[Gridflow-cvs] [svn] commit: r6030 - /trunk/src/opengl.cxx

svn-gridflow at artengine.ca svn-gridflow at artengine.ca
Wed Aug 11 17:30:52 EDT 2010


Author: matju
Date: Wed Aug 11 17:30:51 2010
New Revision: 6030

Log:
a change in the 'get' database, for future use...

Modified:
    trunk/src/opengl.cxx

Modified: trunk/src/opengl.cxx
==============================================================================
--- trunk/src/opengl.cxx (original)
+++ trunk/src/opengl.cxx Wed Aug 11 17:30:51 2010
@@ -22,6 +22,8 @@
 #include "gridflow.hxx.fcs"
 #include <GL/glew.h>
 #include <ctype.h>
+
+#define foreach(ITER,COLL) for(typeof(COLL.begin()) ITER = COLL.begin(); ITER != (COLL).end(); ITER++)
 
 struct EnumType {
 	const char *name;
@@ -58,7 +60,15 @@
 		if (it==backward.end()) RAISE("unknown %s GLenum %d (at least not allowed in this context)",name,int(e));
 		return it->second.n;
 	}
- 	EnumType &add (t_symbol *s, GLenum i, int n=0) {forward[s]=i; EnumInfo &ei = backward[i]; ei.s=s; ei.n=n; return *this;}
+ 	EnumType &add (t_symbol *s, GLenum i, int n=0) {
+		forward[s]=i;
+		EnumInfo &ei = backward[i]; ei.s=s; ei.n=n;
+		return *this;
+	}
+ 	EnumType &add (const EnumType &et) {
+		foreach(elem,et.backward) add(elem->second.s,elem->first,elem->second.n);
+		return *this;
+	}
 };
 static t_symbol *tolower_gensym (const char *s) {
 	char t[64]; strcpy(t,s);
@@ -120,6 +130,7 @@
 MAKETYPE(texture_compare_mode)
 static void init_enums () {
 	#define D(NAME) add(tolower_gensym(#NAME+3),NAME)
+	#define A(NAME,ARGS...) add(tolower_gensym(#NAME+3),NAME,ARGS)
 	primitive_type
 	.D(GL_POINTS)
 	.D(GL_LINES)
@@ -652,269 +663,267 @@
 	.D(GL_3D_COLOR_TEXTURE)
 	.D(GL_4D_COLOR_TEXTURE)
 	;
-	#undef D
-	#define D(NAME,ARGS...) add(tolower_gensym(#NAME+3),NAME,ARGS)
-	get_parameter // 1
-	.D(GL_ACCUM_ALPHA_BITS,1).D(GL_ACCUM_BLUE_BITS,1).D(GL_ACCUM_GREEN_BITS,1).D(GL_ACCUM_RED_BITS,1)
-	.D(GL_BLEND_COLOR,4)
-	.D(GL_ACCUM_CLEAR_VALUE,4)
-	.D(GL_ACTIVE_TEXTURE,1)
-	.D(GL_ALIASED_POINT_SIZE_RANGE,2).D(GL_ALIASED_LINE_WIDTH_RANGE,2)
-	.D(GL_ALPHA_BIAS,1).D(GL_ALPHA_BITS,1).D(GL_ALPHA_SCALE,1).D(GL_ALPHA_TEST,1).D(GL_ALPHA_TEST_REF,1)
-	.D(GL_ARRAY_BUFFER_BINDING,1)
-	.D(GL_ATTRIB_STACK_DEPTH,1)
-	.D(GL_AUTO_NORMAL,1)
-	.D(GL_AUX_BUFFERS,1)
-	.D(GL_BLEND,1)
-	.D(GL_BLUE_BIAS,1).D(GL_BLUE_BITS,1).D(GL_BLUE_SCALE,1)
-	.D(GL_CLIENT_ATTRIB_STACK_DEPTH,1)
-	.D(GL_CLIP_PLANE0,1).D(GL_CLIP_PLANE1,1).D(GL_CLIP_PLANE2,1)
-	.D(GL_CLIP_PLANE3,1).D(GL_CLIP_PLANE4,1).D(GL_CLIP_PLANE5,1)
-	.D(GL_COLOR_ARRAY,1).D(GL_COLOR_ARRAY_BUFFER_BINDING,1).D(GL_COLOR_ARRAY_SIZE,1)
-	.D(GL_COLOR_ARRAY_STRIDE,1)
-	.D(GL_COLOR_CLEAR_VALUE,4)
-	.D(GL_COLOR_LOGIC_OP,1)
-	.D(GL_COLOR_MATERIAL,1).D(GL_COLOR_MATERIAL_FACE,1).D(GL_COLOR_MATERIAL_PARAMETER,1)
-	.D(GL_COLOR_MATRIX,16)
-	.D(GL_COLOR_MATRIX_STACK_DEPTH,1)
-	.D(GL_COLOR_SUM,1).D(GL_COLOR_TABLE,1)
-	.D(GL_COLOR_WRITEMASK,4)
-	.D(GL_CONVOLUTION_1D,1).D(GL_CONVOLUTION_2D,1)
-	.D(GL_CULL_FACE,1)
-	.D(GL_CURRENT_COLOR,4)
-	.D(GL_CURRENT_FOG_COORD,1)
-	.D(GL_CURRENT_INDEX,1)
-	.D(GL_CURRENT_NORMAL,3)
-	.D(GL_CURRENT_PROGRAM,1)
-	.D(GL_CURRENT_RASTER_DISTANCE,1).D(GL_CURRENT_RASTER_INDEX,1).D(GL_CURRENT_RASTER_POSITION_VALID,1)
-	.D(GL_CURRENT_RASTER_COLOR,4).D(GL_CURRENT_RASTER_POSITION,4)
-	.D(GL_CURRENT_RASTER_SECONDARY_COLOR,4).D(GL_CURRENT_RASTER_TEXTURE_COORDS,4)
-	.D(GL_CURRENT_SECONDARY_COLOR,4)
-	.D(GL_CURRENT_TEXTURE_COORDS,4)
-	//.D(GL_ALPHA_TEST_FUNC,1e)
-	//.D(GL_BLEND_DST_ALPHA,1e).D(GL_BLEND_DST_RGB,1e)
-	//.D(GL_BLEND_EQUATION_RGB,1e).D(GL_BLEND_EQUATION_ALPHA,1e)
-	//.D(GL_BLEND_SRC_ALPHA,1e).D(GL_BLEND_SRC_RGB,1e)
-	//.D(GL_CLIENT_ACTIVE_TEXTURE,1e) (minus GL_TEXTURE0)
-	//.D(GL_COLOR_ARRAY_TYPE,1e)
-	//.D(GL_CULL_FACE_MODE,1e)
-	//.D(GL_COMPRESSED_TEXTURE_FORMATS,-1) // goes with .D(GL_NUM_COMPRESSED_TEXTURE_FORMATS,1) and GLenum
-	.D(GL_DEPTH_BIAS,1).D(GL_DEPTH_BITS,1).D(GL_DEPTH_CLEAR_VALUE,1)
+	get_parameter
+	.A(GL_ACCUM_ALPHA_BITS,1).A(GL_ACCUM_BLUE_BITS,1).A(GL_ACCUM_GREEN_BITS,1).A(GL_ACCUM_RED_BITS,1)
+	.A(GL_BLEND_COLOR,4)
+	.A(GL_ACCUM_CLEAR_VALUE,4)
+	.A(GL_ACTIVE_TEXTURE,1)
+	.A(GL_ALIASED_POINT_SIZE_RANGE,2).A(GL_ALIASED_LINE_WIDTH_RANGE,2)
+	.A(GL_ALPHA_BIAS,1).A(GL_ALPHA_BITS,1).A(GL_ALPHA_SCALE,1).A(GL_ALPHA_TEST,1).A(GL_ALPHA_TEST_REF,1)
+	.A(GL_ARRAY_BUFFER_BINDING,1)
+	.A(GL_ATTRIB_STACK_DEPTH,1)
+	.A(GL_AUTO_NORMAL,1)
+	.A(GL_AUX_BUFFERS,1)
+	.A(GL_BLEND,1)
+	.A(GL_BLUE_BIAS,1).A(GL_BLUE_BITS,1).A(GL_BLUE_SCALE,1)
+	.A(GL_CLIENT_ATTRIB_STACK_DEPTH,1)
+	.A(GL_CLIP_PLANE0,1).A(GL_CLIP_PLANE1,1).A(GL_CLIP_PLANE2,1)
+	.A(GL_CLIP_PLANE3,1).A(GL_CLIP_PLANE4,1).A(GL_CLIP_PLANE5,1)
+	.A(GL_COLOR_ARRAY,1).A(GL_COLOR_ARRAY_BUFFER_BINDING,1).A(GL_COLOR_ARRAY_SIZE,1)
+	.A(GL_COLOR_ARRAY_STRIDE,1)
+	.A(GL_COLOR_CLEAR_VALUE,4)
+	.A(GL_COLOR_LOGIC_OP,1)
+	.A(GL_COLOR_MATERIAL,1).A(GL_COLOR_MATERIAL_FACE,1).A(GL_COLOR_MATERIAL_PARAMETER,1)
+	.A(GL_COLOR_MATRIX,16)
+	.A(GL_COLOR_MATRIX_STACK_DEPTH,1)
+	.A(GL_COLOR_SUM,1).A(GL_COLOR_TABLE,1)
+	.A(GL_COLOR_WRITEMASK,4)
+	.A(GL_CONVOLUTION_1D,1).A(GL_CONVOLUTION_2D,1)
+	.A(GL_CULL_FACE,1)
+	.A(GL_CURRENT_COLOR,4)
+	.A(GL_CURRENT_FOG_COORD,1)
+	.A(GL_CURRENT_INDEX,1)
+	.A(GL_CURRENT_NORMAL,3)
+	.A(GL_CURRENT_PROGRAM,1)
+	.A(GL_CURRENT_RASTER_DISTANCE,1).A(GL_CURRENT_RASTER_INDEX,1).A(GL_CURRENT_RASTER_POSITION_VALID,1)
+	.A(GL_CURRENT_RASTER_COLOR,4).A(GL_CURRENT_RASTER_POSITION,4)
+	.A(GL_CURRENT_RASTER_SECONDARY_COLOR,4).A(GL_CURRENT_RASTER_TEXTURE_COORDS,4)
+	.A(GL_CURRENT_SECONDARY_COLOR,4)
+	.A(GL_CURRENT_TEXTURE_COORDS,4)
+	//.A(GL_ALPHA_TEST_FUNC,1e)
+	//.A(GL_BLEND_DST_ALPHA,1e).A(GL_BLEND_DST_RGB,1e)
+	//.A(GL_BLEND_EQUATION_RGB,1e).A(GL_BLEND_EQUATION_ALPHA,1e)
+	//.A(GL_BLEND_SRC_ALPHA,1e).A(GL_BLEND_SRC_RGB,1e)
+	//.A(GL_CLIENT_ACTIVE_TEXTURE,1e) (minus GL_TEXTURE0)
+	//.A(GL_COLOR_ARRAY_TYPE,1e)
+	//.A(GL_CULL_FACE_MODE,1e)
+	//.A(GL_COMPRESSED_TEXTURE_FORMATS,-1) // goes with .A(GL_NUM_COMPRESSED_TEXTURE_FORMATS,1) and GLenum
+	.A(GL_DEPTH_BIAS,1).A(GL_DEPTH_BITS,1).A(GL_DEPTH_CLEAR_VALUE,1)
 	//GL_DEPTH_FUNC,1e
-	.D(GL_DEPTH_RANGE,1).D(GL_DEPTH_SCALE,1).D(GL_DEPTH_TEST,1).D(GL_DEPTH_WRITEMASK,1)
-	.D(GL_DITHER,1)
-	.D(GL_DOUBLEBUFFER,1)
-	.D(GL_DRAW_BUFFER,1)
+	.A(GL_DEPTH_RANGE,1).A(GL_DEPTH_SCALE,1).A(GL_DEPTH_TEST,1).A(GL_DEPTH_WRITEMASK,1)
+	.A(GL_DITHER,1)
+	.A(GL_DOUBLEBUFFER,1)
+	.A(GL_DRAW_BUFFER,1)
 	//GL_DRAW_BUFFERi,1e
-	.D(GL_EDGE_FLAG,1).D(GL_EDGE_FLAG_ARRAY,1).D(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING,1).D(GL_EDGE_FLAG_ARRAY_STRIDE,1)
-	.D(GL_ELEMENT_ARRAY_BUFFER_BINDING,1)
-	.D(GL_FEEDBACK_BUFFER_SIZE,1)
+	.A(GL_EDGE_FLAG,1).A(GL_EDGE_FLAG_ARRAY,1).A(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING,1).A(GL_EDGE_FLAG_ARRAY_STRIDE,1)
+	.A(GL_ELEMENT_ARRAY_BUFFER_BINDING,1)
+	.A(GL_FEEDBACK_BUFFER_SIZE,1)
 	//GL_FEEDBACK_BUFFER_TYPE,1e
-	.D(GL_FOG,1)
-	.D(GL_FOG_COORD_ARRAY,1).D(GL_FOG_COORD_ARRAY_BUFFER_BINDING,1)
-	.D(GL_FOG_COORD_ARRAY_STRIDE,1).D(GL_FOG_COORD_ARRAY_TYPE,1)
-	.D(GL_FOG_COORD_SRC,1).D(GL_FOG_COLOR,4).D(GL_FOG_DENSITY,1).D(GL_FOG_END,1)
-	.D(GL_FOG_HINT,1).D(GL_FOG_INDEX,1).D(GL_FOG_MODE,1).D(GL_FOG_START,1)
-	.D(GL_FRAGMENT_SHADER_DERIVATIVE_HINT,1)
-	.D(GL_FRONT_FACE,1)
-	.D(GL_GENERATE_MIPMAP_HINT,1)
-	.D(GL_GREEN_BIAS,1).D(GL_GREEN_BITS,1).D(GL_GREEN_SCALE,1)
-	.D(GL_HISTOGRAM,1)
-	.D(GL_INDEX_ARRAY,1).D(GL_INDEX_ARRAY_BUFFER_BINDING,1).D(GL_INDEX_ARRAY_STRIDE,1).D(GL_INDEX_ARRAY_TYPE,1)
-	.D(GL_INDEX_BITS,1).D(GL_INDEX_CLEAR_VALUE,1).D(GL_INDEX_LOGIC_OP,1).D(GL_INDEX_MODE,1)
-	.D(GL_INDEX_OFFSET,1).D(GL_INDEX_SHIFT,1).D(GL_INDEX_WRITEMASK,1)
+	.A(GL_FOG,1)
+	.A(GL_FOG_COORD_ARRAY,1).A(GL_FOG_COORD_ARRAY_BUFFER_BINDING,1)
+	.A(GL_FOG_COORD_ARRAY_STRIDE,1).A(GL_FOG_COORD_ARRAY_TYPE,1)
+	.A(GL_FOG_COORD_SRC,1).A(GL_FOG_COLOR,4).A(GL_FOG_DENSITY,1).A(GL_FOG_END,1)
+	.A(GL_FOG_HINT,1).A(GL_FOG_INDEX,1).A(GL_FOG_MODE,1).A(GL_FOG_START,1)
+	.A(GL_FRAGMENT_SHADER_DERIVATIVE_HINT,1)
+	.A(GL_FRONT_FACE,1)
+	.A(GL_GENERATE_MIPMAP_HINT,1)
+	.A(GL_GREEN_BIAS,1).A(GL_GREEN_BITS,1).A(GL_GREEN_SCALE,1)
+	.A(GL_HISTOGRAM,1)
+	.A(GL_INDEX_ARRAY,1).A(GL_INDEX_ARRAY_BUFFER_BINDING,1).A(GL_INDEX_ARRAY_STRIDE,1).A(GL_INDEX_ARRAY_TYPE,1)
+	.A(GL_INDEX_BITS,1).A(GL_INDEX_CLEAR_VALUE,1).A(GL_INDEX_LOGIC_OP,1).A(GL_INDEX_MODE,1)
+	.A(GL_INDEX_OFFSET,1).A(GL_INDEX_SHIFT,1).A(GL_INDEX_WRITEMASK,1)
 	//GL_LIGHTi,1
-	.D(GL_LIGHTING,1)
-	.D(GL_LIGHT_MODEL_AMBIENT,4)
-	//.D(GL_LIGHT_MODEL_COLOR_CONTROL,1e)
-	.D(GL_LIGHT_MODEL_LOCAL_VIEWER,1)
-	.D(GL_LIGHT_MODEL_TWO_SIDE,1)
-	.D(GL_LINE_SMOOTH,1).D(GL_LINE_SMOOTH_HINT,1)
-	.D(GL_LINE_STIPPLE,1).D(GL_LINE_STIPPLE_PATTERN,1).D(GL_LINE_STIPPLE_REPEAT,1)
-	.D(GL_LINE_WIDTH,1).D(GL_LINE_WIDTH_GRANULARITY,1).D(GL_LINE_WIDTH_RANGE,2)
-	.D(GL_LIST_BASE,1).D(GL_LIST_INDEX,1).D(GL_LIST_MODE,1)
-	.D(GL_LOGIC_OP_MODE,1)
-	.D(GL_MAP1_COLOR_4,1)
-	.D(GL_MAP1_GRID_DOMAIN,2).D(GL_MAP1_GRID_SEGMENTS,1).D(GL_MAP1_INDEX,1).D(GL_MAP1_NORMAL,1)
-	.D(GL_MAP1_TEXTURE_COORD_1,1).D(GL_MAP1_TEXTURE_COORD_2,1).D(GL_MAP1_TEXTURE_COORD_3,1).D(GL_MAP1_TEXTURE_COORD_4,1)
-	.D(GL_MAP1_VERTEX_3,1).D(GL_MAP1_VERTEX_4,1).D(GL_MAP2_COLOR_4,1)
-	.D(GL_MAP2_GRID_DOMAIN,4).D(GL_MAP2_GRID_SEGMENTS,2).D(GL_MAP2_INDEX,1).D(GL_MAP2_NORMAL,1)
-	.D(GL_MAP2_TEXTURE_COORD_1,1).D(GL_MAP2_TEXTURE_COORD_2,1).D(GL_MAP2_TEXTURE_COORD_3,1).D(GL_MAP2_TEXTURE_COORD_4,1)
-	.D(GL_MAP2_VERTEX_3,1).D(GL_MAP2_VERTEX_4,1)
-	.D(GL_MAP_COLOR,1).D(GL_MAP_STENCIL,1)
-	.D(GL_MATRIX_MODE,1)
-	.D(GL_MAX_3D_TEXTURE_SIZE,1)
-	.D(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH,1)
-	.D(GL_MAX_ATTRIB_STACK_DEPTH,1)
-	.D(GL_MAX_CLIP_PLANES,1)
-	.D(GL_MAX_COLOR_MATRIX_STACK_DEPTH,1)
-	.D(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,1)
-	.D(GL_MAX_CUBE_MAP_TEXTURE_SIZE,1)
-	.D(GL_MAX_DRAW_BUFFERS,1)
-	.D(GL_MAX_ELEMENTS_INDICES,1).D(GL_MAX_ELEMENTS_VERTICES,1)
-	.D(GL_MAX_EVAL_ORDER,1)
-	.D(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS,1)
-	.D(GL_MAX_LIGHTS,1)
-	.D(GL_MAX_LIST_NESTING,1)
-	.D(GL_MAX_MODELVIEW_STACK_DEPTH,1)
-	.D(GL_MAX_NAME_STACK_DEPTH,1)
-	.D(GL_MAX_PIXEL_MAP_TABLE,1)
-	.D(GL_MAX_PROJECTION_STACK_DEPTH,1)
-	.D(GL_MAX_TEXTURE_COORDS,1)
-	.D(GL_MAX_TEXTURE_IMAGE_UNITS,1)
-	.D(GL_MAX_TEXTURE_LOD_BIAS,1)
-	.D(GL_MAX_TEXTURE_SIZE,1)
-	.D(GL_MAX_TEXTURE_STACK_DEPTH,1)
-	.D(GL_MAX_TEXTURE_UNITS,1)
-	.D(GL_MAX_VARYING_FLOATS,1)
-	.D(GL_MAX_VERTEX_ATTRIBS,1)
-	.D(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,1)
-	.D(GL_MAX_VERTEX_UNIFORM_COMPONENTS,1)
-	.D(GL_MAX_VIEWPORT_DIMS,2)
-	.D(GL_MINMAX,1)
-	.D(GL_MODELVIEW_MATRIX,16)
-	.D(GL_MODELVIEW_STACK_DEPTH,1)
-	.D(GL_NAME_STACK_DEPTH,1)
-	.D(GL_NORMAL_ARRAY,1)
-	.D(GL_NORMAL_ARRAY_BUFFER_BINDING,1)
-	.D(GL_NORMAL_ARRAY_STRIDE,1)
-	//.D(GL_NORMAL_ARRAY_TYPE,1e)
-	.D(GL_NORMALIZE,1)
-	.D(GL_PACK_ALIGNMENT,1)
-	.D(GL_PACK_IMAGE_HEIGHT,1)
-	.D(GL_PACK_LSB_FIRST,1)
-	.D(GL_PACK_ROW_LENGTH,1)
-	.D(GL_PACK_SKIP_IMAGES,1)
-	.D(GL_PACK_SKIP_PIXELS,1)
-	.D(GL_PACK_SKIP_ROWS,1)
-	.D(GL_PACK_SWAP_BYTES,1)
-	.D(GL_PERSPECTIVE_CORRECTION_HINT,1)
-	.D(GL_PIXEL_MAP_A_TO_A_SIZE,1).D(GL_PIXEL_MAP_B_TO_B_SIZE,1).D(GL_PIXEL_MAP_G_TO_G_SIZE,1).D(GL_PIXEL_MAP_R_TO_R_SIZE,1)
-	.D(GL_PIXEL_MAP_I_TO_A_SIZE,1).D(GL_PIXEL_MAP_I_TO_B_SIZE,1).D(GL_PIXEL_MAP_I_TO_G_SIZE,1).D(GL_PIXEL_MAP_I_TO_R_SIZE,1)
-	.D(GL_PIXEL_MAP_I_TO_I_SIZE,1).D(GL_PIXEL_MAP_S_TO_S_SIZE,1)
-	.D(GL_PIXEL_PACK_BUFFER_BINDING,1)
-	.D(GL_PIXEL_UNPACK_BUFFER_BINDING,1)
-	.D(GL_POINT_DISTANCE_ATTENUATION,3)
-	.D(GL_POINT_FADE_THRESHOLD_SIZE,1)
-	.D(GL_POINT_SIZE,1)
-	.D(GL_POINT_SIZE_GRANULARITY,1)
-	.D(GL_POINT_SIZE_MAX,1)
-	.D(GL_POINT_SIZE_MIN,1)
-	.D(GL_POINT_SIZE_RANGE,2)
-	.D(GL_POINT_SMOOTH,1)
-	.D(GL_POINT_SMOOTH_HINT,1)
-	.D(GL_POINT_SPRITE,1)
-	//.D(GL_POLYGON_MODE,2e)
-	.D(GL_POLYGON_OFFSET_FACTOR,1)
-	.D(GL_POLYGON_OFFSET_UNITS,1)
-	.D(GL_POLYGON_OFFSET_FILL,1)
-	.D(GL_POLYGON_OFFSET_LINE,1)
-	.D(GL_POLYGON_OFFSET_POINT,1)
-	.D(GL_POLYGON_SMOOTH,1)
-	.D(GL_POLYGON_SMOOTH_HINT,1)
-	.D(GL_POLYGON_STIPPLE,1)
-	.D(GL_POST_COLOR_MATRIX_COLOR_TABLE,1)
-	.D(GL_POST_COLOR_MATRIX_RED_BIAS,1)
-	.D(GL_POST_COLOR_MATRIX_GREEN_BIAS,1)
-	.D(GL_POST_COLOR_MATRIX_BLUE_BIAS,1)
-	.D(GL_POST_COLOR_MATRIX_ALPHA_BIAS,1)
-	.D(GL_POST_COLOR_MATRIX_RED_SCALE,1)
-	.D(GL_POST_COLOR_MATRIX_GREEN_SCALE,1)
-	.D(GL_POST_COLOR_MATRIX_BLUE_SCALE,1)
-	.D(GL_POST_COLOR_MATRIX_ALPHA_SCALE,1)
-	.D(GL_POST_CONVOLUTION_COLOR_TABLE,1)
-	.D(GL_POST_CONVOLUTION_RED_BIAS,1)
-	.D(GL_POST_CONVOLUTION_GREEN_BIAS,1)
-	.D(GL_POST_CONVOLUTION_BLUE_BIAS,1)
-	.D(GL_POST_CONVOLUTION_ALPHA_BIAS,1)
-	.D(GL_POST_CONVOLUTION_RED_SCALE,1)
-	.D(GL_POST_CONVOLUTION_GREEN_SCALE,1)
-	.D(GL_POST_CONVOLUTION_BLUE_SCALE,1)
-	.D(GL_POST_CONVOLUTION_ALPHA_SCALE,1)
-	.D(GL_PROJECTION_MATRIX,16)
-	.D(GL_PROJECTION_STACK_DEPTH,1)
-	//.D(GL_READ_BUFFER,1e)
-	.D(GL_RED_BIAS,1).D(GL_RED_BITS,1).D(GL_RED_SCALE,1)
-	//.D(GL_RENDER_MODE,1e)
-	.D(GL_RESCALE_NORMAL,1)
-	.D(GL_RGBA_MODE,1)
-	.D(GL_SAMPLE_BUFFERS,1)
-	.D(GL_SAMPLE_COVERAGE_VALUE,1)
-	.D(GL_SAMPLE_COVERAGE_INVERT,1)
-	.D(GL_SAMPLES,1)
-	.D(GL_SCISSOR_BOX,4)
-	.D(GL_SCISSOR_TEST,1)
-	.D(GL_SECONDARY_COLOR_ARRAY,1)
-	.D(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING,1)
-	.D(GL_SECONDARY_COLOR_ARRAY_SIZE,1)
-	.D(GL_SECONDARY_COLOR_ARRAY_STRIDE,1)
-	.D(GL_SECONDARY_COLOR_ARRAY_TYPE,1)
-	.D(GL_SELECTION_BUFFER_SIZE,1)
-	.D(GL_SEPARABLE_2D,1)
-	.D(GL_SHADE_MODEL,1)
-	.D(GL_SMOOTH_LINE_WIDTH_RANGE,2).D(GL_SMOOTH_LINE_WIDTH_GRANULARITY,1)
-	.D(GL_SMOOTH_POINT_SIZE_RANGE,2).D(GL_SMOOTH_POINT_SIZE_GRANULARITY,1)
-	.D(GL_STENCIL_BACK_FAIL,1)
-	.D(GL_STENCIL_BACK_PASS_DEPTH_FAIL,1)
-	.D(GL_STENCIL_BACK_FUNC,1)
-	.D(GL_STENCIL_BACK_PASS_DEPTH_PASS,1)
-	.D(GL_STENCIL_BACK_REF,1)
-	.D(GL_STENCIL_BACK_VALUE_MASK,1)
-	.D(GL_STENCIL_BACK_WRITEMASK,1)
-	.D(GL_STENCIL_BITS,1)
-	.D(GL_STENCIL_CLEAR_VALUE,1)
-	//.D(GL_STENCIL_FAIL,1e)
-	//.D(GL_STENCIL_FUNC,1e)
-	//.D(GL_STENCIL_PASS_DEPTH_FAIL,1e)
-	//.D(GL_STENCIL_PASS_DEPTH_PASS,1e)
-	.D(GL_STENCIL_REF,1)
-	.D(GL_STENCIL_TEST,1)
-	.D(GL_STENCIL_VALUE_MASK,1)
-	.D(GL_STENCIL_WRITEMASK,1)
-	.D(GL_STEREO,1)
-	.D(GL_SUBPIXEL_BITS,1)
-	.D(GL_TEXTURE_1D,1)
-	.D(GL_TEXTURE_BINDING_1D,1)
-	.D(GL_TEXTURE_2D,1)
-	.D(GL_TEXTURE_BINDING_2D,1)
-	.D(GL_TEXTURE_3D,1)
-	.D(GL_TEXTURE_BINDING_3D,1)
-	.D(GL_TEXTURE_BINDING_CUBE_MAP,1)
-	//.D(GL_TEXTURE_COMPRESSION_HINT,1e)
-	.D(GL_TEXTURE_COORD_ARRAY,1)
-	.D(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING,1)
-	.D(GL_TEXTURE_COORD_ARRAY_SIZE,1)
-	.D(GL_TEXTURE_COORD_ARRAY_STRIDE,1)
-	//.D(GL_TEXTURE_COORD_ARRAY_TYPE,1e)
-	.D(GL_TEXTURE_CUBE_MAP,1)
-	.D(GL_TEXTURE_GEN_Q,1)
-	.D(GL_TEXTURE_GEN_R,1)
-	.D(GL_TEXTURE_GEN_S,1)
-	.D(GL_TEXTURE_GEN_T,1)
-	.D(GL_TEXTURE_MATRIX,16)
-	.D(GL_TEXTURE_STACK_DEPTH,1)
-	.D(GL_TRANSPOSE_COLOR_MATRIX,16)
-	.D(GL_TRANSPOSE_MODELVIEW_MATRIX,16)
-	.D(GL_TRANSPOSE_PROJECTION_MATRIX,16)
-	.D(GL_TRANSPOSE_TEXTURE_MATRIX,16)
-	.D(GL_UNPACK_ALIGNMENT,1)
-	.D(GL_UNPACK_IMAGE_HEIGHT,1)
-	.D(GL_UNPACK_LSB_FIRST,1)
-	.D(GL_UNPACK_ROW_LENGTH,1)
-	.D(GL_UNPACK_SKIP_IMAGES,1)
-	.D(GL_UNPACK_SKIP_PIXELS,1)
-	.D(GL_UNPACK_SKIP_ROWS,1)
-	.D(GL_UNPACK_SWAP_BYTES,1)
-	.D(GL_VERTEX_ARRAY,1)
-	.D(GL_VERTEX_ARRAY_BUFFER_BINDING,1)
-	.D(GL_VERTEX_ARRAY_SIZE,1)
-	.D(GL_VERTEX_ARRAY_STRIDE,1)
-	.D(GL_VERTEX_ARRAY_TYPE,1)
-	.D(GL_VERTEX_PROGRAM_POINT_SIZE,1)
-	.D(GL_VERTEX_PROGRAM_TWO_SIDE,1)
-	.D(GL_VIEWPORT,4)
-	.D(GL_ZOOM_X,1)
-	.D(GL_ZOOM_Y,1)
+	.A(GL_LIGHTING,1)
+	.A(GL_LIGHT_MODEL_AMBIENT,4)
+	//.A(GL_LIGHT_MODEL_COLOR_CONTROL,1e)
+	.A(GL_LIGHT_MODEL_LOCAL_VIEWER,1)
+	.A(GL_LIGHT_MODEL_TWO_SIDE,1)
+	.A(GL_LINE_SMOOTH,1).A(GL_LINE_SMOOTH_HINT,1)
+	.A(GL_LINE_STIPPLE,1).A(GL_LINE_STIPPLE_PATTERN,1).A(GL_LINE_STIPPLE_REPEAT,1)
+	.A(GL_LINE_WIDTH,1).A(GL_LINE_WIDTH_GRANULARITY,1).A(GL_LINE_WIDTH_RANGE,2)
+	.A(GL_LIST_BASE,1).A(GL_LIST_INDEX,1).A(GL_LIST_MODE,1)
+	.A(GL_LOGIC_OP_MODE,1)
+	.A(GL_MAP1_COLOR_4,1)
+	.A(GL_MAP1_GRID_DOMAIN,2).A(GL_MAP1_GRID_SEGMENTS,1).A(GL_MAP1_INDEX,1).A(GL_MAP1_NORMAL,1)
+	.A(GL_MAP1_TEXTURE_COORD_1,1).A(GL_MAP1_TEXTURE_COORD_2,1).A(GL_MAP1_TEXTURE_COORD_3,1).A(GL_MAP1_TEXTURE_COORD_4,1)
+	.A(GL_MAP1_VERTEX_3,1).A(GL_MAP1_VERTEX_4,1).A(GL_MAP2_COLOR_4,1)
+	.A(GL_MAP2_GRID_DOMAIN,4).A(GL_MAP2_GRID_SEGMENTS,2).A(GL_MAP2_INDEX,1).A(GL_MAP2_NORMAL,1)
+	.A(GL_MAP2_TEXTURE_COORD_1,1).A(GL_MAP2_TEXTURE_COORD_2,1).A(GL_MAP2_TEXTURE_COORD_3,1).A(GL_MAP2_TEXTURE_COORD_4,1)
+	.A(GL_MAP2_VERTEX_3,1).A(GL_MAP2_VERTEX_4,1)
+	.A(GL_MAP_COLOR,1).A(GL_MAP_STENCIL,1)
+	.A(GL_MATRIX_MODE,1)
+	.A(GL_MAX_3D_TEXTURE_SIZE,1)
+	.A(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH,1)
+	.A(GL_MAX_ATTRIB_STACK_DEPTH,1)
+	.A(GL_MAX_CLIP_PLANES,1)
+	.A(GL_MAX_COLOR_MATRIX_STACK_DEPTH,1)
+	.A(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,1)
+	.A(GL_MAX_CUBE_MAP_TEXTURE_SIZE,1)
+	.A(GL_MAX_DRAW_BUFFERS,1)
+	.A(GL_MAX_ELEMENTS_INDICES,1).A(GL_MAX_ELEMENTS_VERTICES,1)
+	.A(GL_MAX_EVAL_ORDER,1)
+	.A(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS,1)
+	.A(GL_MAX_LIGHTS,1)
+	.A(GL_MAX_LIST_NESTING,1)
+	.A(GL_MAX_MODELVIEW_STACK_DEPTH,1)
+	.A(GL_MAX_NAME_STACK_DEPTH,1)
+	.A(GL_MAX_PIXEL_MAP_TABLE,1)
+	.A(GL_MAX_PROJECTION_STACK_DEPTH,1)
+	.A(GL_MAX_TEXTURE_COORDS,1)
+	.A(GL_MAX_TEXTURE_IMAGE_UNITS,1)
+	.A(GL_MAX_TEXTURE_LOD_BIAS,1)
+	.A(GL_MAX_TEXTURE_SIZE,1)
+	.A(GL_MAX_TEXTURE_STACK_DEPTH,1)
+	.A(GL_MAX_TEXTURE_UNITS,1)
+	.A(GL_MAX_VARYING_FLOATS,1)
+	.A(GL_MAX_VERTEX_ATTRIBS,1)
+	.A(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,1)
+	.A(GL_MAX_VERTEX_UNIFORM_COMPONENTS,1)
+	.A(GL_MAX_VIEWPORT_DIMS,2)
+	.A(GL_MINMAX,1)
+	.A(GL_MODELVIEW_MATRIX,16)
+	.A(GL_MODELVIEW_STACK_DEPTH,1)
+	.A(GL_NAME_STACK_DEPTH,1)
+	.A(GL_NORMAL_ARRAY,1)
+	.A(GL_NORMAL_ARRAY_BUFFER_BINDING,1)
+	.A(GL_NORMAL_ARRAY_STRIDE,1)
+	//.A(GL_NORMAL_ARRAY_TYPE,1e)
+	.A(GL_NORMALIZE,1)
+	.A(GL_PACK_ALIGNMENT,1)
+	.A(GL_PACK_IMAGE_HEIGHT,1)
+	.A(GL_PACK_LSB_FIRST,1)
+	.A(GL_PACK_ROW_LENGTH,1)
+	.A(GL_PACK_SKIP_IMAGES,1)
+	.A(GL_PACK_SKIP_PIXELS,1)
+	.A(GL_PACK_SKIP_ROWS,1)
+	.A(GL_PACK_SWAP_BYTES,1)
+	.A(GL_PERSPECTIVE_CORRECTION_HINT,1)
+	.A(GL_PIXEL_MAP_A_TO_A_SIZE,1).A(GL_PIXEL_MAP_B_TO_B_SIZE,1).A(GL_PIXEL_MAP_G_TO_G_SIZE,1).A(GL_PIXEL_MAP_R_TO_R_SIZE,1)
+	.A(GL_PIXEL_MAP_I_TO_A_SIZE,1).A(GL_PIXEL_MAP_I_TO_B_SIZE,1).A(GL_PIXEL_MAP_I_TO_G_SIZE,1).A(GL_PIXEL_MAP_I_TO_R_SIZE,1)
+	.A(GL_PIXEL_MAP_I_TO_I_SIZE,1).A(GL_PIXEL_MAP_S_TO_S_SIZE,1)
+	.A(GL_PIXEL_PACK_BUFFER_BINDING,1)
+	.A(GL_PIXEL_UNPACK_BUFFER_BINDING,1)
+	.A(GL_POINT_DISTANCE_ATTENUATION,3)
+	.A(GL_POINT_FADE_THRESHOLD_SIZE,1)
+	.A(GL_POINT_SIZE,1)
+	.A(GL_POINT_SIZE_GRANULARITY,1)
+	.A(GL_POINT_SIZE_MAX,1)
+	.A(GL_POINT_SIZE_MIN,1)
+	.A(GL_POINT_SIZE_RANGE,2)
+	.A(GL_POINT_SMOOTH,1)
+	.A(GL_POINT_SMOOTH_HINT,1)
+	.A(GL_POINT_SPRITE,1)
+	//.A(GL_POLYGON_MODE,2e)
+	.A(GL_POLYGON_OFFSET_FACTOR,1)
+	.A(GL_POLYGON_OFFSET_UNITS,1)
+	.A(GL_POLYGON_OFFSET_FILL,1)
+	.A(GL_POLYGON_OFFSET_LINE,1)
+	.A(GL_POLYGON_OFFSET_POINT,1)
+	.A(GL_POLYGON_SMOOTH,1)
+	.A(GL_POLYGON_SMOOTH_HINT,1)
+	.A(GL_POLYGON_STIPPLE,1)
+	.A(GL_POST_COLOR_MATRIX_COLOR_TABLE,1)
+	.A(GL_POST_COLOR_MATRIX_RED_BIAS,1)
+	.A(GL_POST_COLOR_MATRIX_GREEN_BIAS,1)
+	.A(GL_POST_COLOR_MATRIX_BLUE_BIAS,1)
+	.A(GL_POST_COLOR_MATRIX_ALPHA_BIAS,1)
+	.A(GL_POST_COLOR_MATRIX_RED_SCALE,1)
+	.A(GL_POST_COLOR_MATRIX_GREEN_SCALE,1)
+	.A(GL_POST_COLOR_MATRIX_BLUE_SCALE,1)
+	.A(GL_POST_COLOR_MATRIX_ALPHA_SCALE,1)
+	.A(GL_POST_CONVOLUTION_COLOR_TABLE,1)
+	.A(GL_POST_CONVOLUTION_RED_BIAS,1)
+	.A(GL_POST_CONVOLUTION_GREEN_BIAS,1)
+	.A(GL_POST_CONVOLUTION_BLUE_BIAS,1)
+	.A(GL_POST_CONVOLUTION_ALPHA_BIAS,1)
+	.A(GL_POST_CONVOLUTION_RED_SCALE,1)
+	.A(GL_POST_CONVOLUTION_GREEN_SCALE,1)
+	.A(GL_POST_CONVOLUTION_BLUE_SCALE,1)
+	.A(GL_POST_CONVOLUTION_ALPHA_SCALE,1)
+	.A(GL_PROJECTION_MATRIX,16)
+	.A(GL_PROJECTION_STACK_DEPTH,1)
+	//.A(GL_READ_BUFFER,1e)
+	.A(GL_RED_BIAS,1).A(GL_RED_BITS,1).A(GL_RED_SCALE,1)
+	//.A(GL_RENDER_MODE,1e)
+	.A(GL_RESCALE_NORMAL,1)
+	.A(GL_RGBA_MODE,1)
+	.A(GL_SAMPLE_BUFFERS,1)
+	.A(GL_SAMPLE_COVERAGE_VALUE,1)
+	.A(GL_SAMPLE_COVERAGE_INVERT,1)
+	.A(GL_SAMPLES,1)
+	.A(GL_SCISSOR_BOX,4)
+	.A(GL_SCISSOR_TEST,1)
+	.A(GL_SECONDARY_COLOR_ARRAY,1)
+	.A(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING,1)
+	.A(GL_SECONDARY_COLOR_ARRAY_SIZE,1)
+	.A(GL_SECONDARY_COLOR_ARRAY_STRIDE,1)
+	.A(GL_SECONDARY_COLOR_ARRAY_TYPE,1)
+	.A(GL_SELECTION_BUFFER_SIZE,1)
+	.A(GL_SEPARABLE_2D,1)
+	.A(GL_SHADE_MODEL,1)
+	.A(GL_SMOOTH_LINE_WIDTH_RANGE,2).A(GL_SMOOTH_LINE_WIDTH_GRANULARITY,1)
+	.A(GL_SMOOTH_POINT_SIZE_RANGE,2).A(GL_SMOOTH_POINT_SIZE_GRANULARITY,1)
+	.A(GL_STENCIL_BACK_FAIL,1)
+	.A(GL_STENCIL_BACK_PASS_DEPTH_FAIL,1)
+	.A(GL_STENCIL_BACK_FUNC,1)
+	.A(GL_STENCIL_BACK_PASS_DEPTH_PASS,1)
+	.A(GL_STENCIL_BACK_REF,1)
+	.A(GL_STENCIL_BACK_VALUE_MASK,1)
+	.A(GL_STENCIL_BACK_WRITEMASK,1)
+	.A(GL_STENCIL_BITS,1)
+	.A(GL_STENCIL_CLEAR_VALUE,1)
+	//.A(GL_STENCIL_FAIL,1e)
+	//.A(GL_STENCIL_FUNC,1e)
+	//.A(GL_STENCIL_PASS_DEPTH_FAIL,1e)
+	//.A(GL_STENCIL_PASS_DEPTH_PASS,1e)
+	.A(GL_STENCIL_REF,1)
+	.A(GL_STENCIL_TEST,1)
+	.A(GL_STENCIL_VALUE_MASK,1)
+	.A(GL_STENCIL_WRITEMASK,1)
+	.A(GL_STEREO,1)
+	.A(GL_SUBPIXEL_BITS,1)
+	.A(GL_TEXTURE_1D,1)
+	.A(GL_TEXTURE_BINDING_1D,1)
+	.A(GL_TEXTURE_2D,1)
+	.A(GL_TEXTURE_BINDING_2D,1)
+	.A(GL_TEXTURE_3D,1)
+	.A(GL_TEXTURE_BINDING_3D,1)
+	.A(GL_TEXTURE_BINDING_CUBE_MAP,1)
+	//.A(GL_TEXTURE_COMPRESSION_HINT,1e)
+	.A(GL_TEXTURE_COORD_ARRAY,1)
+	.A(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING,1)
+	.A(GL_TEXTURE_COORD_ARRAY_SIZE,1)
+	.A(GL_TEXTURE_COORD_ARRAY_STRIDE,1)
+	//.A(GL_TEXTURE_COORD_ARRAY_TYPE,1e)
+	.A(GL_TEXTURE_CUBE_MAP,1)
+	.A(GL_TEXTURE_GEN_Q,1)
+	.A(GL_TEXTURE_GEN_R,1)
+	.A(GL_TEXTURE_GEN_S,1)
+	.A(GL_TEXTURE_GEN_T,1)
+	.A(GL_TEXTURE_MATRIX,16)
+	.A(GL_TEXTURE_STACK_DEPTH,1)
+	.A(GL_TRANSPOSE_COLOR_MATRIX,16)
+	.A(GL_TRANSPOSE_MODELVIEW_MATRIX,16)
+	.A(GL_TRANSPOSE_PROJECTION_MATRIX,16)
+	.A(GL_TRANSPOSE_TEXTURE_MATRIX,16)
+	.A(GL_UNPACK_ALIGNMENT,1)
+	.A(GL_UNPACK_IMAGE_HEIGHT,1)
+	.A(GL_UNPACK_LSB_FIRST,1)
+	.A(GL_UNPACK_ROW_LENGTH,1)
+	.A(GL_UNPACK_SKIP_IMAGES,1)
+	.A(GL_UNPACK_SKIP_PIXELS,1)
+	.A(GL_UNPACK_SKIP_ROWS,1)
+	.A(GL_UNPACK_SWAP_BYTES,1)
+	.A(GL_VERTEX_ARRAY,1)
+	.A(GL_VERTEX_ARRAY_BUFFER_BINDING,1)
+	.A(GL_VERTEX_ARRAY_SIZE,1)
+	.A(GL_VERTEX_ARRAY_STRIDE,1)
+	.A(GL_VERTEX_ARRAY_TYPE,1)
+	.A(GL_VERTEX_PROGRAM_POINT_SIZE,1)
+	.A(GL_VERTEX_PROGRAM_TWO_SIDE,1)
+	.A(GL_VIEWPORT,4)
+	.A(GL_ZOOM_X,1)
+	.A(GL_ZOOM_Y,1)
 	;
 	// strings:
 	//.D(GL_VENDOR,1).D(GL_RENDERER,1).D(GL_VERSION,1).D(GL_SHADING_LANGUAGE_VERSION,1).D(GL_EXTENSIONS,1) // string



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