146 p[0].
op=OP_ShadeModel;
174 p[0].
op=OP_FrontFace;
189 p[0].
op=OP_PolygonMode;
203 p[0].
op=OP_EnableDisable;
214 p[0].
op=OP_EnableDisable;
248 p[0].
op=OP_MatrixMode;
259 p[0].
op=OP_LoadMatrix;
260 for(i=0;i<16;i++) p[i+1].f=m[i];
269 p[0].
op=OP_LoadIdentity;
279 p[0].
op=OP_MultMatrix;
280 for(i=0;i<16;i++) p[i+1].f=m[i];
289 p[0].
op=OP_PushMatrix;
298 p[0].
op=OP_PopMatrix;
320 p[0].
op=OP_Translate;
354void glFrustum(
double left,
double right,
double bottom,
double top,
355 double near,
double farv)
384 for(i=0;i<4;i++) p[3+i].f=v[i];
385 for(i=n;i<4;i++) p[3+i].f=0;
399 for(i=0;i<3;i++) p[4+i].f=0;
408 p[0].
op=OP_ColorMaterial;
424 for(i=0;i<4;i++) p[3+i].f=v[i];
439 for(i=0;i<3;i++) p[4+i].f=0;
449 p[0].
op=OP_LightModel;
452 for(i=0;i<3;i++) p[3+i].f=0;
462 p[0].
op=OP_LightModel;
464 for(i=0;i<4;i++) p[2+i].f=param[i];
485 p[0].
op=OP_ClearColor;
498 p[0].
op=OP_ClearDepth;
508 int width,
int height,
int border,
509 int format,
int type,
void *pixels)
513 p[0].
op=OP_TexImage2D;
532 p[0].
op=OP_BindTexture;
559 p[0].
op=OP_TexParameter;
575 p[0].
op=OP_PixelStore;
588 p[0].
op=OP_InitNames;
626 p[0].
op = OP_PolygonOffset;
void glMultMatrixf(const float *m)
void glColorMaterial(int mode, int type)
void glPixelStorei(int pname, int param)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glCallList(unsigned int list)
void glTexImage2D(int target, int level, int components, int width, int height, int border, int format, int type, void *pixels)
void glNormal3fv(float *v)
void glVertex4f(float x, float y, float z, float w)
void glTexCoord2fv(float *v)
void glColor3f(float x, float y, float z)
void glVertex2f(float x, float y)
void glLoadName(unsigned int name)
void glClearColor(float r, float g, float b, float a)
void glShadeModel(int mode)
void glViewport(int x, int y, int width, int height)
void glFrontFace(int mode)
void glColor4f(float r, float g, float b, float a)
void glFrustum(double left, double right, double bottom, double top, double near, double farv)
void glMatrixMode(int mode)
void glLightf(int light, int type, float v)
void glLoadMatrixf(const float *m)
void glLightModeli(int pname, int param)
void glEdgeFlag(int flag)
void glPolygonMode(int face, int mode)
void glLightfv(int light, int type, float *v)
void glHint(int target, int mode)
void glPushName(unsigned int name)
void glVertex3f(float x, float y, float z)
void glMaterialfv(int mode, int type, float *v)
void glNormal3f(float x, float y, float z)
void glMaterialf(int mode, int type, float v)
void glRotatef(float angle, float x, float y, float z)
void glColor4fv(float *v)
void glBindTexture(int target, int texture)
void glTexEnvi(int target, int pname, int param)
void glColor3fv(float *v)
void glTexCoord4f(float s, float t, float r, float q)
void glTranslatef(float x, float y, float z)
void glCullFace(int mode)
void glTexCoord2f(float s, float t)
void glLoadIdentity(void)
void glVertex3fv(float *v)
void glScalef(float x, float y, float z)
void glTexParameteri(int target, int pname, int param)
void glClearDepth(double depth)
void glLightModelfv(int pname, float *param)
GLContext * gl_get_context(void)
void gl_add_op(GLParam *p)
#define ZB_POINT_GREEN_MIN
#define ZB_POINT_BLUE_MAX
#define ZB_POINT_GREEN_MAX
#define ZB_POINT_BLUE_MIN