IF UNAME_SYSNAME == "Windows": cdef extern from "windows.h": pass cdef extern from "GL/gl.h": ctypedef unsigned int GLenum ctypedef unsigned char GLboolean ctypedef unsigned int GLbitfield ctypedef void GLvoid ctypedef signed char GLbyte ctypedef short GLshort ctypedef int GLint ctypedef unsigned char GLubyte ctypedef unsigned short GLushort ctypedef unsigned int GLuint ctypedef int GLsizei ctypedef float GLfloat ctypedef float GLclampf ctypedef double GLdouble ctypedef double GLclampd # Miscellaneous void glClearIndex(GLfloat c) void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) void glClear(GLbitfield mask) void glIndexMask(GLuint mask) void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) void glAlphaFunc(GLenum func, GLclampf ref) void glBlendFunc(GLenum sfactor, GLenum dfactor) void glLogicOp(GLenum opcode) void glCullFace(GLenum mode) void glFrontFace(GLenum mode) void glPointSize(GLfloat size) void glLineWidth(GLfloat width) void glLineStipple(GLint factor, GLushort pattern) void glPolygonMode(GLenum face, GLenum mode) void glPolygonOffset(GLfloat factor, GLfloat units) void glPolygonStipple(GLubyte *mask) void glGetPolygonStipple(GLubyte *mask) void glEdgeFlag(GLboolean flag) void glEdgeFlagv(GLboolean *flag) void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) void glClipPlane(GLenum plane, GLdouble *equation) void glGetClipPlane(GLenum plane, GLdouble *equation) void glDrawBuffer(GLenum mode) void glReadBuffer(GLenum mode) void glEnable(GLenum cap) void glDisable(GLenum cap) GLboolean glIsEnabled(GLenum cap) void glEnableClientState(GLenum cap) # 1.1 void glDisableClientState(GLenum cap) # 1.1 void glGetBooleanv(GLenum pname, GLboolean *params) void glGetDoublev(GLenum pname, GLdouble *params) void glGetFloatv(GLenum pname, GLfloat *params) void glGetIntegerv(GLenum pname, GLint *params) void glPushAttrib(GLbitfield mask) void glPopAttrib() void glPushClientAttrib(GLbitfield mask) # 1.1 void glPopClientAttrib() # 1.1 GLint glRenderMode(GLenum mode) GLenum glGetError() GLubyte* glGetString(GLenum name) void glFinish() void glFlush() void glHint(GLenum target, GLenum mode) # Depth Buffer void glClearDepth(GLclampd depth) void glDepthFunc(GLenum func) void glDepthMask(GLboolean flag) void glDepthRange(GLclampd near_val, GLclampd far_val) # Accumulation Buffer void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) void glAccum(GLenum op, GLfloat value) # Transformation void glMatrixMode(GLenum mode) void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) void glPushMatrix() void glPopMatrix() void glLoadIdentity() void glLoadMatrixd(GLdouble *m) void glLoadMatrixf(GLfloat *m) void glMultMatrixd(GLdouble *m) void glMultMatrixf(GLfloat *m) void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) void glScaled(GLdouble x, GLdouble y, GLdouble z) void glScalef(GLfloat x, GLfloat y, GLfloat z) void glTranslated(GLdouble x, GLdouble y, GLdouble z) void glTranslatef(GLfloat x, GLfloat y, GLfloat z) # Display Lists GLboolean glIsList(GLuint list) void glDeleteLists(GLuint list, GLsizei range) GLuint glGenLists(GLsizei range) void glNewList(GLuint list, GLenum mode) void glEndList() void glCallList(GLuint list) void glCallLists(GLsizei n, GLenum type, GLvoid *lists) void glListBase(GLuint base) # Drawing Functions void glBegin(GLenum mode) void glEnd() void glVertex2d(GLdouble x, GLdouble y) void glVertex2f(GLfloat x, GLfloat y) void glVertex2i(GLint x, GLint y) void glVertex2s(GLshort x, GLshort y) void glVertex3d(GLdouble x, GLdouble y, GLdouble z) void glVertex3f(GLfloat x, GLfloat y, GLfloat z) void glVertex3i(GLint x, GLint y, GLint z) void glVertex3s(GLshort x, GLshort y, GLshort z) void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) void glVertex4i(GLint x, GLint y, GLint z, GLint w) void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w) void glVertex2dv(GLdouble *v) void glVertex2fv(GLfloat *v) void glVertex2iv(GLint *v) void glVertex2sv(GLshort *v) void glVertex3dv(GLdouble *v) void glVertex3fv(GLfloat *v) void glVertex3iv(GLint *v) void glVertex3sv(GLshort *v) void glVertex4dv(GLdouble *v) void glVertex4fv(GLfloat *v) void glVertex4iv(GLint *v) void glVertex4sv(GLshort *v) void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz) void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz) void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) void glNormal3i(GLint nx, GLint ny, GLint nz) void glNormal3s(GLshort nx, GLshort ny, GLshort nz) void glNormal3bv(GLbyte *v) void glNormal3dv(GLdouble *v) void glNormal3fv(GLfloat *v) void glNormal3iv(GLint *v) void glNormal3sv(GLshort *v) void glIndexd(GLdouble c) void glIndexf(GLfloat c) void glIndexi(GLint c) void glIndexs(GLshort c) void glIndexub(GLubyte c) # 1.1 void glIndexdv(GLdouble *c) void glIndexfv(GLfloat *c) void glIndexiv(GLint *c) void glIndexsv(GLshort *c) void glIndexubv(GLubyte *c) # 1.1 void glColor3b(GLbyte red, GLbyte green, GLbyte blue) void glColor3d(GLdouble red, GLdouble green, GLdouble blue) void glColor3f(GLfloat red, GLfloat green, GLfloat blue) void glColor3i(GLint red, GLint green, GLint blue) void glColor3s(GLshort red, GLshort green, GLshort blue) void glColor3ub(GLubyte red, GLubyte green, GLubyte blue) void glColor3ui(GLuint red, GLuint green, GLuint blue) void glColor3us(GLushort red, GLushort green, GLushort blue) void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) void glColor4i(GLint red, GLint green, GLint blue, GLint alpha) void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha) void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha) void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha) void glColor3bv(GLbyte *v) void glColor3dv(GLdouble *v) void glColor3fv(GLfloat *v) void glColor3iv(GLint *v) void glColor3sv(GLshort *v) void glColor3ubv(GLubyte *v) void glColor3uiv(GLuint *v) void glColor3usv(GLushort *v) void glColor4bv(GLbyte *v) void glColor4dv(GLdouble *v) void glColor4fv(GLfloat *v) void glColor4iv(GLint *v) void glColor4sv(GLshort *v) void glColor4ubv(GLubyte *v) void glColor4uiv(GLuint *v) void glColor4usv(GLushort *v) void glTexCoord1d(GLdouble s) void glTexCoord1f(GLfloat s) void glTexCoord1i(GLint s) void glTexCoord1s(GLshort s) void glTexCoord2d(GLdouble s, GLdouble t) void glTexCoord2f(GLfloat s, GLfloat t) void glTexCoord2i(GLint s, GLint t) void glTexCoord2s(GLshort s, GLshort t) void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r) void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r) void glTexCoord3i(GLint s, GLint t, GLint r) void glTexCoord3s(GLshort s, GLshort t, GLshort r) void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q) void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) void glTexCoord4i(GLint s, GLint t, GLint r, GLint q) void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q) void glTexCoord1dv(GLdouble *v) void glTexCoord1fv(GLfloat *v) void glTexCoord1iv(GLint *v) void glTexCoord1sv(GLshort *v) void glTexCoord2dv(GLdouble *v) void glTexCoord2fv(GLfloat *v) void glTexCoord2iv(GLint *v) void glTexCoord2sv(GLshort *v) void glTexCoord3dv(GLdouble *v) void glTexCoord3fv(GLfloat *v) void glTexCoord3iv(GLint *v) void glTexCoord3sv(GLshort *v) void glTexCoord4dv(GLdouble *v) void glTexCoord4fv(GLfloat *v) void glTexCoord4iv(GLint *v) void glTexCoord4sv(GLshort *v) void glRasterPos2d(GLdouble x, GLdouble y) void glRasterPos2f(GLfloat x, GLfloat y) void glRasterPos2i(GLint x, GLint y) void glRasterPos2s(GLshort x, GLshort y) void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z) void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z) void glRasterPos3i(GLint x, GLint y, GLint z) void glRasterPos3s(GLshort x, GLshort y, GLshort z) void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) void glRasterPos4i(GLint x, GLint y, GLint z, GLint w) void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) void glRasterPos2dv(GLdouble *v) void glRasterPos2fv(GLfloat *v) void glRasterPos2iv(GLint *v) void glRasterPos2sv(GLshort *v) void glRasterPos3dv(GLdouble *v) void glRasterPos3fv(GLfloat *v) void glRasterPos3iv(GLint *v) void glRasterPos3sv(GLshort *v) void glRasterPos4dv(GLdouble *v) void glRasterPos4fv(GLfloat *v) void glRasterPos4iv(GLint *v) void glRasterPos4sv(GLshort *v) void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) void glRecti(GLint x1, GLint y1, GLint x2, GLint y2) void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) void glRectdv(GLdouble *v1, GLdouble *v2) void glRectfv(GLfloat *v1, GLfloat *v2) void glRectiv(GLint *v1, GLint *v2) void glRectsv(GLshort *v1, GLshort *v2) # Lighting void glShadeModel(GLenum mode) void glLightf(GLenum light, GLenum pname, GLfloat param) void glLighti(GLenum light, GLenum pname, GLint param) void glLightfv(GLenum light, GLenum pname, GLfloat *params) void glLightiv(GLenum light, GLenum pname, GLint *params) void glGetLightfv(GLenum light, GLenum pname, GLfloat *params) void glGetLightiv(GLenum light, GLenum pname, GLint *params) void glLightModelf(GLenum pname, GLfloat param) void glLightModeli(GLenum pname, GLint param) void glLightModelfv(GLenum pname, GLfloat *params) void glLightModeliv(GLenum pname, GLint *params) void glMaterialf(GLenum face, GLenum pname, GLfloat param) void glMateriali(GLenum face, GLenum pname, GLint param) void glMaterialfv(GLenum face, GLenum pname, GLfloat *params) void glMaterialiv(GLenum face, GLenum pname, GLint *params) void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params) void glGetMaterialiv(GLenum face, GLenum pname, GLint *params) void glColorMaterial(GLenum face, GLenum mode) # Raster functions void glPixelZoom(GLfloat xfactor, GLfloat yfactor) void glPixelStoref(GLenum pname, GLfloat param) void glPixelStorei(GLenum pname, GLint param) void glPixelTransferf(GLenum pname, GLfloat param) void glPixelTransferi(GLenum pname, GLint param) void glPixelMapfv(GLenum map, GLint mapsize, GLfloat *values) void glPixelMapuiv(GLenum map, GLint mapsize, GLuint *values) void glPixelMapusv(GLenum map, GLint mapsize, GLushort *values) void glGetPixelMapfv(GLenum map, GLfloat *values) void glGetPixelMapuiv(GLenum map, GLuint *values) void glGetPixelMapusv(GLenum map, GLushort *values) void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte *bitmap) void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) # Stenciling void glStencilFunc(GLenum func, GLint ref, GLuint mask) void glStencilMask(GLuint mask) void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) void glClearStencil(GLint s) # Texture mapping void glTexGend(GLenum coord, GLenum pname, GLdouble param) void glTexGenf(GLenum coord, GLenum pname, GLfloat param) void glTexGeni(GLenum coord, GLenum pname, GLint param) void glTexGendv(GLenum coord, GLenum pname, GLdouble *params) void glTexGenfv(GLenum coord, GLenum pname, GLfloat *params) void glTexGeniv(GLenum coord, GLenum pname, GLint *params) void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params) void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params) void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params) void glTexEnvf(GLenum target, GLenum pname, GLfloat param) void glTexEnvi(GLenum target, GLenum pname, GLint param) void glTexEnvfv(GLenum target, GLenum pname, GLfloat *params) void glTexEnviv(GLenum target, GLenum pname, GLint *params) void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params) void glGetTexEnviv(GLenum target, GLenum pname, GLint *params) void glTexParameterf(GLenum target, GLenum pname, GLfloat param) void glTexParameteri(GLenum target, GLenum pname, GLint param) void glTexParameterfv(GLenum target, GLenum pname, GLfloat *params) void glTexParameteriv(GLenum target, GLenum pname, GLint *params) void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) void glTexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, GLvoid *pixels) void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid *pixels) void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) # Evaluators void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, GLdouble *points) void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, GLfloat *points) void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble *points) void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat *points) void glGetMapdv(GLenum target, GLenum query, GLdouble *v) void glGetMapfv(GLenum target, GLenum query, GLfloat *v) void glGetMapiv(GLenum target, GLenum query, GLint *v) void glEvalCoord1d(GLdouble u) void glEvalCoord1f(GLfloat u) void glEvalCoord1dv(GLdouble *u) void glEvalCoord1fv(GLfloat *u) void glEvalCoord2d(GLdouble u, GLdouble v) void glEvalCoord2f(GLfloat u, GLfloat v) void glEvalCoord2dv(GLdouble *u) void glEvalCoord2fv(GLfloat *u) void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2) void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2) void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) void glEvalPoint1(GLint i) void glEvalPoint2(GLint i, GLint j) void glEvalMesh1(GLenum mode, GLint i1, GLint i2) void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) # Fog void glFogf(GLenum pname, GLfloat param) void glFogi(GLenum pname, GLint param) void glFogfv(GLenum pname, GLfloat *params) void glFogiv(GLenum pname, GLint *params) # Selection and Feedback void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer) void glPassThrough(GLfloat token) void glSelectBuffer(GLsizei size, GLuint *buffer) void glInitNames() void glLoadName(GLuint name) void glPushName(GLuint name) void glPopName() # 1.1 functions # texture objects void glGenTextures(GLsizei n, GLuint *textures) void glDeleteTextures(GLsizei n, GLuint *textures) void glBindTexture(GLenum target, GLuint texture) void glPrioritizeTextures(GLsizei n, GLuint *textures, GLclampf *priorities) GLboolean glAreTexturesResident(GLsizei n, GLuint *textures, GLboolean *residences) GLboolean glIsTexture(GLuint texture) # texture mapping void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, GLvoid *pixels) void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) # vertex arrays void glVertexPointer(GLint size, GLenum type, GLsizei stride, GLvoid *ptr) void glNormalPointer(GLenum type, GLsizei stride, GLvoid *ptr) void glColorPointer(GLint size, GLenum type, GLsizei stride, GLvoid *ptr) void glIndexPointer(GLenum type, GLsizei stride, GLvoid *ptr) void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, GLvoid *ptr) void glEdgeFlagPointer(GLsizei stride, GLvoid *ptr) void glGetPointerv(GLenum pname, GLvoid **params) void glArrayElement(GLint i) void glDrawArrays(GLenum mode, GLint first, GLsizei count) void glDrawElements(GLenum mode, GLsizei count, GLenum type, GLvoid *indices) void glInterleavedArrays(GLenum format, GLsizei stride, GLvoid *pointer) cdef extern from "stddef.h": ctypedef unsigned int wchar_t cdef extern from "GL/glu.h": ctypedef struct GLUnurbs: pass ctypedef struct GLUquadric: pass ctypedef struct GLUtesselator: pass ctypedef GLUnurbs GLUnurbsObj ctypedef GLUquadric GLUquadricObj ctypedef GLUtesselator GLUtesselatorObj ctypedef GLUtesselator GLUtriangulatorObj void gluBeginCurve(GLUnurbs* nurb) void gluBeginPolygon(GLUtesselator* tess) void gluBeginSurface(GLUnurbs* nurb) void gluBeginTrim(GLUnurbs* nurb) GLint gluBuild1DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, void *data) GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, void *data) void gluCylinder(GLUquadric* quad, GLdouble base, GLdouble top, GLdouble height, GLint slices, GLint stacks) void gluDeleteNurbsRenderer(GLUnurbs* nurb) void gluDeleteQuadric(GLUquadric* quad) void gluDeleteTess(GLUtesselator* tess) void gluDisk(GLUquadric* quad, GLdouble inner, GLdouble outer, GLint slices, GLint loops) void gluEndCurve(GLUnurbs* nurb) void gluEndPolygon(GLUtesselator* tess) void gluEndSurface(GLUnurbs* nurb) void gluEndTrim(GLUnurbs* nurb) GLubyte * gluErrorString(GLenum error) wchar_t * gluErrorUnicodeStringEXT(GLenum error) void gluGetNurbsProperty(GLUnurbs* nurb, GLenum property, GLfloat* data) GLubyte * gluGetString(GLenum name) void gluGetTessProperty(GLUtesselator* tess, GLenum which, GLdouble* data) void gluLoadSamplingMatrices(GLUnurbs* nurb, GLfloat *model, GLfloat *perspective, GLint *view) void gluLookAt(GLdouble eyeX, GLdouble eyeY, GLdouble eyeZ, GLdouble centerX, GLdouble centerY, GLdouble centerZ, GLdouble upX, GLdouble upY, GLdouble upZ) GLUnurbs* gluNewNurbsRenderer() GLUquadric* gluNewQuadric() GLUtesselator* gluNewTess() void gluNextContour(GLUtesselator* tess, GLenum type) void gluNurbsCurve(GLUnurbs* nurb, GLint knotCount, GLfloat *knots, GLint stride, GLfloat *control, GLint order, GLenum type) void gluNurbsProperty(GLUnurbs* nurb, GLenum property, GLfloat value) void gluNurbsSurface(GLUnurbs* nurb, GLint sKnotCount, GLfloat* sKnots, GLint tKnotCount, GLfloat* tKnots, GLint sStride, GLint tStride, GLfloat* control, GLint sOrder, GLint tOrder, GLenum type) void gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top) void gluPartialDisk(GLUquadric* quad, GLdouble inner, GLdouble outer, GLint slices, GLint loops, GLdouble start, GLdouble sweep) void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) void gluPickMatrix(GLdouble x, GLdouble y, GLdouble delX, GLdouble delY, GLint *viewport) GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, GLdouble *model, GLdouble *proj, GLint *view, GLdouble* winX, GLdouble* winY, GLdouble* winZ) void gluPwlCurve(GLUnurbs* nurb, GLint count, GLfloat* data, GLint stride, GLenum type) void gluQuadricDrawStyle(GLUquadric* quad, GLenum draw) void gluQuadricNormals(GLUquadric* quad, GLenum normal) void gluQuadricOrientation(GLUquadric* quad, GLenum orientation) void gluQuadricTexture(GLUquadric* quad, GLboolean texture) GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, void *dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid* dataOut) void gluSphere(GLUquadric* quad, GLdouble radius, GLint slices, GLint stacks) void gluTessBeginContour(GLUtesselator* tess) void gluTessBeginPolygon(GLUtesselator* tess, GLvoid* data) void gluTessEndContour(GLUtesselator* tess) void gluTessEndPolygon(GLUtesselator* tess) void gluTessNormal(GLUtesselator* tess, GLdouble valueX, GLdouble valueY, GLdouble valueZ) void gluTessProperty(GLUtesselator* tess, GLenum which, GLdouble data) void gluTessVertex(GLUtesselator* tess, GLdouble *location, GLvoid* data) GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble *model, GLdouble *proj, GLint *view, GLdouble* objX, GLdouble* objY, GLdouble* objZ) GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, GLdouble *model, GLdouble *proj, GLint *view, GLdouble nearVal, GLdouble farVal, GLdouble* objX, GLdouble* objY, GLdouble* objZ, GLdouble* objW) cdef enum: GL_FALSE = 0x0 GL_TRUE = 0x1 # Data types GL_BYTE = 0x1400 GL_UNSIGNED_BYTE = 0x1401 GL_SHORT = 0x1402 GL_UNSIGNED_SHORT = 0x1403 GL_INT = 0x1404 GL_UNSIGNED_INT = 0x1405 GL_FLOAT = 0x1406 GL_DOUBLE = 0x140A GL_2_BYTES = 0x1407 GL_3_BYTES = 0x1408 GL_4_BYTES = 0x1409 # Primitives GL_POINTS = 0x0000 GL_LINES = 0x0001 GL_LINE_LOOP = 0x0002 GL_LINE_STRIP = 0x0003 GL_TRIANGLES = 0x0004 GL_TRIANGLE_STRIP = 0x0005 GL_TRIANGLE_FAN = 0x0006 GL_QUADS = 0x0007 GL_QUAD_STRIP = 0x0008 GL_POLYGON = 0x0009 # Vertex Arrays GL_VERTEX_ARRAY = 0x8074 GL_NORMAL_ARRAY = 0x8075 GL_COLOR_ARRAY = 0x8076 GL_INDEX_ARRAY = 0x8077 GL_TEXTURE_COORD_ARRAY = 0x8078 GL_EDGE_FLAG_ARRAY = 0x8079 GL_VERTEX_ARRAY_SIZE = 0x807A GL_VERTEX_ARRAY_TYPE = 0x807B GL_VERTEX_ARRAY_STRIDE = 0x807C GL_NORMAL_ARRAY_TYPE = 0x807E GL_NORMAL_ARRAY_STRIDE = 0x807F GL_COLOR_ARRAY_SIZE = 0x8081 GL_COLOR_ARRAY_TYPE = 0x8082 GL_COLOR_ARRAY_STRIDE = 0x8083 GL_INDEX_ARRAY_TYPE = 0x8085 GL_INDEX_ARRAY_STRIDE = 0x8086 GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088 GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089 GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C GL_VERTEX_ARRAY_POINTER = 0x808E GL_NORMAL_ARRAY_POINTER = 0x808F GL_COLOR_ARRAY_POINTER = 0x8090 GL_INDEX_ARRAY_POINTER = 0x8091 GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092 GL_EDGE_FLAG_ARRAY_POINTER = 0x8093 GL_V2F = 0x2A20 GL_V3F = 0x2A21 GL_C4UB_V2F = 0x2A22 GL_C4UB_V3F = 0x2A23 GL_C3F_V3F = 0x2A24 GL_N3F_V3F = 0x2A25 GL_C4F_N3F_V3F = 0x2A26 GL_T2F_V3F = 0x2A27 GL_T4F_V4F = 0x2A28 GL_T2F_C4UB_V3F = 0x2A29 GL_T2F_C3F_V3F = 0x2A2A GL_T2F_N3F_V3F = 0x2A2B GL_T2F_C4F_N3F_V3F = 0x2A2C GL_T4F_C4F_N3F_V4F = 0x2A2D # Matrix Mode GL_MATRIX_MODE = 0x0BA0 GL_MODELVIEW = 0x1700 GL_PROJECTION = 0x1701 GL_TEXTURE = 0x1702 # Points GL_POINT_SMOOTH = 0x0B10 GL_POINT_SIZE = 0x0B11 GL_POINT_SIZE_GRANULARITY = 0x0B13 GL_POINT_SIZE_RANGE = 0x0B12 # Lines GL_LINE_SMOOTH = 0x0B20 GL_LINE_STIPPLE = 0x0B24 GL_LINE_STIPPLE_PATTERN = 0x0B25 GL_LINE_STIPPLE_REPEAT = 0x0B26 GL_LINE_WIDTH = 0x0B21 GL_LINE_WIDTH_GRANULARITY = 0x0B23 GL_LINE_WIDTH_RANGE = 0x0B22 # Polygons GL_POINT = 0x1B00 GL_LINE = 0x1B01 GL_FILL = 0x1B02 GL_CW = 0x0900 GL_CCW = 0x0901 GL_FRONT = 0x0404 GL_BACK = 0x0405 GL_POLYGON_MODE = 0x0B40 GL_POLYGON_SMOOTH = 0x0B41 GL_POLYGON_STIPPLE = 0x0B42 GL_EDGE_FLAG = 0x0B43 GL_CULL_FACE = 0x0B44 GL_CULL_FACE_MODE = 0x0B45 GL_FRONT_FACE = 0x0B46 GL_POLYGON_OFFSET_FACTOR = 0x8038 GL_POLYGON_OFFSET_UNITS = 0x2A00 GL_POLYGON_OFFSET_POINT = 0x2A01 GL_POLYGON_OFFSET_LINE = 0x2A02 GL_POLYGON_OFFSET_FILL = 0x8037 # Display Lists GL_COMPILE = 0x1300 GL_COMPILE_AND_EXECUTE = 0x1301 GL_LIST_BASE = 0x0B32 GL_LIST_INDEX = 0x0B33 GL_LIST_MODE = 0x0B30 # Depth buffer GL_NEVER = 0x0200 GL_LESS = 0x0201 GL_EQUAL = 0x0202 GL_LEQUAL = 0x0203 GL_GREATER = 0x0204 GL_NOTEQUAL = 0x0205 GL_GEQUAL = 0x0206 GL_ALWAYS = 0x0207 GL_DEPTH_TEST = 0x0B71 GL_DEPTH_BITS = 0x0D56 GL_DEPTH_CLEAR_VALUE = 0x0B73 GL_DEPTH_FUNC = 0x0B74 GL_DEPTH_RANGE = 0x0B70 GL_DEPTH_WRITEMASK = 0x0B72 GL_DEPTH_COMPONENT = 0x1902 # Lighting GL_LIGHTING = 0x0B50 GL_LIGHT0 = 0x4000 GL_LIGHT1 = 0x4001 GL_LIGHT2 = 0x4002 GL_LIGHT3 = 0x4003 GL_LIGHT4 = 0x4004 GL_LIGHT5 = 0x4005 GL_LIGHT6 = 0x4006 GL_LIGHT7 = 0x4007 GL_SPOT_EXPONENT = 0x1205 GL_SPOT_CUTOFF = 0x1206 GL_CONSTANT_ATTENUATION = 0x1207 GL_LINEAR_ATTENUATION = 0x1208 GL_QUADRATIC_ATTENUATION = 0x1209 GL_AMBIENT = 0x1200 GL_DIFFUSE = 0x1201 GL_SPECULAR = 0x1202 GL_SHININESS = 0x1601 GL_EMISSION = 0x1600 GL_POSITION = 0x1203 GL_SPOT_DIRECTION = 0x1204 GL_AMBIENT_AND_DIFFUSE = 0x1602 GL_COLOR_INDEXES = 0x1603 GL_LIGHT_MODEL_TWO_SIDE = 0x0B52 GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51 GL_LIGHT_MODEL_AMBIENT = 0x0B53 GL_FRONT_AND_BACK = 0x0408 GL_SHADE_MODEL = 0x0B54 GL_FLAT = 0x1D00 GL_SMOOTH = 0x1D01 GL_COLOR_MATERIAL = 0x0B57 GL_COLOR_MATERIAL_FACE = 0x0B55 GL_COLOR_MATERIAL_PARAMETER = 0x0B56 GL_NORMALIZE = 0x0BA1 # User clipping planes GL_CLIP_PLANE0 = 0x3000 GL_CLIP_PLANE1 = 0x3001 GL_CLIP_PLANE2 = 0x3002 GL_CLIP_PLANE3 = 0x3003 GL_CLIP_PLANE4 = 0x3004 GL_CLIP_PLANE5 = 0x3005 # Accumulation buffer GL_ACCUM_RED_BITS = 0x0D58 GL_ACCUM_GREEN_BITS = 0x0D59 GL_ACCUM_BLUE_BITS = 0x0D5A GL_ACCUM_ALPHA_BITS = 0x0D5B GL_ACCUM_CLEAR_VALUE = 0x0B80 GL_ACCUM = 0x0100 GL_ADD = 0x0104 GL_LOAD = 0x0101 GL_MULT = 0x0103 GL_RETURN = 0x0102 # Alpha testing GL_ALPHA_TEST = 0x0BC0 GL_ALPHA_TEST_REF = 0x0BC2 GL_ALPHA_TEST_FUNC = 0x0BC1 # Blending GL_BLEND = 0x0BE2 GL_BLEND_SRC = 0x0BE1 GL_BLEND_DST = 0x0BE0 GL_ZERO = 0x0 GL_ONE = 0x1 GL_SRC_COLOR = 0x0300 GL_ONE_MINUS_SRC_COLOR = 0x0301 GL_SRC_ALPHA = 0x0302 GL_ONE_MINUS_SRC_ALPHA = 0x0303 GL_DST_ALPHA = 0x0304 GL_ONE_MINUS_DST_ALPHA = 0x0305 GL_DST_COLOR = 0x0306 GL_ONE_MINUS_DST_COLOR = 0x0307 GL_SRC_ALPHA_SATURATE = 0x0308 GL_CONSTANT_COLOR = 0x8001 GL_ONE_MINUS_CONSTANT_COLOR = 0x8002 GL_CONSTANT_ALPHA = 0x8003 GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004 # Render Mode GL_FEEDBACK = 0x1C01 GL_RENDER = 0x1C00 GL_SELECT = 0x1C02 # Feedback GL_2D = 0x0600 GL_3D = 0x0601 GL_3D_COLOR = 0x0602 GL_3D_COLOR_TEXTURE = 0x0603 GL_4D_COLOR_TEXTURE = 0x0604 GL_POINT_TOKEN = 0x0701 GL_LINE_TOKEN = 0x0702 GL_LINE_RESET_TOKEN = 0x0707 GL_POLYGON_TOKEN = 0x0703 GL_BITMAP_TOKEN = 0x0704 GL_DRAW_PIXEL_TOKEN = 0x0705 GL_COPY_PIXEL_TOKEN = 0x0706 GL_PASS_THROUGH_TOKEN = 0x0700 GL_FEEDBACK_BUFFER_POINTER = 0x0DF0 GL_FEEDBACK_BUFFER_SIZE = 0x0DF1 GL_FEEDBACK_BUFFER_TYPE = 0x0DF2 # Selection GL_SELECTION_BUFFER_POINTER = 0x0DF3 GL_SELECTION_BUFFER_SIZE = 0x0DF4 # Fog GL_FOG = 0x0B60 GL_FOG_MODE = 0x0B65 GL_FOG_DENSITY = 0x0B62 GL_FOG_COLOR = 0x0B66 GL_FOG_INDEX = 0x0B61 GL_FOG_START = 0x0B63 GL_FOG_END = 0x0B64 GL_LINEAR = 0x2601 GL_EXP = 0x0800 GL_EXP2 = 0x0801 # Logic Ops GL_LOGIC_OP = 0x0BF1 GL_INDEX_LOGIC_OP = 0x0BF1 GL_COLOR_LOGIC_OP = 0x0BF2 GL_LOGIC_OP_MODE = 0x0BF0 GL_CLEAR = 0x1500 GL_SET = 0x150F GL_COPY = 0x1503 GL_COPY_INVERTED = 0x150C GL_NOOP = 0x1505 GL_INVERT = 0x150A GL_AND = 0x1501 GL_NAND = 0x150E GL_OR = 0x1507 GL_NOR = 0x1508 GL_XOR = 0x1506 GL_EQUIV = 0x1509 GL_AND_REVERSE = 0x1502 GL_AND_INVERTED = 0x1504 GL_OR_REVERSE = 0x150B GL_OR_INVERTED = 0x150D # Stencil GL_STENCIL_TEST = 0x0B90 GL_STENCIL_WRITEMASK = 0x0B98 GL_STENCIL_BITS = 0x0D57 GL_STENCIL_FUNC = 0x0B92 GL_STENCIL_VALUE_MASK = 0x0B93 GL_STENCIL_REF = 0x0B97 GL_STENCIL_FAIL = 0x0B94 GL_STENCIL_PASS_DEPTH_PASS = 0x0B96 GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95 GL_STENCIL_CLEAR_VALUE = 0x0B91 GL_STENCIL_INDEX = 0x1901 GL_KEEP = 0x1E00 GL_REPLACE = 0x1E01 GL_INCR = 0x1E02 GL_DECR = 0x1E03 # Buffers, Pixel Drawing/Reading GL_NONE = 0x0 GL_LEFT = 0x0406 GL_RIGHT = 0x0407 #GL_FRONT 0x0404 #GL_BACK 0x0405 #GL_FRONT_AND_BACK 0x0408 GL_FRONT_LEFT = 0x0400 GL_FRONT_RIGHT = 0x0401 GL_BACK_LEFT = 0x0402 GL_BACK_RIGHT = 0x0403 GL_AUX0 = 0x0409 GL_AUX1 = 0x040A GL_AUX2 = 0x040B GL_AUX3 = 0x040C GL_COLOR_INDEX = 0x1900 GL_RED = 0x1903 GL_GREEN = 0x1904 GL_BLUE = 0x1905 GL_ALPHA = 0x1906 GL_LUMINANCE = 0x1909 GL_LUMINANCE_ALPHA = 0x190A GL_ALPHA_BITS = 0x0D55 GL_RED_BITS = 0x0D52 GL_GREEN_BITS = 0x0D53 GL_BLUE_BITS = 0x0D54 GL_INDEX_BITS = 0x0D51 GL_SUBPIXEL_BITS = 0x0D50 GL_AUX_BUFFERS = 0x0C00 GL_READ_BUFFER = 0x0C02 GL_DRAW_BUFFER = 0x0C01 GL_DOUBLEBUFFER = 0x0C32 GL_STEREO = 0x0C33 GL_BITMAP = 0x1A00 GL_COLOR = 0x1800 GL_DEPTH = 0x1801 GL_STENCIL = 0x1802 GL_DITHER = 0x0BD0 GL_RGB = 0x1907 GL_RGBA = 0x1908 # Implementation limits GL_MAX_LIST_NESTING = 0x0B31 GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35 GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36 GL_MAX_NAME_STACK_DEPTH = 0x0D37 GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38 GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39 GL_MAX_EVAL_ORDER = 0x0D30 GL_MAX_LIGHTS = 0x0D31 GL_MAX_CLIP_PLANES = 0x0D32 GL_MAX_TEXTURE_SIZE = 0x0D33 GL_MAX_PIXEL_MAP_TABLE = 0x0D34 GL_MAX_VIEWPORT_DIMS = 0x0D3A GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B # Gets GL_ATTRIB_STACK_DEPTH = 0x0BB0 GL_CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1 GL_COLOR_CLEAR_VALUE = 0x0C22 GL_COLOR_WRITEMASK = 0x0C23 GL_CURRENT_INDEX = 0x0B01 GL_CURRENT_COLOR = 0x0B00 GL_CURRENT_NORMAL = 0x0B02 GL_CURRENT_RASTER_COLOR = 0x0B04 GL_CURRENT_RASTER_DISTANCE = 0x0B09 GL_CURRENT_RASTER_INDEX = 0x0B05 GL_CURRENT_RASTER_POSITION = 0x0B07 GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06 GL_CURRENT_RASTER_POSITION_VALID = 0x0B08 GL_CURRENT_TEXTURE_COORDS = 0x0B03 GL_INDEX_CLEAR_VALUE = 0x0C20 GL_INDEX_MODE = 0x0C30 GL_INDEX_WRITEMASK = 0x0C21 GL_MODELVIEW_MATRIX = 0x0BA6 GL_MODELVIEW_STACK_DEPTH = 0x0BA3 GL_NAME_STACK_DEPTH = 0x0D70 GL_PROJECTION_MATRIX = 0x0BA7 GL_PROJECTION_STACK_DEPTH = 0x0BA4 GL_RENDER_MODE = 0x0C40 GL_RGBA_MODE = 0x0C31 GL_TEXTURE_MATRIX = 0x0BA8 GL_TEXTURE_STACK_DEPTH = 0x0BA5 GL_VIEWPORT = 0x0BA2 # Evaluators GL_AUTO_NORMAL = 0x0D80 GL_MAP1_COLOR_4 = 0x0D90 GL_MAP1_GRID_DOMAIN = 0x0DD0 GL_MAP1_GRID_SEGMENTS = 0x0DD1 GL_MAP1_INDEX = 0x0D91 GL_MAP1_NORMAL = 0x0D92 GL_MAP1_TEXTURE_COORD_1 = 0x0D93 GL_MAP1_TEXTURE_COORD_2 = 0x0D94 GL_MAP1_TEXTURE_COORD_3 = 0x0D95 GL_MAP1_TEXTURE_COORD_4 = 0x0D96 GL_MAP1_VERTEX_3 = 0x0D97 GL_MAP1_VERTEX_4 = 0x0D98 GL_MAP2_COLOR_4 = 0x0DB0 GL_MAP2_GRID_DOMAIN = 0x0DD2 GL_MAP2_GRID_SEGMENTS = 0x0DD3 GL_MAP2_INDEX = 0x0DB1 GL_MAP2_NORMAL = 0x0DB2 GL_MAP2_TEXTURE_COORD_1 = 0x0DB3 GL_MAP2_TEXTURE_COORD_2 = 0x0DB4 GL_MAP2_TEXTURE_COORD_3 = 0x0DB5 GL_MAP2_TEXTURE_COORD_4 = 0x0DB6 GL_MAP2_VERTEX_3 = 0x0DB7 GL_MAP2_VERTEX_4 = 0x0DB8 GL_COEFF = 0x0A00 GL_DOMAIN = 0x0A02 GL_ORDER = 0x0A01 # Hints GL_FOG_HINT = 0x0C54 GL_LINE_SMOOTH_HINT = 0x0C52 GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50 GL_POINT_SMOOTH_HINT = 0x0C51 GL_POLYGON_SMOOTH_HINT = 0x0C53 GL_DONT_CARE = 0x1100 GL_FASTEST = 0x1101 GL_NICEST = 0x1102 # Scissor box GL_SCISSOR_TEST = 0x0C11 GL_SCISSOR_BOX = 0x0C10 # Pixel Mode / Transfer GL_MAP_COLOR = 0x0D10 GL_MAP_STENCIL = 0x0D11 GL_INDEX_SHIFT = 0x0D12 GL_INDEX_OFFSET = 0x0D13 GL_RED_SCALE = 0x0D14 GL_RED_BIAS = 0x0D15 GL_GREEN_SCALE = 0x0D18 GL_GREEN_BIAS = 0x0D19 GL_BLUE_SCALE = 0x0D1A GL_BLUE_BIAS = 0x0D1B GL_ALPHA_SCALE = 0x0D1C GL_ALPHA_BIAS = 0x0D1D GL_DEPTH_SCALE = 0x0D1E GL_DEPTH_BIAS = 0x0D1F GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1 GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0 GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2 GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3 GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4 GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5 GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6 GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7 GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8 GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9 GL_PIXEL_MAP_S_TO_S = 0x0C71 GL_PIXEL_MAP_I_TO_I = 0x0C70 GL_PIXEL_MAP_I_TO_R = 0x0C72 GL_PIXEL_MAP_I_TO_G = 0x0C73 GL_PIXEL_MAP_I_TO_B = 0x0C74 GL_PIXEL_MAP_I_TO_A = 0x0C75 GL_PIXEL_MAP_R_TO_R = 0x0C76 GL_PIXEL_MAP_G_TO_G = 0x0C77 GL_PIXEL_MAP_B_TO_B = 0x0C78 GL_PIXEL_MAP_A_TO_A = 0x0C79 GL_PACK_ALIGNMENT = 0x0D05 GL_PACK_LSB_FIRST = 0x0D01 GL_PACK_ROW_LENGTH = 0x0D02 GL_PACK_SKIP_PIXELS = 0x0D04 GL_PACK_SKIP_ROWS = 0x0D03 GL_PACK_SWAP_BYTES = 0x0D00 GL_UNPACK_ALIGNMENT = 0x0CF5 GL_UNPACK_LSB_FIRST = 0x0CF1 GL_UNPACK_ROW_LENGTH = 0x0CF2 GL_UNPACK_SKIP_PIXELS = 0x0CF4 GL_UNPACK_SKIP_ROWS = 0x0CF3 GL_UNPACK_SWAP_BYTES = 0x0CF0 GL_ZOOM_X = 0x0D16 GL_ZOOM_Y = 0x0D17 # Texture mapping GL_TEXTURE_ENV = 0x2300 GL_TEXTURE_ENV_MODE = 0x2200 GL_TEXTURE_1D = 0x0DE0 GL_TEXTURE_2D = 0x0DE1 GL_TEXTURE_WRAP_S = 0x2802 GL_TEXTURE_WRAP_T = 0x2803 GL_TEXTURE_MAG_FILTER = 0x2800 GL_TEXTURE_MIN_FILTER = 0x2801 GL_TEXTURE_ENV_COLOR = 0x2201 GL_TEXTURE_GEN_S = 0x0C60 GL_TEXTURE_GEN_T = 0x0C61 GL_TEXTURE_GEN_MODE = 0x2500 GL_TEXTURE_BORDER_COLOR = 0x1004 GL_TEXTURE_WIDTH = 0x1000 GL_TEXTURE_HEIGHT = 0x1001 GL_TEXTURE_BORDER = 0x1005 GL_TEXTURE_COMPONENTS = 0x1003 GL_TEXTURE_RED_SIZE = 0x805C GL_TEXTURE_GREEN_SIZE = 0x805D GL_TEXTURE_BLUE_SIZE = 0x805E GL_TEXTURE_ALPHA_SIZE = 0x805F GL_TEXTURE_LUMINANCE_SIZE = 0x8060 GL_TEXTURE_INTENSITY_SIZE = 0x8061 GL_NEAREST_MIPMAP_NEAREST = 0x2700 GL_NEAREST_MIPMAP_LINEAR = 0x2702 GL_LINEAR_MIPMAP_NEAREST = 0x2701 GL_LINEAR_MIPMAP_LINEAR = 0x2703 GL_OBJECT_LINEAR = 0x2401 GL_OBJECT_PLANE = 0x2501 GL_EYE_LINEAR = 0x2400 GL_EYE_PLANE = 0x2502 GL_SPHERE_MAP = 0x2402 GL_DECAL = 0x2101 GL_MODULATE = 0x2100 GL_NEAREST = 0x2600 GL_REPEAT = 0x2901 GL_CLAMP = 0x2900 GL_S = 0x2000 GL_T = 0x2001 GL_R = 0x2002 GL_Q = 0x2003 GL_TEXTURE_GEN_R = 0x0C62 GL_TEXTURE_GEN_Q = 0x0C63 # Utility GL_VENDOR = 0x1F00 GL_RENDERER = 0x1F01 GL_VERSION = 0x1F02 GL_EXTENSIONS = 0x1F03 # Errors GL_NO_ERROR = 0x0 GL_INVALID_VALUE = 0x0501 GL_INVALID_ENUM = 0x0500 GL_INVALID_OPERATION = 0x0502 GL_STACK_OVERFLOW = 0x0503 GL_STACK_UNDERFLOW = 0x0504 GL_OUT_OF_MEMORY = 0x0505 # glPush/PopAttrib bits GL_CURRENT_BIT = 0x00000001 GL_POINT_BIT = 0x00000002 GL_LINE_BIT = 0x00000004 GL_POLYGON_BIT = 0x00000008 GL_POLYGON_STIPPLE_BIT = 0x00000010 GL_PIXEL_MODE_BIT = 0x00000020 GL_LIGHTING_BIT = 0x00000040 GL_FOG_BIT = 0x00000080 GL_DEPTH_BUFFER_BIT = 0x00000100 GL_ACCUM_BUFFER_BIT = 0x00000200 GL_STENCIL_BUFFER_BIT = 0x00000400 GL_VIEWPORT_BIT = 0x00000800 GL_TRANSFORM_BIT = 0x00001000 GL_ENABLE_BIT = 0x00002000 GL_COLOR_BUFFER_BIT = 0x00004000 GL_HINT_BIT = 0x00008000 GL_EVAL_BIT = 0x00010000 GL_LIST_BIT = 0x00020000 GL_TEXTURE_BIT = 0x00040000 GL_SCISSOR_BIT = 0x00080000 GL_ALL_ATTRIB_BITS = 0x000FFFFF # OpenGL 1.1 GL_PROXY_TEXTURE_1D = 0x8063 GL_PROXY_TEXTURE_2D = 0x8064 GL_TEXTURE_PRIORITY = 0x8066 GL_TEXTURE_RESIDENT = 0x8067 GL_TEXTURE_BINDING_1D = 0x8068 GL_TEXTURE_BINDING_2D = 0x8069 GL_TEXTURE_INTERNAL_FORMAT = 0x1003 GL_ALPHA4 = 0x803B GL_ALPHA8 = 0x803C GL_ALPHA12 = 0x803D GL_ALPHA16 = 0x803E GL_LUMINANCE4 = 0x803F GL_LUMINANCE8 = 0x8040 GL_LUMINANCE12 = 0x8041 GL_LUMINANCE16 = 0x8042 GL_LUMINANCE4_ALPHA4 = 0x8043 GL_LUMINANCE6_ALPHA2 = 0x8044 GL_LUMINANCE8_ALPHA8 = 0x8045 GL_LUMINANCE12_ALPHA4 = 0x8046 GL_LUMINANCE12_ALPHA12 = 0x8047 GL_LUMINANCE16_ALPHA16 = 0x8048 GL_INTENSITY = 0x8049 GL_INTENSITY4 = 0x804A GL_INTENSITY8 = 0x804B GL_INTENSITY12 = 0x804C GL_INTENSITY16 = 0x804D GL_R3_G3_B2 = 0x2A10 GL_RGB4 = 0x804F GL_RGB5 = 0x8050 GL_RGB8 = 0x8051 GL_RGB10 = 0x8052 GL_RGB12 = 0x8053 GL_RGB16 = 0x8054 GL_RGBA2 = 0x8055 GL_RGBA4 = 0x8056 GL_RGB5_A1 = 0x8057 GL_RGBA8 = 0x8058 GL_RGB10_A2 = 0x8059 GL_RGBA12 = 0x805A GL_RGBA16 = 0x805B GL_CLIENT_PIXEL_STORE_BIT = 0x00000001 GL_CLIENT_VERTEX_ARRAY_BIT = 0x00000002 GL_ALL_CLIENT_ATTRIB_BITS = 0xFFFFFFFF GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF # Boolean GLU_FALSE = 0 GLU_TRUE = 1 # StringName GLU_VERSION = 100800 GLU_EXTENSIONS = 100801 # ErrorCode GLU_INVALID_ENUM = 100900 GLU_INVALID_VALUE = 100901 GLU_OUT_OF_MEMORY = 100902 GLU_INVALID_OPERATION = 100904 # NurbsDisplay # GLU_FILL GLU_OUTLINE_POLYGON = 100240 GLU_OUTLINE_PATCH = 100241 # NurbsError GLU_NURBS_ERROR1 = 100251 GLU_NURBS_ERROR2 = 100252 GLU_NURBS_ERROR3 = 100253 GLU_NURBS_ERROR4 = 100254 GLU_NURBS_ERROR5 = 100255 GLU_NURBS_ERROR6 = 100256 GLU_NURBS_ERROR7 = 100257 GLU_NURBS_ERROR8 = 100258 GLU_NURBS_ERROR9 = 100259 GLU_NURBS_ERROR10 = 100260 GLU_NURBS_ERROR11 = 100261 GLU_NURBS_ERROR12 = 100262 GLU_NURBS_ERROR13 = 100263 GLU_NURBS_ERROR14 = 100264 GLU_NURBS_ERROR15 = 100265 GLU_NURBS_ERROR16 = 100266 GLU_NURBS_ERROR17 = 100267 GLU_NURBS_ERROR18 = 100268 GLU_NURBS_ERROR19 = 100269 GLU_NURBS_ERROR20 = 100270 GLU_NURBS_ERROR21 = 100271 GLU_NURBS_ERROR22 = 100272 GLU_NURBS_ERROR23 = 100273 GLU_NURBS_ERROR24 = 100274 GLU_NURBS_ERROR25 = 100275 GLU_NURBS_ERROR26 = 100276 GLU_NURBS_ERROR27 = 100277 GLU_NURBS_ERROR28 = 100278 GLU_NURBS_ERROR29 = 100279 GLU_NURBS_ERROR30 = 100280 GLU_NURBS_ERROR31 = 100281 GLU_NURBS_ERROR32 = 100282 GLU_NURBS_ERROR33 = 100283 GLU_NURBS_ERROR34 = 100284 GLU_NURBS_ERROR35 = 100285 GLU_NURBS_ERROR36 = 100286 GLU_NURBS_ERROR37 = 100287 # NurbsProperty GLU_AUTO_LOAD_MATRIX = 100200 GLU_CULLING = 100201 GLU_SAMPLING_TOLERANCE = 100203 GLU_DISPLAY_MODE = 100204 GLU_PARAMETRIC_TOLERANCE = 100202 GLU_SAMPLING_METHOD = 100205 GLU_U_STEP = 100206 GLU_V_STEP = 100207 # NurbsSampling GLU_PATH_LENGTH = 100215 GLU_PARAMETRIC_ERROR = 100216 GLU_DOMAIN_DISTANCE = 100217 # NurbsTrim GLU_MAP1_TRIM_2 = 100210 GLU_MAP1_TRIM_3 = 100211 # QuadricDrawStyle GLU_POINT = 100010 GLU_LINE = 100011 GLU_FILL = 100012 GLU_SILHOUETTE = 100013 # QuadricCallback GLU_ERROR = 100103 # QuadricNormal GLU_SMOOTH = 100000 GLU_FLAT = 100001 GLU_NONE = 100002 # QuadricOrientation GLU_OUTSIDE = 100020 GLU_INSIDE = 100021 # TessCallback GLU_TESS_BEGIN = 100100 GLU_BEGIN = 100100 GLU_TESS_VERTEX = 100101 GLU_VERTEX = 100101 GLU_TESS_END = 100102 GLU_END = 100102 GLU_TESS_ERROR = 100103 GLU_TESS_EDGE_FLAG = 100104 GLU_EDGE_FLAG = 100104 GLU_TESS_COMBINE = 100105 GLU_TESS_BEGIN_DATA = 100106 GLU_TESS_VERTEX_DATA = 100107 GLU_TESS_END_DATA = 100108 GLU_TESS_ERROR_DATA = 100109 GLU_TESS_EDGE_FLAG_DATA = 100110 GLU_TESS_COMBINE_DATA = 100111 # TessContour GLU_CW = 100120 GLU_CCW = 100121 GLU_INTERIOR = 100122 GLU_EXTERIOR = 100123 GLU_UNKNOWN = 100124 # TessProperty GLU_TESS_WINDING_RULE = 100140 GLU_TESS_BOUNDARY_ONLY = 100141 GLU_TESS_TOLERANCE = 100142 # TessError GLU_TESS_ERROR1 = 100151 GLU_TESS_ERROR2 = 100152 GLU_TESS_ERROR3 = 100153 GLU_TESS_ERROR4 = 100154 GLU_TESS_ERROR5 = 100155 GLU_TESS_ERROR6 = 100156 GLU_TESS_ERROR7 = 100157 GLU_TESS_ERROR8 = 100158 GLU_TESS_MISSING_BEGIN_POLYGON = 100151 GLU_TESS_MISSING_BEGIN_CONTOUR = 100152 GLU_TESS_MISSING_END_POLYGON = 100153 GLU_TESS_MISSING_END_CONTOUR = 100154 GLU_TESS_COORD_TOO_LARGE = 100155 GLU_TESS_NEED_COMBINE_CALLBACK = 100156 # TessWinding GLU_TESS_WINDING_ODD = 100130 GLU_TESS_WINDING_NONZERO = 100131 GLU_TESS_WINDING_POSITIVE = 100132 GLU_TESS_WINDING_NEGATIVE = 100133 GLU_TESS_WINDING_ABS_GEQ_TWO = 100134 cdef float GLU_TESS_MAX_COORD = 1.0e150