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      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