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