINT32 arg2=UINT32 arg3=INT32 [call::glTexParameteri] arg1=UINT32 arg2=UINT32 arg3=UINT32 [call::glTranslated] arg1=DOUBLE arg2=DOUBLE arg3=DOUBLE [call::glTranslatef] arg1=FLOAT arg2=FLOAT arg3=FLOAT [call::glVertex2i] arg1=INT32 arg2=INT32 [call::glVertex3f] arg1=FLOAT arg2=FLOAT arg3=FLOAT [call::glVertex3i] arg1=INT32 arg2=INT32 arg3=INT32 [call::glViewport] arg1=INT32 arg2=INT32 arg3=INT32 arg4=INT32 [call::SwapBuffers] ret=VOID