Module: GL_VERSION_1_0::Compatibility

Defined in:
lib/opengl-definitions/versions/compatibility/GL_VERSION_1_0.rb

Constant Summary collapse

Functions =
{
  def glAccum(op, value) end => [ :void, :GLenum, :GLfloat ].freeze,
  def glAlphaFunc(func, ref) end => [ :void, :GLenum, :GLfloat ].freeze,
  def glBegin(mode) end => [ :void, :GLenum ].freeze,
  def glBitmap(width, height, xorig, yorig, xmove, ymove, bitmap) end => [ :void, :GLsizei, :GLsizei, :GLfloat, :GLfloat, :GLfloat, :GLfloat, :pointer ].freeze,
  def glCallList(list) end => [ :void, :GLuint ].freeze,
  def glCallLists(n, type, lists) end => [ :void, :GLsizei, :GLenum, :pointer ].freeze,
  def glClearAccum(red, green, blue, alpha) end => [ :void, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glClearIndex(c) end => [ :void, :GLfloat ].freeze,
  def glClipPlane(plane, equation) end => [ :void, :GLenum, :pointer ].freeze,
  def glColor3b(red, green, blue) end => [ :void, :GLbyte, :GLbyte, :GLbyte ].freeze,
  def glColor3bv(v) end => [ :void, :pointer ].freeze,
  def glColor3d(red, green, blue) end => [ :void, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glColor3dv(v) end => [ :void, :pointer ].freeze,
  def glColor3f(red, green, blue) end => [ :void, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glColor3fv(v) end => [ :void, :pointer ].freeze,
  def glColor3i(red, green, blue) end => [ :void, :GLint, :GLint, :GLint ].freeze,
  def glColor3iv(v) end => [ :void, :pointer ].freeze,
  def glColor3s(red, green, blue) end => [ :void, :GLshort, :GLshort, :GLshort ].freeze,
  def glColor3sv(v) end => [ :void, :pointer ].freeze,
  def glColor3ub(red, green, blue) end => [ :void, :GLubyte, :GLubyte, :GLubyte ].freeze,
  def glColor3ubv(v) end => [ :void, :pointer ].freeze,
  def glColor3ui(red, green, blue) end => [ :void, :GLuint, :GLuint, :GLuint ].freeze,
  def glColor3uiv(v) end => [ :void, :pointer ].freeze,
  def glColor3us(red, green, blue) end => [ :void, :GLushort, :GLushort, :GLushort ].freeze,
  def glColor3usv(v) end => [ :void, :pointer ].freeze,
  def glColor4b(red, green, blue, alpha) end => [ :void, :GLbyte, :GLbyte, :GLbyte, :GLbyte ].freeze,
  def glColor4bv(v) end => [ :void, :pointer ].freeze,
  def glColor4d(red, green, blue, alpha) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glColor4dv(v) end => [ :void, :pointer ].freeze,
  def glColor4f(red, green, blue, alpha) end => [ :void, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glColor4fv(v) end => [ :void, :pointer ].freeze,
  def glColor4i(red, green, blue, alpha) end => [ :void, :GLint, :GLint, :GLint, :GLint ].freeze,
  def glColor4iv(v) end => [ :void, :pointer ].freeze,
  def glColor4s(red, green, blue, alpha) end => [ :void, :GLshort, :GLshort, :GLshort, :GLshort ].freeze,
  def glColor4sv(v) end => [ :void, :pointer ].freeze,
  def glColor4ub(red, green, blue, alpha) end => [ :void, :GLubyte, :GLubyte, :GLubyte, :GLubyte ].freeze,
  def glColor4ubv(v) end => [ :void, :pointer ].freeze,
  def glColor4ui(red, green, blue, alpha) end => [ :void, :GLuint, :GLuint, :GLuint, :GLuint ].freeze,
  def glColor4uiv(v) end => [ :void, :pointer ].freeze,
  def glColor4us(red, green, blue, alpha) end => [ :void, :GLushort, :GLushort, :GLushort, :GLushort ].freeze,
  def glColor4usv(v) end => [ :void, :pointer ].freeze,
  def glColorMaterial(face, mode) end => [ :void, :GLenum, :GLenum ].freeze,
  def glCopyPixels(x, y, width, height, type) end => [ :void, :GLint, :GLint, :GLsizei, :GLsizei, :GLenum ].freeze,
  def glDeleteLists(list, range) end => [ :void, :GLuint, :GLsizei ].freeze,
  def glDrawPixels(width, height, format, type, pixels) end => [ :void, :GLsizei, :GLsizei, :GLenum, :GLenum, :pointer ].freeze,
  def glEdgeFlag(flag) end => [ :void, :GLboolean ].freeze,
  def glEdgeFlagv(flag) end => [ :void, :pointer ].freeze,
  def glEnd() end => [ :void ].freeze,
  def glEndList() end => [ :void ].freeze,
  def glEvalCoord1d(u) end => [ :void, :GLdouble ].freeze,
  def glEvalCoord1dv(u) end => [ :void, :pointer ].freeze,
  def glEvalCoord1f(u) end => [ :void, :GLfloat ].freeze,
  def glEvalCoord1fv(u) end => [ :void, :pointer ].freeze,
  def glEvalCoord2d(u, v) end => [ :void, :GLdouble, :GLdouble ].freeze,
  def glEvalCoord2dv(u) end => [ :void, :pointer ].freeze,
  def glEvalCoord2f(u, v) end => [ :void, :GLfloat, :GLfloat ].freeze,
  def glEvalCoord2fv(u) end => [ :void, :pointer ].freeze,
  def glEvalMesh1(mode, i1, i2) end => [ :void, :GLenum, :GLint, :GLint ].freeze,
  def glEvalMesh2(mode, i1, i2, j1, j2) end => [ :void, :GLenum, :GLint, :GLint, :GLint, :GLint ].freeze,
  def glEvalPoint1(i) end => [ :void, :GLint ].freeze,
  def glEvalPoint2(i, j) end => [ :void, :GLint, :GLint ].freeze,
  def glFeedbackBuffer(size, type, buffer) end => [ :void, :GLsizei, :GLenum, :pointer ].freeze,
  def glFogf(pname, param) end => [ :void, :GLenum, :GLfloat ].freeze,
  def glFogfv(pname, params) end => [ :void, :GLenum, :pointer ].freeze,
  def glFogi(pname, param) end => [ :void, :GLenum, :GLint ].freeze,
  def glFogiv(pname, params) end => [ :void, :GLenum, :pointer ].freeze,
  def glFrustum(left, right, bottom, top, zNear, zFar) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glGenLists(range) end => [ :GLuint, :GLsizei ].freeze,
  def glGetClipPlane(plane, equation) end => [ :void, :GLenum, :pointer ].freeze,
  def glGetLightfv(light, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetLightiv(light, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetMapdv(target, query, v) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetMapfv(target, query, v) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetMapiv(target, query, v) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetMaterialfv(face, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetMaterialiv(face, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetPixelMapfv(map, values) end => [ :void, :GLenum, :pointer ].freeze,
  def glGetPixelMapuiv(map, values) end => [ :void, :GLenum, :pointer ].freeze,
  def glGetPixelMapusv(map, values) end => [ :void, :GLenum, :pointer ].freeze,
  def glGetPolygonStipple(mask) end => [ :void, :pointer ].freeze,
  def glGetTexEnvfv(target, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetTexEnviv(target, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetTexGenfv(coord, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glGetTexGeniv(coord, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glIndexMask(mask) end => [ :void, :GLuint ].freeze,
  def glIndexd(c) end => [ :void, :GLdouble ].freeze,
  def glIndexdv(c) end => [ :void, :pointer ].freeze,
  def glIndexf(c) end => [ :void, :GLfloat ].freeze,
  def glIndexfv(c) end => [ :void, :pointer ].freeze,
  def glIndexi(c) end => [ :void, :GLint ].freeze,
  def glIndexiv(c) end => [ :void, :pointer ].freeze,
  def glIndexs(c) end => [ :void, :GLshort ].freeze,
  def glIndexsv(c) end => [ :void, :pointer ].freeze,
  def glInitNames() end => [ :void ].freeze,
  def glIsList(list) end => [ :GLboolean, :GLuint ].freeze,
  def glLightModelf(pname, param) end => [ :void, :GLenum, :GLfloat ].freeze,
  def glLightModelfv(pname, params) end => [ :void, :GLenum, :pointer ].freeze,
  def glLightModeli(pname, param) end => [ :void, :GLenum, :GLint ].freeze,
  def glLightModeliv(pname, params) end => [ :void, :GLenum, :pointer ].freeze,
  def glLightf(light, pname, param) end => [ :void, :GLenum, :GLenum, :GLfloat ].freeze,
  def glLightfv(light, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glLighti(light, pname, param) end => [ :void, :GLenum, :GLenum, :GLint ].freeze,
  def glLightiv(light, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glLineStipple(factor, pattern) end => [ :void, :GLint, :GLushort ].freeze,
  def glListBase(base) end => [ :void, :GLuint ].freeze,
  def glLoadIdentity() end => [ :void ].freeze,
  def glLoadMatrixd(m) end => [ :void, :pointer ].freeze,
  def glLoadMatrixf(m) end => [ :void, :pointer ].freeze,
  def glLoadName(name) end => [ :void, :GLuint ].freeze,
  def glMap1d(target, u1, u2, stride, order, points) end => [ :void, :GLenum, :GLdouble, :GLdouble, :GLint, :GLint, :pointer ].freeze,
  def glMap1f(target, u1, u2, stride, order, points) end => [ :void, :GLenum, :GLfloat, :GLfloat, :GLint, :GLint, :pointer ].freeze,
  def glMap2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points) end => [ :void, :GLenum, :GLdouble, :GLdouble, :GLint, :GLint, :GLdouble, :GLdouble, :GLint, :GLint, :pointer ].freeze,
  def glMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points) end => [ :void, :GLenum, :GLfloat, :GLfloat, :GLint, :GLint, :GLfloat, :GLfloat, :GLint, :GLint, :pointer ].freeze,
  def glMaterialf(face, pname, param) end => [ :void, :GLenum, :GLenum, :GLfloat ].freeze,
  def glMaterialfv(face, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glMateriali(face, pname, param) end => [ :void, :GLenum, :GLenum, :GLint ].freeze,
  def glMaterialiv(face, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glMatrixMode(mode) end => [ :void, :GLenum ].freeze,
  def glMultMatrixd(m) end => [ :void, :pointer ].freeze,
  def glMultMatrixf(m) end => [ :void, :pointer ].freeze,
  def glNewList(list, mode) end => [ :void, :GLuint, :GLenum ].freeze,
  def glNormal3b(nx, ny, nz) end => [ :void, :GLbyte, :GLbyte, :GLbyte ].freeze,
  def glNormal3bv(v) end => [ :void, :pointer ].freeze,
  def glNormal3d(nx, ny, nz) end => [ :void, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glNormal3dv(v) end => [ :void, :pointer ].freeze,
  def glNormal3f(nx, ny, nz) end => [ :void, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glNormal3fv(v) end => [ :void, :pointer ].freeze,
  def glNormal3i(nx, ny, nz) end => [ :void, :GLint, :GLint, :GLint ].freeze,
  def glNormal3iv(v) end => [ :void, :pointer ].freeze,
  def glNormal3s(nx, ny, nz) end => [ :void, :GLshort, :GLshort, :GLshort ].freeze,
  def glNormal3sv(v) end => [ :void, :pointer ].freeze,
  def glOrtho(left, right, bottom, top, zNear, zFar) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glPassThrough(token) end => [ :void, :GLfloat ].freeze,
  def glPixelMapfv(map, mapsize, values) end => [ :void, :GLenum, :GLsizei, :pointer ].freeze,
  def glPixelMapuiv(map, mapsize, values) end => [ :void, :GLenum, :GLsizei, :pointer ].freeze,
  def glPixelMapusv(map, mapsize, values) end => [ :void, :GLenum, :GLsizei, :pointer ].freeze,
  def glPixelTransferf(pname, param) end => [ :void, :GLenum, :GLfloat ].freeze,
  def glPixelTransferi(pname, param) end => [ :void, :GLenum, :GLint ].freeze,
  def glPixelZoom(xfactor, yfactor) end => [ :void, :GLfloat, :GLfloat ].freeze,
  def glPolygonStipple(mask) end => [ :void, :pointer ].freeze,
  def glPopAttrib() end => [ :void ].freeze,
  def glPopMatrix() end => [ :void ].freeze,
  def glPopName() end => [ :void ].freeze,
  def glPushAttrib(mask) end => [ :void, :GLbitfield ].freeze,
  def glPushMatrix() end => [ :void ].freeze,
  def glPushName(name) end => [ :void, :GLuint ].freeze,
  def glRasterPos2d(x, y) end => [ :void, :GLdouble, :GLdouble ].freeze,
  def glRasterPos2dv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos2f(x, y) end => [ :void, :GLfloat, :GLfloat ].freeze,
  def glRasterPos2fv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos2i(x, y) end => [ :void, :GLint, :GLint ].freeze,
  def glRasterPos2iv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos2s(x, y) end => [ :void, :GLshort, :GLshort ].freeze,
  def glRasterPos2sv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos3d(x, y, z) end => [ :void, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glRasterPos3dv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos3f(x, y, z) end => [ :void, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glRasterPos3fv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos3i(x, y, z) end => [ :void, :GLint, :GLint, :GLint ].freeze,
  def glRasterPos3iv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos3s(x, y, z) end => [ :void, :GLshort, :GLshort, :GLshort ].freeze,
  def glRasterPos3sv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos4d(x, y, z, w) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glRasterPos4dv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos4f(x, y, z, w) end => [ :void, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glRasterPos4fv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos4i(x, y, z, w) end => [ :void, :GLint, :GLint, :GLint, :GLint ].freeze,
  def glRasterPos4iv(v) end => [ :void, :pointer ].freeze,
  def glRasterPos4s(x, y, z, w) end => [ :void, :GLshort, :GLshort, :GLshort, :GLshort ].freeze,
  def glRasterPos4sv(v) end => [ :void, :pointer ].freeze,
  def glRectd(x1, y1, x2, y2) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glRectdv(v1, v2) end => [ :void, :pointer, :pointer ].freeze,
  def glRectf(x1, y1, x2, y2) end => [ :void, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glRectfv(v1, v2) end => [ :void, :pointer, :pointer ].freeze,
  def glRecti(x1, y1, x2, y2) end => [ :void, :GLint, :GLint, :GLint, :GLint ].freeze,
  def glRectiv(v1, v2) end => [ :void, :pointer, :pointer ].freeze,
  def glRects(x1, y1, x2, y2) end => [ :void, :GLshort, :GLshort, :GLshort, :GLshort ].freeze,
  def glRectsv(v1, v2) end => [ :void, :pointer, :pointer ].freeze,
  def glRenderMode(mode) end => [ :GLint, :GLenum ].freeze,
  def glRotated(angle, x, y, z) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glRotatef(angle, x, y, z) end => [ :void, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glScaled(x, y, z) end => [ :void, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glScalef(x, y, z) end => [ :void, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glSelectBuffer(size, buffer) end => [ :void, :GLsizei, :pointer ].freeze,
  def glShadeModel(mode) end => [ :void, :GLenum ].freeze,
  def glTexCoord1d(s) end => [ :void, :GLdouble ].freeze,
  def glTexCoord1dv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord1f(s) end => [ :void, :GLfloat ].freeze,
  def glTexCoord1fv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord1i(s) end => [ :void, :GLint ].freeze,
  def glTexCoord1iv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord1s(s) end => [ :void, :GLshort ].freeze,
  def glTexCoord1sv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord2d(s, t) end => [ :void, :GLdouble, :GLdouble ].freeze,
  def glTexCoord2dv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord2f(s, t) end => [ :void, :GLfloat, :GLfloat ].freeze,
  def glTexCoord2fv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord2i(s, t) end => [ :void, :GLint, :GLint ].freeze,
  def glTexCoord2iv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord2s(s, t) end => [ :void, :GLshort, :GLshort ].freeze,
  def glTexCoord2sv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord3d(s, t, r) end => [ :void, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glTexCoord3dv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord3f(s, t, r) end => [ :void, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glTexCoord3fv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord3i(s, t, r) end => [ :void, :GLint, :GLint, :GLint ].freeze,
  def glTexCoord3iv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord3s(s, t, r) end => [ :void, :GLshort, :GLshort, :GLshort ].freeze,
  def glTexCoord3sv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord4d(s, t, r, q) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glTexCoord4dv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord4f(s, t, r, q) end => [ :void, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glTexCoord4fv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord4i(s, t, r, q) end => [ :void, :GLint, :GLint, :GLint, :GLint ].freeze,
  def glTexCoord4iv(v) end => [ :void, :pointer ].freeze,
  def glTexCoord4s(s, t, r, q) end => [ :void, :GLshort, :GLshort, :GLshort, :GLshort ].freeze,
  def glTexCoord4sv(v) end => [ :void, :pointer ].freeze,
  def glTexEnvf(target, pname, param) end => [ :void, :GLenum, :GLenum, :GLfloat ].freeze,
  def glTexEnvfv(target, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glTexEnvi(target, pname, param) end => [ :void, :GLenum, :GLenum, :GLint ].freeze,
  def glTexEnviv(target, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glTexGend(coord, pname, param) end => [ :void, :GLenum, :GLenum, :GLdouble ].freeze,
  def glTexGendv(coord, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glTexGenf(coord, pname, param) end => [ :void, :GLenum, :GLenum, :GLfloat ].freeze,
  def glTexGenfv(coord, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glTexGeni(coord, pname, param) end => [ :void, :GLenum, :GLenum, :GLint ].freeze,
  def glTexGeniv(coord, pname, params) end => [ :void, :GLenum, :GLenum, :pointer ].freeze,
  def glTranslated(x, y, z) end => [ :void, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glTranslatef(x, y, z) end => [ :void, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glVertex2d(x, y) end => [ :void, :GLdouble, :GLdouble ].freeze,
  def glVertex2dv(v) end => [ :void, :pointer ].freeze,
  def glVertex2f(x, y) end => [ :void, :GLfloat, :GLfloat ].freeze,
  def glVertex2fv(v) end => [ :void, :pointer ].freeze,
  def glVertex2i(x, y) end => [ :void, :GLint, :GLint ].freeze,
  def glVertex2iv(v) end => [ :void, :pointer ].freeze,
  def glVertex2s(x, y) end => [ :void, :GLshort, :GLshort ].freeze,
  def glVertex2sv(v) end => [ :void, :pointer ].freeze,
  def glVertex3d(x, y, z) end => [ :void, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glVertex3dv(v) end => [ :void, :pointer ].freeze,
  def glVertex3f(x, y, z) end => [ :void, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glVertex3fv(v) end => [ :void, :pointer ].freeze,
  def glVertex3i(x, y, z) end => [ :void, :GLint, :GLint, :GLint ].freeze,
  def glVertex3iv(v) end => [ :void, :pointer ].freeze,
  def glVertex3s(x, y, z) end => [ :void, :GLshort, :GLshort, :GLshort ].freeze,
  def glVertex3sv(v) end => [ :void, :pointer ].freeze,
  def glVertex4d(x, y, z, w) end => [ :void, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze,
  def glVertex4dv(v) end => [ :void, :pointer ].freeze,
  def glVertex4f(x, y, z, w) end => [ :void, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze,
  def glVertex4fv(v) end => [ :void, :pointer ].freeze,
  def glVertex4i(x, y, z, w) end => [ :void, :GLint, :GLint, :GLint, :GLint ].freeze,
  def glVertex4iv(v) end => [ :void, :pointer ].freeze,
  def glVertex4s(x, y, z, w) end => [ :void, :GLshort, :GLshort, :GLshort, :GLshort ].freeze,
  def glVertex4sv(v) end => [ :void, :pointer ].freeze,
}.freeze