/** # Minimal OpenGL header See also [fb_tiny.c](). It would be handy if the following constants were the same for all OpenGL implementations (they are copied from the Mesa implementation). */ #define GL_MODELVIEW 0x1700 #define GL_MODELVIEW_MATRIX 0x0BA6 #define GL_NO_ERROR 0 #define GL_CULL_FACE 0x0B44 #define GL_CULL_FACE_MODE 0x0B45 #define GL_DEPTH_TEST 0x0B71 #define GL_NORMALIZE 0x0BA1 #define GL_DITHER 0x0BD0 #define GL_SMOOTH 0x1D01 #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 #define GL_FASTEST 0x1101 #define GL_POLYGON_SMOOTH_HINT 0x0C53 #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 #define GL_TRUE 1 #define GL_POSITION 0x1203 #define GL_DIFFUSE 0x1201 #define GL_LIGHT0 0x4000 #define GL_LIGHTING 0x0B50 #define GL_LIGHTING_BIT 0x00000040 #define GL_FRONT 0x0404 #define GL_BACK 0x0405 #define GL_FRONT_AND_BACK 0x0408 #define GL_AMBIENT 0x1200 #define GL_AMBIENT_AND_DIFFUSE 0x1602 #define GL_COLOR_MATERIAL 0x0B57 #define GL_COLOR_MATERIAL_FACE 0x0B55 #define GL_COLOR_MATERIAL_PARAMETER 0x0B56 #define GL_PROJECTION 0x1701 #define GL_PROJECTION_MATRIX 0x0BA7 #define GL_QUADS 0x0007 #define GL_INVALID_ENUM 0x0500 #define GL_INVALID_VALUE 0x0501 #define GL_INVALID_OPERATION 0x0502 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 #define GL_OUT_OF_MEMORY 0x0505 #define GL_STACK_UNDERFLOW 0x0504 #define GL_STACK_OVERFLOW 0x0503 #define GL_TEXTURE_2D 0x0DE1 #define GL_VIEWPORT 0x0BA2 #define GL_VIEWPORT_BIT 0x00000800 #define GL_PROJECTION_MATRIX 0x0BA7 #define GL_COLOR_BUFFER_BIT 0x00004000 #define GL_DEPTH_BUFFER_BIT 0x00000100 #define GL_LINE_LOOP 0x0002 #define GL_LINES 0x0001 #define GL_LINE_STRIP 0x0003 #define GL_POLYGON 0x0009 #define GL_POLYGON_MODE 0x0B40 #define GL_POLYGON_SMOOTH 0x0B41 #define GL_POLYGON_STIPPLE 0x0B42 #define GL_POLYGON_OFFSET_FACTOR 0x8038 #define GL_POLYGON_OFFSET_UNITS 0x2A00 #define GL_POLYGON_OFFSET_POINT 0x2A01 #define GL_POLYGON_OFFSET_LINE 0x2A02 #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_POLYGON_TOKEN 0x0703 #define GL_POLYGON_SMOOTH_HINT 0x0C53 #define GL_POLYGON_BIT 0x00000008 #define GL_POLYGON_STIPPLE_BIT 0x00000010 #define GL_TRIANGLE_FAN 0x0006 #define GL_LINE_LOOP 0x0002 #define GL_LINES 0x0001 #define GL_LINE_STRIP 0x0003 #define GL_POLYGON 0x0009 #define GL_POLYGON_MODE 0x0B40 #define GL_POLYGON_SMOOTH 0x0B41 #define GL_POLYGON_STIPPLE 0x0B42 #define GL_POLYGON_OFFSET_FACTOR 0x8038 #define GL_POLYGON_OFFSET_UNITS 0x2A00 #define GL_POLYGON_OFFSET_POINT 0x2A01 #define GL_POLYGON_OFFSET_LINE 0x2A02 #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_POLYGON_TOKEN 0x0703 #define GL_POLYGON_SMOOTH_HINT 0x0C53 #define GL_POLYGON_BIT 0x00000008 #define GL_POLYGON_STIPPLE_BIT 0x00000010 #define GL_TRIANGLE_FAN 0x0006 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 #define GL_RGBA_MODE 0x0C31 #define GL_RGB4 0x804F #define GL_RGB5 0x8050 #define GL_RGB8 0x8051 #define GL_RGB10 0x8052 #define GL_RGB12 0x8053 #define GL_RGB16 0x8054 #define GL_RGBA2 0x8055 #define GL_RGBA4 0x8056 #define GL_RGB5_A1 0x8057 #define GL_RGBA8 0x8058 #define GL_RGB10_A2 0x8059 #define GL_RGBA12 0x805A #define GL_RGBA16 0x805B #define GL_RGB_SCALE 0x8573 #define GL_FLOAT 0x1406 #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_LINEAR_ATTENUATION 0x1208 #define GL_LINEAR 0x2601 #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_CLAMP_TO_EDGE 0x812F #define GL_TEXTURE_1D 0x0DE0 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_POINTS 0x0000 typedef unsigned int GLenum; typedef int GLint; typedef unsigned int GLuint; typedef float GLfloat; typedef double GLdouble; typedef int GLsizei; typedef unsigned int GLbitfield; typedef unsigned char GLubyte; void glBegin (GLenum mode); void glEnd (void); void glClear (GLbitfield mask); void glClearColor (float red, float green, float blue, float alpha); void glBindTexture (GLenum target, GLuint texture); void glColor3f (GLfloat red, GLfloat green, GLfloat blue); void glColorMaterial (GLenum face, GLenum mode); void glDisable (GLenum cap); void glEnable (GLenum cap); void glFinish (void); void glGetDoublev (GLenum pname, GLdouble * params); void glGetIntegerv (GLenum pname, GLint * params); void glHint (GLenum target, GLenum mode); void glLightfv (GLenum light, GLenum pname, const GLfloat *params); void glGetLightfv (GLenum light, GLenum pname, GLfloat * params); void glLightModeli (GLenum pname, GLint param); void glLineWidth (GLfloat width); void glPointSize (GLfloat size); void glNormal3d (GLdouble nx, GLdouble ny, GLdouble nz); void glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal); void glShadeModel (GLenum mode); void glTexCoord1d (GLdouble s); void glTexCoord2f (GLfloat s, GLfloat t); void glTexImage1D (GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const void * data); void glTexParameteri (GLenum target, GLenum pname, GLint param); void glVertex3d (GLdouble x, GLdouble y, GLdouble z); void glVertex3f (GLfloat x, GLfloat y, GLfloat z); GLenum glGetError (void); void glGetFloatv (GLenum pname, GLfloat * params); void glMultMatrixf (const GLfloat * m); void glLoadIdentity (void); void glScalef (GLfloat x, GLfloat y, GLfloat z); void glTranslatef (GLfloat x, GLfloat y, GLfloat z); void glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void glMatrixMode (GLenum mode); void glPopMatrix (void); void glPushMatrix (void); void glLoadMatrixd (const GLdouble * m);