1 // todo - implement these as you see fit. 2 inline GLint glRenderMode(GLenum a0) { return GL_RENDER; }; // ymmv. should return previous mode 3 inline GLenum glGetError() { return GL_NO_ERROR; }; 4 inline GLboolean glIsList(GLuint a0) { return GL_TRUE; }; 5 inline GLuint glGenLists(GLsizei a0) { return (GLuint)a0; }; 6 inline const GLubyte* glGetString(GLenum a0) { return (const GLubyte *)"egl-xyzzy"; }; 7 inline GLboolean glIsEnabled(GLenum a0) { return GL_TRUE; }; 8 inline GLboolean glAreTexturesResident(GLsizei a0,const GLuint * a1,GLboolean * a2) { return GL_TRUE; }; 9 inline GLboolean glIsTexture(GLuint a0) { return GL_TRUE; }; 10 inline void glGetBooleanv(GLenum a0,GLboolean * a1) { *a1 = GL_TRUE; }; 11 inline void glGetDoublev(GLenum a0,GLdouble * a1) { *a1 = 0.0; }; 12 inline void glGetFloatv(GLenum a0,GLfloat * a1) { *a1 = 0.0f; }; 13 inline void glGetIntegerv(GLenum a0,GLint * a1) { *a1 = 0; }; 14