use run-time dynamic linking for opengl32.dll to prevent random bugs where the game fails to start
This commit is contained in:
parent
2754da2a30
commit
35ac845688
11 changed files with 6434 additions and 11155 deletions
285
src/opengl.c
285
src/opengl.c
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@ -2,141 +2,202 @@
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#include <stdio.h>
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#include "opengl.h"
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PFNWGLCREATECONTEXT xwglCreateContext;
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PFNWGLDELETECONTEXT xwglDeleteContext;
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PFNWGLGETPROCADDRESS xwglGetProcAddress;
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PFNWGLMAKECURRENT xwglMakeCurrent;
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PFNGLVIEWPORT glViewport;
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PFNGLBINDTEXTURE glBindTexture;
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PFNGLGENTEXTURES glGenTextures;
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PFNGLTEXPARAMETERI glTexParameteri;
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PFNGLDELETETEXTURES glDeleteTextures;
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PFNGLTEXIMAGE2D glTexImage2D;
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PFNGLDRAWELEMENTS glDrawElements;
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PFNGLTEXSUBIMAGE2D glTexSubImage2D;
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PFNGLGETERROR glGetError;
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PFNGLGETSTRING glGetString;
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PFNGLGETTEXIMAGE glGetTexImage;
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PFNGLPIXELSTOREI glPixelStorei;
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PFNGLBEGIN glBegin;
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PFNGLEND glEnd;
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PFNGLTEXCOORD2F glTexCoord2f;
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PFNGLVERTEX2F glVertex2f;
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// Program
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PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
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PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
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PFNGLUSEPROGRAMPROC glUseProgram = NULL;
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PFNGLATTACHSHADERPROC glAttachShader = NULL;
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PFNGLDETACHSHADERPROC glDetachShader = NULL;
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PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
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PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
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PFNGLUNIFORM1IPROC glUniform1i = NULL;
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PFNGLUNIFORM1IVPROC glUniform1iv = NULL;
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PFNGLUNIFORM2IVPROC glUniform2iv = NULL;
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PFNGLUNIFORM3IVPROC glUniform3iv = NULL;
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PFNGLUNIFORM4IVPROC glUniform4iv = NULL;
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PFNGLUNIFORM1FPROC glUniform1f = NULL;
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PFNGLUNIFORM1FVPROC glUniform1fv = NULL;
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PFNGLUNIFORM2FVPROC glUniform2fv = NULL;
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PFNGLUNIFORM3FVPROC glUniform3fv = NULL;
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PFNGLUNIFORM4FVPROC glUniform4fv = NULL;
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PFNGLUNIFORM4FPROC glUniform4f = NULL;
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PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = NULL;
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PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation = NULL;
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PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f = NULL;
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PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv = NULL;
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PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv = NULL;
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PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv = NULL;
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PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv = NULL;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = NULL;
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PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation = NULL;
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PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform = NULL;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLDETACHSHADERPROC glDetachShader;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
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PFNGLUNIFORM1IPROC glUniform1i;
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PFNGLUNIFORM1IVPROC glUniform1iv;
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PFNGLUNIFORM2IVPROC glUniform2iv;
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PFNGLUNIFORM3IVPROC glUniform3iv;
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PFNGLUNIFORM4IVPROC glUniform4iv;
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PFNGLUNIFORM1FPROC glUniform1f;
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PFNGLUNIFORM1FVPROC glUniform1fv;
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PFNGLUNIFORM2FVPROC glUniform2fv;
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PFNGLUNIFORM3FVPROC glUniform3fv;
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PFNGLUNIFORM4FVPROC glUniform4fv;
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PFNGLUNIFORM4FPROC glUniform4f;
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PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
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PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
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PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f;
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PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv;
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PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv;
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PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv;
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PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
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PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
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PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
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PFNGLCREATESHADERPROC glCreateShader = NULL;
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PFNGLDELETESHADERPROC glDeleteShader = NULL;
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PFNGLSHADERSOURCEPROC glShaderSource = NULL;
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PFNGLCOMPILESHADERPROC glCompileShader = NULL;
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PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGENBUFFERSPROC glGenBuffers = NULL;
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PFNGLBINDBUFFERPROC glBindBuffer = NULL;
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PFNGLBUFFERDATAPROC glBufferData = NULL;
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PFNGLMAPBUFFERPROC glMapBuffer = NULL;
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PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
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PFNGLBUFFERSUBDATAPROC glBufferSubData = NULL;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
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PFNGLGENBUFFERSPROC glGenBuffers;
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PFNGLBINDBUFFERPROC glBindBuffer;
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PFNGLBUFFERDATAPROC glBufferData;
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PFNGLMAPBUFFERPROC glMapBuffer;
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PFNGLUNMAPBUFFERPROC glUnmapBuffer;
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PFNGLBUFFERSUBDATAPROC glBufferSubData;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
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PFNGLACTIVETEXTUREPROC glActiveTexture = NULL;
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
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PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
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PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
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PFNGLDRAWBUFFERSPROC glDrawBuffers;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
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PFNWGLSWAPINTERVALEXT wglSwapIntervalEXT = NULL;
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PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = NULL;
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PFNWGLSWAPINTERVALEXT wglSwapIntervalEXT;
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PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB;
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PFNGLTEXBUFFERPROC glTexBuffer = NULL;
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PFNGLTEXBUFFERPROC glTexBuffer;
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HMODULE OpenGL_hModule;
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BOOL OpenGL_GotVersion2;
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BOOL OpenGL_GotVersion3;
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char OpenGL_Version[128];
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BOOL OpenGL_LoadDll()
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{
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if (!OpenGL_hModule)
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OpenGL_hModule = LoadLibrary("opengl32.dll");
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if (OpenGL_hModule)
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{
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xwglCreateContext = (PFNWGLCREATECONTEXT)GetProcAddress(OpenGL_hModule, "wglCreateContext");
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xwglDeleteContext = (PFNWGLDELETECONTEXT)GetProcAddress(OpenGL_hModule, "wglDeleteContext");
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xwglGetProcAddress = (PFNWGLGETPROCADDRESS)GetProcAddress(OpenGL_hModule, "wglGetProcAddress");
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xwglMakeCurrent = (PFNWGLMAKECURRENT)GetProcAddress(OpenGL_hModule, "wglMakeCurrent");
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glViewport = (PFNGLVIEWPORT)GetProcAddress(OpenGL_hModule, "glViewport");
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glBindTexture = (PFNGLBINDTEXTURE)GetProcAddress(OpenGL_hModule, "glBindTexture");
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glGenTextures = (PFNGLGENTEXTURES)GetProcAddress(OpenGL_hModule, "glGenTextures");
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glTexParameteri = (PFNGLTEXPARAMETERI)GetProcAddress(OpenGL_hModule, "glTexParameteri");
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glDeleteTextures = (PFNGLDELETETEXTURES)GetProcAddress(OpenGL_hModule, "glDeleteTextures");
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glTexImage2D = (PFNGLTEXIMAGE2D)GetProcAddress(OpenGL_hModule, "glTexImage2D");
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glDrawElements = (PFNGLDRAWELEMENTS)GetProcAddress(OpenGL_hModule, "glDrawElements");
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glTexSubImage2D = (PFNGLTEXSUBIMAGE2D)GetProcAddress(OpenGL_hModule, "glTexSubImage2D");
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glGetError = (PFNGLGETERROR)GetProcAddress(OpenGL_hModule, "glGetError");
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glGetString = (PFNGLGETSTRING)GetProcAddress(OpenGL_hModule, "glGetString");
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glGetTexImage = (PFNGLGETTEXIMAGE)GetProcAddress(OpenGL_hModule, "glGetTexImage");
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glPixelStorei = (PFNGLPIXELSTOREI)GetProcAddress(OpenGL_hModule, "glPixelStorei");
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glBegin = (PFNGLBEGIN)GetProcAddress(OpenGL_hModule, "glBegin");
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glEnd = (PFNGLEND)GetProcAddress(OpenGL_hModule, "glEnd");
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glTexCoord2f = (PFNGLTEXCOORD2F)GetProcAddress(OpenGL_hModule, "glTexCoord2f");
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glVertex2f = (PFNGLVERTEX2F)GetProcAddress(OpenGL_hModule, "glVertex2f");
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}
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return xwglCreateContext && xwglDeleteContext && xwglGetProcAddress && xwglMakeCurrent && glViewport &&
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glBindTexture && glGenTextures && glTexParameteri && glDeleteTextures && glTexImage2D &&
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glDrawElements && glTexSubImage2D && glGetError && glGetString && glGetTexImage && glPixelStorei &&
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glBegin && glEnd && glTexCoord2f && glVertex2f;
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}
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void OpenGL_Init()
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{
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// Program
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
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glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
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glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
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glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
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glUniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
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glUniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
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glUniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
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glUniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
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glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
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glUniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
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glUniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
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glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
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glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
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glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
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glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
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glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
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glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)wglGetProcAddress("glVertexAttrib1fv");
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glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)wglGetProcAddress("glVertexAttrib2fv");
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glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)wglGetProcAddress("glVertexAttrib3fv");
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glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
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glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC)xwglGetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC)xwglGetProcAddress("glDeleteProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC)xwglGetProcAddress("glUseProgram");
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glAttachShader = (PFNGLATTACHSHADERPROC)xwglGetProcAddress("glAttachShader");
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glDetachShader = (PFNGLDETACHSHADERPROC)xwglGetProcAddress("glDetachShader");
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glLinkProgram = (PFNGLLINKPROGRAMPROC)xwglGetProcAddress("glLinkProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC)xwglGetProcAddress("glGetProgramiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)xwglGetProcAddress("glGetShaderInfoLog");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)xwglGetProcAddress("glGetUniformLocation");
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glUniform1i = (PFNGLUNIFORM1IPROC)xwglGetProcAddress("glUniform1i");
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glUniform1iv = (PFNGLUNIFORM1IVPROC)xwglGetProcAddress("glUniform1iv");
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glUniform2iv = (PFNGLUNIFORM2IVPROC)xwglGetProcAddress("glUniform2iv");
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glUniform3iv = (PFNGLUNIFORM3IVPROC)xwglGetProcAddress("glUniform3iv");
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glUniform4iv = (PFNGLUNIFORM4IVPROC)xwglGetProcAddress("glUniform4iv");
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glUniform1f = (PFNGLUNIFORM1FPROC)xwglGetProcAddress("glUniform1f");
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glUniform1fv = (PFNGLUNIFORM1FVPROC)xwglGetProcAddress("glUniform1fv");
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glUniform2fv = (PFNGLUNIFORM2FVPROC)xwglGetProcAddress("glUniform2fv");
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glUniform3fv = (PFNGLUNIFORM3FVPROC)xwglGetProcAddress("glUniform3fv");
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glUniform4fv = (PFNGLUNIFORM4FVPROC)xwglGetProcAddress("glUniform4fv");
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glUniform4f = (PFNGLUNIFORM4FPROC)xwglGetProcAddress("glUniform4f");
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glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)xwglGetProcAddress("glUniformMatrix4fv");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)xwglGetProcAddress("glGetAttribLocation");
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glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)xwglGetProcAddress("glVertexAttrib1f");
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glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)xwglGetProcAddress("glVertexAttrib1fv");
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glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)xwglGetProcAddress("glVertexAttrib2fv");
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glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)xwglGetProcAddress("glVertexAttrib3fv");
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glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)xwglGetProcAddress("glVertexAttrib4fv");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)xwglGetProcAddress("glEnableVertexAttribArray");
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glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)xwglGetProcAddress("glBindAttribLocation");
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glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
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glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
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glCreateShader = (PFNGLCREATESHADERPROC)xwglGetProcAddress("glCreateShader");
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glDeleteShader = (PFNGLDELETESHADERPROC)xwglGetProcAddress("glDeleteShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC)xwglGetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC)xwglGetProcAddress("glCompileShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC)xwglGetProcAddress("glGetShaderiv");
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glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
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glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
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glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
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glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
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glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wglGetProcAddress("glGenVertexArrays");
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glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wglGetProcAddress("glBindVertexArray");
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glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)wglGetProcAddress("glDeleteVertexArrays");
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glGenBuffers = (PFNGLGENBUFFERSPROC)xwglGetProcAddress("glGenBuffers");
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glBindBuffer = (PFNGLBINDBUFFERPROC)xwglGetProcAddress("glBindBuffer");
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glBufferData = (PFNGLBUFFERDATAPROC)xwglGetProcAddress("glBufferData");
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glMapBuffer = (PFNGLMAPBUFFERPROC)xwglGetProcAddress("glMapBuffer");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)xwglGetProcAddress("glUnmapBuffer");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC)xwglGetProcAddress("glBufferSubData");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)xwglGetProcAddress("glVertexAttribPointer");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)xwglGetProcAddress("glDeleteBuffers");
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glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)xwglGetProcAddress("glGenVertexArrays");
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glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)xwglGetProcAddress("glBindVertexArray");
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glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)xwglGetProcAddress("glDeleteVertexArrays");
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture");
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glActiveTexture = (PFNGLACTIVETEXTUREPROC)xwglGetProcAddress("glActiveTexture");
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glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
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glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
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glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
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glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress("glDrawBuffers");
|
||||
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wglGetProcAddress("glCheckFramebufferStatus");
|
||||
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
|
||||
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)xwglGetProcAddress("glGenFramebuffers");
|
||||
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)xwglGetProcAddress("glBindFramebuffer");
|
||||
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)xwglGetProcAddress("glFramebufferTexture2D");
|
||||
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)xwglGetProcAddress("glDrawBuffers");
|
||||
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)xwglGetProcAddress("glCheckFramebufferStatus");
|
||||
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)xwglGetProcAddress("glDeleteFramebuffers");
|
||||
|
||||
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXT)wglGetProcAddress("wglSwapIntervalEXT");
|
||||
wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
|
||||
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXT)xwglGetProcAddress("wglSwapIntervalEXT");
|
||||
wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)xwglGetProcAddress("wglGetExtensionsStringARB");
|
||||
|
||||
glTexBuffer = (PFNGLTEXBUFFERPROC)wglGetProcAddress("glTexBuffer");
|
||||
glTexBuffer = (PFNGLTEXBUFFERPROC)xwglGetProcAddress("glTexBuffer");
|
||||
|
||||
char *glversion = (char *)glGetString(GL_VERSION);
|
||||
if (glversion)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue