{
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