StelOpenGL.hpp   StelOpenGL.hpp 
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#define glGetUniformLocation(...) GLFUNC_(glGetUniformLocation(__VA_ARGS_ _)) #define glGetUniformLocation(...) GLFUNC_(glGetUniformLocation(__VA_ARGS_ _))
#define glGetVertexAttribfv(...) GLFUNC_(glGetVertexAttribfv(__VA_ARGS__ )) #define glGetVertexAttribfv(...) GLFUNC_(glGetVertexAttribfv(__VA_ARGS__ ))
#define glGetVertexAttribiv(...) GLFUNC_(glGetVertexAttribiv(__VA_ARGS__ )) #define glGetVertexAttribiv(...) GLFUNC_(glGetVertexAttribiv(__VA_ARGS__ ))
#define glGetVertexAttribPointerv(...) GLFUNC_(glGetVertexAttribPointerv(_ _VA_ARGS__)) #define glGetVertexAttribPointerv(...) GLFUNC_(glGetVertexAttribPointerv(_ _VA_ARGS__))
#define glIsBuffer(...) GLFUNC_(glIsBuffer(__VA_ARGS__)) #define glIsBuffer(...) GLFUNC_(glIsBuffer(__VA_ARGS__))
#define glIsFramebuffer(...) GLFUNC_(glIsFramebuffer(__VA_ARGS__)) #define glIsFramebuffer(...) GLFUNC_(glIsFramebuffer(__VA_ARGS__))
#define glIsProgram(...) GLFUNC_(glIsProgram(__VA_ARGS__)) #define glIsProgram(...) GLFUNC_(glIsProgram(__VA_ARGS__))
#define glIsRenderbuffer(...) GLFUNC_(glIsRenderbuffer(__VA_ARGS__)) #define glIsRenderbuffer(...) GLFUNC_(glIsRenderbuffer(__VA_ARGS__))
#define glIsShader(...) GLFUNC_(glIsShader(__VA_ARGS__)) #define glIsShader(...) GLFUNC_(glIsShader(__VA_ARGS__))
#define glLinkProgram(...) GLFUNC_(glLinkProgram(__VA_ARGS__)) #define glLinkProgram(...) GLFUNC_(glLinkProgram(__VA_ARGS__))
#define glProgramParameteri(...) GLFUNC_(glProgramParameteri(__VA_ARGS__
)) // GZ TRIAL
#define glProgramParameteriEXT(...) GLFUNC_(glProgramParameteriEXT(__VA_
ARGS__)) // GZ TRIAL
#define glReleaseShaderCompiler(...) GLFUNC_(glReleaseShaderCompiler(__V A_ARGS__)) #define glReleaseShaderCompiler(...) GLFUNC_(glReleaseShaderCompiler(__V A_ARGS__))
#define glRenderbufferStorage(...) GLFUNC_(glRenderbufferStorage(__VA_ARGS __)) #define glRenderbufferStorage(...) GLFUNC_(glRenderbufferStorage(__VA_ARGS __))
#define glSampleCoverage(...) GLFUNC_(glSampleCoverage(__VA_ARGS__)) #define glSampleCoverage(...) GLFUNC_(glSampleCoverage(__VA_ARGS__))
#define glShaderBinary(...) GLFUNC_(glShaderBinary(__VA_ARGS__)) #define glShaderBinary(...) GLFUNC_(glShaderBinary(__VA_ARGS__))
#define glShaderSource(...) GLFUNC_(glShaderSource(__VA_ARGS__)) #define glShaderSource(...) GLFUNC_(glShaderSource(__VA_ARGS__))
#define glStencilFuncSeparate(...) GLFUNC_(glStencilFuncSeparate(__VA_ARGS __)) #define glStencilFuncSeparate(...) GLFUNC_(glStencilFuncSeparate(__VA_ARGS __))
#define glStencilMaskSeparate(...) GLFUNC_(glStencilMaskSeparate(__VA_ARGS __)) #define glStencilMaskSeparate(...) GLFUNC_(glStencilMaskSeparate(__VA_ARGS __))
#define glStencilOpSeparate(...) GLFUNC_(glStencilOpSeparate(__VA_ARGS__ )) #define glStencilOpSeparate(...) GLFUNC_(glStencilOpSeparate(__VA_ARGS__ ))
#define glUniform1f(...) GLFUNC_(glUniform1f(__VA_ARGS__)) #define glUniform1f(...) GLFUNC_(glUniform1f(__VA_ARGS__))
#define glUniform1fv(...) GLFUNC_(glUniform1fv(__VA_ARGS__)) #define glUniform1fv(...) GLFUNC_(glUniform1fv(__VA_ARGS__))
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