Danbias/Code/Physics/Bullet Source/Glut/EmptyGL/GL/egl_void.h

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2014-02-09 21:24:09 +01:00
#define glClearIndex(_a0) {(void)(_a0);}
#define glClearColor(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glIndexMask(_a0) {(void)(_a0);}
#define glColorMask(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glAlphaFunc(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glBlendFunc(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLogicOp(_a0) {(void)(_a0);}
#define glCullFace(_a0) {(void)(_a0);}
#define glFrontFace(_a0) {(void)(_a0);}
#define glPointSize(_a0) {(void)(_a0);}
#define glLineWidth(_a0) {(void)(_a0);}
#define glLineStipple(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPolygonMode(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPolygonOffset(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPolygonStipple(_a0) {(void)(_a0);}
#define glGetPolygonStipple(_a0) {(void)(_a0);}
#define glEdgeFlag(_a0) {(void)(_a0);}
#define glEdgeFlagv(_a0) {(void)(_a0);}
#define glScissor(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glClipPlane(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetClipPlane(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glDrawBuffer(_a0) {(void)(_a0);}
#define glReadBuffer(_a0) {(void)(_a0);}
#define glEnable(_a0) {(void)(_a0);}
#define glDisable(_a0) {(void)(_a0);}
#define glEnableClientState(_a0) {(void)(_a0);}
#define glDisableClientState(_a0) {(void)(_a0);}
#define glPushAttrib(_a0) {(void)(_a0);}
#define glPopAttrib() {}
#define glPushClientAttrib(_a0) {(void)(_a0);}
#define glPopClientAttrib() {}
#define glHint(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glClearDepth(_a0) {(void)(_a0);}
#define glDepthFunc(_a0) {(void)(_a0);}
#define glDepthMask(_a0) {(void)(_a0);}
#define glDepthRange(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glClearAccum(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glAccum(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glDeleteLists(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glNewList(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEndList() {}
#define glCallList(_a0) {(void)(_a0);}
#define glCallLists(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glListBase(_a0) {(void)(_a0);}
#define glBegin(_a0) {(void)(_a0);}
#define glEnd() {}
#define glVertex2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex2i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex2s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertex3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glVertex4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glVertex2dv(_a0) {(void)(_a0);}
#define glVertex2fv(_a0) {(void)(_a0);}
#define glVertex2iv(_a0) {(void)(_a0);}
#define glVertex2sv(_a0) {(void)(_a0);}
#define glVertex3dv(_a0) {(void)(_a0);}
#define glVertex3fv(_a0) {(void)(_a0);}
#define glVertex3iv(_a0) {(void)(_a0);}
#define glVertex3sv(_a0) {(void)(_a0);}
#define glVertex4dv(_a0) {(void)(_a0);}
#define glVertex4fv(_a0) {(void)(_a0);}
#define glVertex4iv(_a0) {(void)(_a0);}
#define glVertex4sv(_a0) {(void)(_a0);}
#define glNormal3b(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glNormal3bv(_a0) {(void)(_a0);}
#define glNormal3dv(_a0) {(void)(_a0);}
#define glNormal3fv(_a0) {(void)(_a0);}
#define glNormal3iv(_a0) {(void)(_a0);}
#define glNormal3sv(_a0) {(void)(_a0);}
#define glIndexd(_a0) {(void)(_a0);}
#define glIndexf(_a0) {(void)(_a0);}
#define glIndexi(_a0) {(void)(_a0);}
#define glIndexs(_a0) {(void)(_a0);}
#define glIndexub(_a0) {(void)(_a0);}
#define glIndexdv(_a0) {(void)(_a0);}
#define glIndexfv(_a0) {(void)(_a0);}
#define glIndexiv(_a0) {(void)(_a0);}
#define glIndexsv(_a0) {(void)(_a0);}
#define glIndexubv(_a0) {(void)(_a0);}
#define glColor3b(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3ub(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3ui(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor3us(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColor4b(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4ub(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4ui(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor4us(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glColor3bv(_a0) {(void)(_a0);}
#define glColor3dv(_a0) {(void)(_a0);}
#define glColor3fv(_a0) {(void)(_a0);}
#define glColor3iv(_a0) {(void)(_a0);}
#define glColor3sv(_a0) {(void)(_a0);}
#define glColor3ubv(_a0) {(void)(_a0);}
#define glColor3uiv(_a0) {(void)(_a0);}
#define glColor3usv(_a0) {(void)(_a0);}
#define glColor4bv(_a0) {(void)(_a0);}
#define glColor4dv(_a0) {(void)(_a0);}
#define glColor4fv(_a0) {(void)(_a0);}
#define glColor4iv(_a0) {(void)(_a0);}
#define glColor4sv(_a0) {(void)(_a0);}
#define glColor4ubv(_a0) {(void)(_a0);}
#define glColor4uiv(_a0) {(void)(_a0);}
#define glColor4usv(_a0) {(void)(_a0);}
#define glTexCoord1d(_a0) {(void)(_a0);}
#define glTexCoord1f(_a0) {(void)(_a0);}
#define glTexCoord1i(_a0) {(void)(_a0);}
#define glTexCoord1s(_a0) {(void)(_a0);}
#define glTexCoord2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord2i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord2s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glTexCoord3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoord4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexCoord1dv(_a0) {(void)(_a0);}
#define glTexCoord1fv(_a0) {(void)(_a0);}
#define glTexCoord1iv(_a0) {(void)(_a0);}
#define glTexCoord1sv(_a0) {(void)(_a0);}
#define glTexCoord2dv(_a0) {(void)(_a0);}
#define glTexCoord2fv(_a0) {(void)(_a0);}
#define glTexCoord2iv(_a0) {(void)(_a0);}
#define glTexCoord2sv(_a0) {(void)(_a0);}
#define glTexCoord3dv(_a0) {(void)(_a0);}
#define glTexCoord3fv(_a0) {(void)(_a0);}
#define glTexCoord3iv(_a0) {(void)(_a0);}
#define glTexCoord3sv(_a0) {(void)(_a0);}
#define glTexCoord4dv(_a0) {(void)(_a0);}
#define glTexCoord4fv(_a0) {(void)(_a0);}
#define glTexCoord4iv(_a0) {(void)(_a0);}
#define glTexCoord4sv(_a0) {(void)(_a0);}
#define glRasterPos2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos2i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos2s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRasterPos3d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos3f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos3i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos3s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glRasterPos4d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos4f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos4i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos4s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRasterPos2dv(_a0) {(void)(_a0);}
#define glRasterPos2fv(_a0) {(void)(_a0);}
#define glRasterPos2iv(_a0) {(void)(_a0);}
#define glRasterPos2sv(_a0) {(void)(_a0);}
#define glRasterPos3dv(_a0) {(void)(_a0);}
#define glRasterPos3fv(_a0) {(void)(_a0);}
#define glRasterPos3iv(_a0) {(void)(_a0);}
#define glRasterPos3sv(_a0) {(void)(_a0);}
#define glRasterPos4dv(_a0) {(void)(_a0);}
#define glRasterPos4fv(_a0) {(void)(_a0);}
#define glRasterPos4iv(_a0) {(void)(_a0);}
#define glRasterPos4sv(_a0) {(void)(_a0);}
#define glRectd(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRectf(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRecti(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRects(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glRectdv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRectfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRectiv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glRectsv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glVertexPointer(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glNormalPointer(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColorPointer(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glIndexPointer(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexCoordPointer(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glEdgeFlagPointer(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetPointerv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glArrayElement(_a0) {(void)(_a0);}
#define glDrawArrays(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glDrawElements(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glInterleavedArrays(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glShadeModel(_a0) {(void)(_a0);}
#define glLightf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLighti(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLightfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLightiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetLightfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetLightiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glLightModelf(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLightModeli(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLightModelfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLightModeliv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMaterialf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMateriali(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMaterialfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMaterialiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMaterialfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMaterialiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColorMaterial(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelZoom(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelStoref(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelStorei(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelTransferf(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelTransferi(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPixelMapfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glPixelMapuiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glPixelMapusv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetPixelMapfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetPixelMapuiv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glGetPixelMapusv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glBitmap(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glReadPixels(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glDrawPixels(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glCopyPixels(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glStencilFunc(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glStencilMask(_a0) {(void)(_a0);}
#define glStencilOp(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glClearStencil(_a0) {(void)(_a0);}
#define glTexGend(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGenf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGeni(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGendv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGenfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexGeniv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexGendv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexGenfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexGeniv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnvf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnvi(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnvfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexEnviv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexEnvfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexEnviv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameterf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameteri(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetTexLevelParameterfv(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glGetTexLevelParameteriv(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glTexImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glTexImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glGetTexImage(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGenTextures(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glDeleteTextures(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glBindTexture(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glPrioritizeTextures(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glTexSubImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glTexSubImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glCopyTexImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glCopyTexImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glCopyTexSubImage1D(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glCopyTexSubImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glMap1d(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glMap1f(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glMap2d(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);}
#define glMap2f(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);}
#define glGetMapdv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMapfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMapiv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glEvalCoord1d(_a0) {(void)(_a0);}
#define glEvalCoord1f(_a0) {(void)(_a0);}
#define glEvalCoord1dv(_a0) {(void)(_a0);}
#define glEvalCoord1fv(_a0) {(void)(_a0);}
#define glEvalCoord2d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEvalCoord2f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEvalCoord2dv(_a0) {(void)(_a0);}
#define glEvalCoord2fv(_a0) {(void)(_a0);}
#define glMapGrid1d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMapGrid1f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMapGrid2d(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glMapGrid2f(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glEvalPoint1(_a0) {(void)(_a0);}
#define glEvalPoint2(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glEvalMesh1(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glEvalMesh2(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glFogf(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFogi(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFogfv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFogiv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glFeedbackBuffer(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glPassThrough(_a0) {(void)(_a0);}
#define glSelectBuffer(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glInitNames() {}
#define glLoadName(_a0) {(void)(_a0);}
#define glPushName(_a0) {(void)(_a0);}
#define glPopName() {}
#define glDrawRangeElements(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glTexImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);}
#define glTexSubImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9,_a10) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);(void)(_a10);}
#define glCopyTexSubImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glColorTable(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glColorSubTable(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glColorTableParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glColorTableParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glCopyColorSubTable(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glCopyColorTable(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGetColorTable(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glGetColorTableParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetColorTableParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glBlendEquation(_a0) {(void)(_a0);}
#define glBlendColor(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glHistogram(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glResetHistogram(_a0) {(void)(_a0);}
#define glGetHistogram(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGetHistogramParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetHistogramParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMinmax(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glResetMinmax(_a0) {(void)(_a0);}
#define glGetMinmax(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glGetMinmaxParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetMinmaxParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionFilter1D(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glConvolutionFilter2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glConvolutionParameterf(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionParameteri(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glConvolutionParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glCopyConvolutionFilter1D(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glCopyConvolutionFilter2D(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glGetConvolutionFilter(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glGetConvolutionParameterfv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glGetConvolutionParameteriv(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glSeparableFilter2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glGetSeparableFilter(_a0,_a1,_a2,_a3,_a4,_a5) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);}
#define glActiveTexture(_a0) {(void)(_a0);}
#define glClientActiveTexture(_a0) {(void)(_a0);}
#define glCompressedTexImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glCompressedTexImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);}
#define glCompressedTexImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glCompressedTexSubImage1D(_a0,_a1,_a2,_a3,_a4,_a5,_a6) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);}
#define glCompressedTexSubImage2D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);}
#define glCompressedTexSubImage3D(_a0,_a1,_a2,_a3,_a4,_a5,_a6,_a7,_a8,_a9,_a10) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);(void)(_a5);(void)(_a6);(void)(_a7);(void)(_a8);(void)(_a9);(void)(_a10);}
#define glGetCompressedTexImage(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord1d(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1f(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1i(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1s(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2d(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2f(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2i(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2s(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3d(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3f(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3i(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3s(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4d(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4dv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4f(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4fv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4i(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4iv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4s(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4sv(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glLoadTransposeMatrixd(_a0) {(void)(_a0);}
#define glLoadTransposeMatrixf(_a0) {(void)(_a0);}
#define glMultTransposeMatrixd(_a0) {(void)(_a0);}
#define glMultTransposeMatrixf(_a0) {(void)(_a0);}
#define glSampleCoverage(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glActiveTextureARB(_a0) {(void)(_a0);}
#define glClientActiveTextureARB(_a0) {(void)(_a0);}
#define glMultiTexCoord1dARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1fARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1iARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1sARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord1svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2dARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2fARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2iARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord2sARB(_a0,_a1,_a2) {(void)(_a0);(void)(_a1);(void)(_a2);}
#define glMultiTexCoord2svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3dARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3fARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3iARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord3sARB(_a0,_a1,_a2,_a3) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);}
#define glMultiTexCoord3svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4dARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4dvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4fARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4fvARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4iARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4ivARB(_a0,_a1) {(void)(_a0);(void)(_a1);}
#define glMultiTexCoord4sARB(_a0,_a1,_a2,_a3,_a4) {(void)(_a0);(void)(_a1);(void)(_a2);(void)(_a3);(void)(_a4);}
#define glMultiTexCoord4svARB(_a0,_a1) {(void)(_a0);(void)(_a1);}