Browse Source

Removed use of .x files.

woollybah 8 years ago
parent
commit
6d9f9dd0bc
3 changed files with 736 additions and 2637 deletions
  1. 343 0
      glew.mod/g2bmx.bmx
  2. 393 393
      glew.mod/glew.bmx
  3. 0 2244
      glew.mod/glew.x

+ 343 - 0
glew.mod/g2bmx.bmx

@@ -0,0 +1,343 @@
+Strict
+Framework brl.basic
+Import brl.map
+Import brl.retro
+
+Rem
+Cheezy little app to convert glew.h to bmx source.
+extract glew header to __opengl__.bmx and __glew__.bmx
+End Rem
+
+Local OutOpenGLName$="__opengl__.bmx"
+Local OutGlewName$="__glew__.bmx"
+
+Global OutOpenGL:TStream	=	WriteStream(OutOpenGLName$)
+Global OutGLew	:TStream	=	WriteStream(OutGlewName$)
+Global Out		:TStream	=	OutOpenGL
+
+' Write Headers
+WriteLine OutOpenGL, "Strict"
+WriteLine OutOpenGL, "Rem"
+WriteLine OutOpenGL, "bbdoc: Graphics/OpenGL 1.1"
+WriteLine OutOpenGL, "End Rem"
+WriteLine OutOpenGL, "Module Pub.OpenGL"
+WriteLine OutOpenGL, ""
+WriteLine OutOpenGL, "ModuleInfo "+Chr(34)+"Version: 1.02"+Chr(34)
+WriteLine OutOpenGL, "ModuleInfo "+Chr(34)+"License: SGI Free Software License B"+Chr(34)
+WriteLine OutOpenGL, "ModuleInfo "+Chr(34)+"Modserver: brl"+Chr(34)
+WriteLine OutOpenGL, ""
+WriteLine OutOpenGL, "ModuleInfo "+Chr(34)+"History: 1.02 Release"+Chr(34)
+WriteLine OutOpenGL, "ModuleInfo "+Chr(34)+"History: Restored GLU"+Chr(34)
+WriteLine OutOpenGL, ""
+WriteLine OutOpenGL, "?MacOS"
+WriteLine OutOpenGL, "Import "+Chr(34)+"-Framework AGL"+Chr(34)
+WriteLine OutOpenGL, "Import "+Chr(34)+"-Framework OpenGL"+Chr(34)
+WriteLine OutOpenGL, "?Win32"
+WriteLine OutOpenGL, "Import "+Chr(34)+"-lglu32"+Chr(34)
+WriteLine OutOpenGL, "Import "+Chr(34)+"-lopengl32"+Chr(34)
+WriteLine OutOpenGL, "?Linux"
+WriteLine OutOpenGL, "Import "+Chr(34)+"-lGL"+Chr(34)
+WriteLine OutOpenGL, "Import "+Chr(34)+"-lGLU"+Chr(34)
+WriteLine OutOpenGL, "?"
+WriteLine OutOpenGL, ""
+WriteLine OutOpenGL, "Import "+Chr(34)+"glu.bmx"+Chr(34)
+WriteLine OutOpenGL, ""
+WriteLine OutOpenGL, "Extern "+Chr(34)+"Os"+Chr(34)
+
+WriteLine OutGLew, "Strict"
+WriteLine OutGLew, ""
+WriteLine OutGLew, "Rem"
+WriteLine OutGLew, "bbdoc: Graphics/Glew"
+WriteLine OutGLew, "End Rem"
+WriteLine OutGLew, "Module Pub.Glew"
+WriteLine OutGLew, ""
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"Version: 1.08"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"Author: Milan Ikits, Marcelo Magallon"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"License: SGI Free Software License B"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"Copyright: Milan Ikits, Marcelo Magallon"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"Modserver: BRL"+Chr(34)
+WriteLine OutGLew, ""
+WriteLine OutGLew, "ModuleInfo ~qHistory: 1.08 Release~q"
+WriteLine OutGLew, "ModuleInfo ~qHistory: Updated To glew 1.11.0~q"
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: 1.07 Release"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: Updated To glew 1.5.1"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: Modified glew2bmx To handle a GLint64EXT, GLuint64EXT And char - UNTESTED!"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: 1.06 Release"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: Rebuilt To fix MacOs ld errors"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: 1.05 Release"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: Removed glew2bmx.exe!"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: 1.04 Release"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: Updated To glew 1.3.4"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: 1.03 Release"+Chr(34)
+WriteLine OutGLew, "ModuleInfo "+Chr(34)+"History: Updated To GL2.0 compatible version 1.3.3"+Chr(34)
+WriteLine OutGLew, ""
+WriteLine OutGLew, "?Not opengles"
+WriteLine OutGLew, ""
+WriteLine OutGLew, "' directly import glew header"
+WriteLine OutGLew, "Import ~qGL/glew.h~q"
+WriteLine OutGLew, ""
+WriteLine OutGLew, "Import ~qglew.c~q"
+WriteLine OutGLew, ""
+WriteLine OutGLew, "Extern "+Chr(34)+"Os"+Chr(34)
+
+
+Global StartOutputGlew :Byte = False
+Function Happen (chaine$, bbDoc$)
+	
+	'WriteLine Out,"rem"
+	'WriteLine Out,"bbdoc: "+bbDoc
+	'WriteLine Out,"endrem"
+	WriteLine Out,chaine
+	
+	If StartOutputGlew = False
+		If Instr ( chaine , "glViewport" )
+			Out = OutGLew
+			StartOutputGlew = True
+		EndIf
+	EndIf
+	
+End Function
+
+Global in:TStream=ReadStream( "GL/glew.h" )
+
+Global curr$,Text$
+
+Local funMap:TMap=New TMap
+Local constMap:TMap=New TMap
+
+While Not Eof(in)
+	Text=in.ReadLine()
+	bump
+	If curr="GLAPI"
+		bump
+		Local ty:Tty = New Tty
+		Local funty$=gltype(ty)
+		If funty<>"x" And curr="GLAPIENTRY"
+			Local id$=bump()
+			If id[..2]="gl" And bump()="("
+				Local p:Tproto = New TProto
+				Local proto$=glproto(p)
+				If proto<>"x"
+					Happen ( "Function "+id+funty+"("+proto+")", "GL Function "+id+funty )
+				EndIf
+			EndIf
+		EndIf
+	Else If curr="#"
+		If bump()="define"
+			Local id$=bump()
+			If id[..11]="GL_VERSION_"
+				
+			Else If id[..3]="GL_"
+				If Not constMap.ValueForKey(id)
+					Local n$=bump()
+					If n[..2]="0x"
+						Happen ( "Const "+id+"=$"+n[2..], "GL Const "+id )
+					Else If n.length And isdigit(n[0]) 'And n<>"1"
+						Happen ( "Const "+id+"="+n, "GL Const "+id )
+					EndIf
+					constMap.Insert id,n
+				EndIf
+			Else If id[..5]="GLEW_"
+				If bump()="GLEW_GET_VAR" And bump()="("
+					Local sym$=bump()
+					If sym[..7]="__GLEW_" And bump()=")"
+					If Not constMap.ValueForKey("GL_"+id[5..])
+						Happen ( "Global GL_"+id[5..]+":Byte=~q"+sym+"~q", "GL Global "+id )
+						End If
+					EndIf
+				EndIf
+			Else If id[..2]="gl"
+				If bump()="GLEW_GET_FUN" And bump()="("
+					Local sym$=bump()
+					If sym[..6]="__glew" And bump()=")"
+						Local key$="PFNGL"+sym[6..].ToUpper()+"PROC"
+						Local val:Tproto=Tproto( funMap.ValueForKey( key ) )
+						If val
+							Happen ( "Global "+id+val.proto+"=~q"+val.exproto.Replace("XXXXXXXX", sym).Trim()+"~q", "GL Global "+id+val.proto )
+						Else
+							DebugLog "***** "+sym+" *****"
+						EndIf
+					EndIf
+				EndIf
+			EndIf
+		EndIf
+	Else If curr="typedef"
+		bump
+		Local ty:Tty = New Tty
+		Local funty$=gltype(ty)
+		If funty<>"x" And curr="(" And bump()="GLAPIENTRY" And bump()="*"
+			Local id$=bump()
+			If id[..5]="PFNGL" And bump()=")" And bump()="("
+				Local p:Tproto = New TProto
+				Local proto$=glproto(p)
+				If proto<>"x"
+					p.proto = funty+"("+proto+")"
+					p.exproto = ty.exty + " XXXXXXXX(" + p.exproto + ")!"
+					funMap.Insert id, p
+				EndIf
+			EndIf
+		EndIf
+	EndIf
+Wend
+
+
+in.Close
+
+' close outputs
+WriteLine OutOpenGL	, ""
+WriteLine OutOpenGL	, "End Extern" ;OutOpenGL.Close()
+
+
+
+WriteLine OutGLew	, "End Extern"
+WriteLine OutGLew	, ""
+WriteLine OutGLew	, "Extern "+Chr(34)+"C"+Chr(34)
+WriteLine OutGLew	, "Function glewInit()=~qGLenum glewInit()!~q"
+WriteLine OutGLew	, "End Extern" ;OutGLew.Close()
+
+WriteLine OutGLew, ""
+WriteLine OutGLew, "?"
+
+
+
+Function glproto$(proto:Tproto)
+	If bump()=")" Return ""
+	Local err,argid
+	Repeat
+		Local ty:Tty = New Tty
+		Local argty$=gltype(ty)
+		If argty="x" Return argty
+		Local id$
+		If curr<>"," And curr<>")" And curr.length And (isalpha(curr[0]) Or curr[0]=Asc("_"))
+			id$=curr
+			If bump()="["
+				While bump()<>"]"
+				Wend
+				bump
+				If Not argty argty="Byte"
+				argty:+" Ptr"
+			EndIf
+		Else
+			id="arg"+argid
+		EndIf
+		argid:+1
+		If proto.proto Then
+			proto.proto:+","
+			proto.exproto:+","
+		End If
+		proto.proto:+id+"_"+argty
+		proto.exproto :+ ty.exty
+		If curr=")"
+			bump
+			If proto.proto="arg0_" proto.proto=""
+			Return proto.proto
+		EndIf
+		If curr<>"," Return "x"
+		bump
+	Forever
+End Function
+
+Function gltype$(ty:TTy)
+	'Local ty$
+	'Local exty:String
+	If curr="const"
+		ty.exty :+ curr
+		bump
+	EndIf
+	Select curr
+	Case "void","GLvoid"
+		ty.ty=""
+	Case "char","GLbyte","GLubyte","GLchar","GLboolean","GLcharARB"
+		ty.ty="Byte"
+	Case "GLshort","GLushort","GLhalf"
+		ty.ty="Short"
+	Case "GLint","GLuint","GLenum","GLsizei","GLbitfield"
+		ty.ty="Int"
+	Case "GLintptr","GLsizeiptr","GLintptrARB","GLsizeiptrARB"
+		ty.ty="Int"
+	Case "GLhandleARB"
+		ty.ty="Int"
+	Case "GLint64EXT","GLuint64EXT", "GLint64", "GLuint64"
+		ty.ty="Long"
+	Case "GLfloat","GLclampf"
+		ty.ty="Float"
+	Case "GLdouble","GLclampd"
+		ty.ty="Double"
+	Default
+		Return "x"
+	End Select
+	ty.exty :+ " " + curr
+	Repeat
+		bump
+		If curr="const" Then
+			ty.exty :+ " " + curr
+			bump
+		End If
+		If curr<>"*" Exit
+		ty.exty :+ curr
+		If Not ty.ty ty.ty="Byte"
+		ty.ty:+" Ptr"
+	Forever
+	If ty.ty ty.ty=":"+ty.ty
+	Return ty.ty
+End Function
+
+Function isalpha( c )
+	Return (c>=Asc("A") And c<=Asc("Z")) Or (c>=Asc("a") And c<=Asc("z"))
+End Function
+
+Function isdigit( c )
+	Return c>=Asc("0") And c<=Asc("9")
+End Function
+
+Function isalnum( c )
+	Return isalpha(c) Or isdigit(c)
+End Function
+
+Function isxdigit( c )
+	Return (c>=Asc("A") And c<=Asc("F")) Or (c>=Asc("a") And c<=Asc("f")) Or isdigit(c)
+End Function
+
+Function bump$()
+	Local i=0
+	While i<Text.length And Text[i]<=Asc(" ")
+		i:+1
+	Wend
+	If i=Text.length
+		curr=""
+		Text=""
+		Return curr
+	EndIf
+	Text=Text[i..]
+	Local c=Text[0]
+	i=1
+	If isalpha(c) Or c=Asc("_")
+		While i<Text.length And (isalnum( Text[i] ) Or Text[i]=Asc("_"))
+			i:+1
+		Wend
+	Else If c>=Asc("0") And c<=Asc("9")
+		If i<Text.length And c=Asc("0") And Text[i]=Asc("x")
+			i:+1
+			While i<Text.length And isxdigit(Text[i])
+				i:+1
+			Wend
+		Else
+			While i<Text.length And isdigit(Text[i])
+				i:+1
+			Wend
+		EndIf
+	EndIf
+	curr=Text[..i]
+	Text=Text[i..]
+	Return curr
+End Function
+
+Type Tty
+	Field ty:String
+	Field exty:String 
+End Type
+
+Type Tproto
+	Field proto:String
+	Field exproto:String
+End Type

File diff suppressed because it is too large
+ 393 - 393
glew.mod/glew.bmx


+ 0 - 2244
glew.mod/glew.x

@@ -1,2244 +0,0 @@
-BBINT __glewCopyTexSubImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDrawRangeElements(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTexImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTexSubImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewActiveTexture(BBINT)!
-BBINT __glewClientActiveTexture(BBINT)!
-BBINT __glewCompressedTexImage1D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexImage2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexSubImage1D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexSubImage2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexSubImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetCompressedTexImage(BBINT,BBINT,BBBYTE*)!
-BBINT __glewLoadTransposeMatrixd(BBDOUBLE*)!
-BBINT __glewLoadTransposeMatrixf(BBFLOAT*)!
-BBINT __glewMultTransposeMatrixd(BBDOUBLE*)!
-BBINT __glewMultTransposeMatrixf(BBFLOAT*)!
-BBINT __glewMultiTexCoord1d(BBINT,BBDOUBLE)!
-BBINT __glewMultiTexCoord1dv(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord1f(BBINT,BBFLOAT)!
-BBINT __glewMultiTexCoord1fv(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord1i(BBINT,BBINT)!
-BBINT __glewMultiTexCoord1iv(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord1s(BBINT,BBSHORT)!
-BBINT __glewMultiTexCoord1sv(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord2d(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMultiTexCoord2dv(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord2f(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewMultiTexCoord2fv(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord2i(BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoord2iv(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord2s(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord2sv(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord3d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMultiTexCoord3dv(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord3f(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewMultiTexCoord3fv(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord3i(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoord3iv(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord3s(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord3sv(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord4d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMultiTexCoord4dv(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord4f(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewMultiTexCoord4fv(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord4i(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoord4iv(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord4s(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord4sv(BBINT,BBSHORT*)!
-BBINT __glewSampleCoverage(BBFLOAT,BBBYTE)!
-BBINT __glewBlendColor(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewBlendEquation(BBINT)!
-BBINT __glewBlendFuncSeparate(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFogCoordPointer(BBINT,BBINT,BBBYTE*)!
-BBINT __glewFogCoordd(BBDOUBLE)!
-BBINT __glewFogCoorddv(BBDOUBLE*)!
-BBINT __glewFogCoordf(BBFLOAT)!
-BBINT __glewFogCoordfv(BBFLOAT*)!
-BBINT __glewMultiDrawArrays(BBINT,BBINT*,BBINT*,BBINT)!
-BBINT __glewMultiDrawElements(BBINT,BBINT*,BBINT,BBBYTE**,BBINT)!
-BBINT __glewPointParameterf(BBINT,BBFLOAT)!
-BBINT __glewPointParameterfv(BBINT,BBFLOAT*)!
-BBINT __glewPointParameteri(BBINT,BBINT)!
-BBINT __glewPointParameteriv(BBINT,BBINT*)!
-BBINT __glewSecondaryColor3b(BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewSecondaryColor3bv(BBBYTE*)!
-BBINT __glewSecondaryColor3d(BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewSecondaryColor3dv(BBDOUBLE*)!
-BBINT __glewSecondaryColor3f(BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewSecondaryColor3fv(BBFLOAT*)!
-BBINT __glewSecondaryColor3i(BBINT,BBINT,BBINT)!
-BBINT __glewSecondaryColor3iv(BBINT*)!
-BBINT __glewSecondaryColor3s(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewSecondaryColor3sv(BBSHORT*)!
-BBINT __glewSecondaryColor3ub(BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewSecondaryColor3ubv(BBBYTE*)!
-BBINT __glewSecondaryColor3ui(BBINT,BBINT,BBINT)!
-BBINT __glewSecondaryColor3uiv(BBINT*)!
-BBINT __glewSecondaryColor3us(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewSecondaryColor3usv(BBSHORT*)!
-BBINT __glewSecondaryColorPointer(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewWindowPos2d(BBDOUBLE,BBDOUBLE)!
-BBINT __glewWindowPos2dv(BBDOUBLE*)!
-BBINT __glewWindowPos2f(BBFLOAT,BBFLOAT)!
-BBINT __glewWindowPos2fv(BBFLOAT*)!
-BBINT __glewWindowPos2i(BBINT,BBINT)!
-BBINT __glewWindowPos2iv(BBINT*)!
-BBINT __glewWindowPos2s(BBSHORT,BBSHORT)!
-BBINT __glewWindowPos2sv(BBSHORT*)!
-BBINT __glewWindowPos3d(BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewWindowPos3dv(BBDOUBLE*)!
-BBINT __glewWindowPos3f(BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewWindowPos3fv(BBFLOAT*)!
-BBINT __glewWindowPos3i(BBINT,BBINT,BBINT)!
-BBINT __glewWindowPos3iv(BBINT*)!
-BBINT __glewWindowPos3s(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewWindowPos3sv(BBSHORT*)!
-BBINT __glewBeginQuery(BBINT,BBINT)!
-BBINT __glewBindBuffer(BBINT,BBINT)!
-BBINT __glewBufferData(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewBufferSubData(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewDeleteBuffers(BBINT,BBINT*)!
-BBINT __glewDeleteQueries(BBINT,BBINT*)!
-BBINT __glewEndQuery(BBINT)!
-BBINT __glewGenBuffers(BBINT,BBINT*)!
-BBINT __glewGenQueries(BBINT,BBINT*)!
-BBINT __glewGetBufferParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetBufferPointerv(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetBufferSubData(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetQueryObjectiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetQueryObjectuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetQueryiv(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsBuffer(BBINT)!
-BBBYTE __glewIsQuery(BBINT)!
-BBBYTE* __glewMapBuffer(BBINT,BBINT)!
-BBBYTE __glewUnmapBuffer(BBINT)!
-BBINT __glewAttachShader(BBINT,BBINT)!
-BBINT __glewBindAttribLocation(BBINT,BBINT,BBBYTE*)!
-BBINT __glewBlendEquationSeparate(BBINT,BBINT)!
-BBINT __glewCompileShader(BBINT)!
-BBINT __glewCreateProgram()!
-BBINT __glewCreateShader(BBINT)!
-BBINT __glewDeleteProgram(BBINT)!
-BBINT __glewDeleteShader(BBINT)!
-BBINT __glewDetachShader(BBINT,BBINT)!
-BBINT __glewDisableVertexAttribArray(BBINT)!
-BBINT __glewDrawBuffers(BBINT,BBINT*)!
-BBINT __glewEnableVertexAttribArray(BBINT)!
-BBINT __glewGetActiveAttrib(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewGetActiveUniform(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewGetAttachedShaders(BBINT,BBINT,BBINT*,BBINT*)!
-BBINT __glewGetAttribLocation(BBINT,BBBYTE*)!
-BBINT __glewGetProgramInfoLog(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetProgramiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetShaderInfoLog(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetShaderSource(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetShaderiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetUniformLocation(BBINT,BBBYTE*)!
-BBINT __glewGetUniformfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetUniformiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexAttribPointerv(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetVertexAttribdv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetVertexAttribfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetVertexAttribiv(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsProgram(BBINT)!
-BBBYTE __glewIsShader(BBINT)!
-BBINT __glewLinkProgram(BBINT)!
-BBINT __glewShaderSource(BBINT,BBINT,BBBYTE**,BBINT*)!
-BBINT __glewStencilFuncSeparate(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewStencilMaskSeparate(BBINT,BBINT)!
-BBINT __glewStencilOpSeparate(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform1f(BBINT,BBFLOAT)!
-BBINT __glewUniform1fv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform1i(BBINT,BBINT)!
-BBINT __glewUniform1iv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform2f(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewUniform2fv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform2i(BBINT,BBINT,BBINT)!
-BBINT __glewUniform2iv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform3f(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewUniform3fv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform3i(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform3iv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform4f(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewUniform4fv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform4i(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform4iv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniformMatrix2fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix3fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix4fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUseProgram(BBINT)!
-BBINT __glewValidateProgram(BBINT)!
-BBINT __glewVertexAttrib1d(BBINT,BBDOUBLE)!
-BBINT __glewVertexAttrib1dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib1f(BBINT,BBFLOAT)!
-BBINT __glewVertexAttrib1fv(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib1s(BBINT,BBSHORT)!
-BBINT __glewVertexAttrib1sv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib2d(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib2dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib2f(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib2fv(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib2s(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib2sv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib3d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib3dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib3f(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib3fv(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib3s(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib3sv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4Nbv(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4Niv(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4Nsv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4Nub(BBINT,BBBYTE,BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewVertexAttrib4Nubv(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4Nuiv(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4Nusv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4bv(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib4dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib4f(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib4fv(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib4iv(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4s(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib4sv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4ubv(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4uiv(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4usv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttribPointer(BBINT,BBINT,BBINT,BBBYTE,BBINT,BBBYTE*)!
-BBINT __glewUniformMatrix2x3fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix2x4fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix3x2fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix3x4fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix4x2fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix4x3fv(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewBeginConditionalRender(BBINT,BBINT)!
-BBINT __glewBeginTransformFeedback(BBINT)!
-BBINT __glewBindFragDataLocation(BBINT,BBINT,BBBYTE*)!
-BBINT __glewClampColor(BBINT,BBINT)!
-BBINT __glewClearBufferfi(BBINT,BBINT,BBFLOAT,BBINT)!
-BBINT __glewClearBufferfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewClearBufferiv(BBINT,BBINT,BBINT*)!
-BBINT __glewClearBufferuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewColorMaski(BBINT,BBBYTE,BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewDisablei(BBINT,BBINT)!
-BBINT __glewEnablei(BBINT,BBINT)!
-BBINT __glewEndConditionalRender()!
-BBINT __glewEndTransformFeedback()!
-BBINT __glewGetBooleani_v(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetFragDataLocation(BBINT,BBBYTE*)!
-BBBYTE* __glewGetStringi(BBINT,BBINT)!
-BBINT __glewGetTexParameterIiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTexParameterIuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTransformFeedbackVarying(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewGetUniformuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexAttribIiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexAttribIuiv(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsEnabledi(BBINT,BBINT)!
-BBINT __glewTexParameterIiv(BBINT,BBINT,BBINT*)!
-BBINT __glewTexParameterIuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewTransformFeedbackVaryings(BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewUniform1ui(BBINT,BBINT)!
-BBINT __glewUniform1uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform2ui(BBINT,BBINT,BBINT)!
-BBINT __glewUniform2uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform3ui(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform3uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform4ui(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform4uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewVertexAttribI1i(BBINT,BBINT)!
-BBINT __glewVertexAttribI1iv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI1ui(BBINT,BBINT)!
-BBINT __glewVertexAttribI1uiv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI2i(BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI2iv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI2ui(BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI2uiv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI3i(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI3iv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI3ui(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI3uiv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI4bv(BBINT,BBBYTE*)!
-BBINT __glewVertexAttribI4i(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI4iv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI4sv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttribI4ubv(BBINT,BBBYTE*)!
-BBINT __glewVertexAttribI4ui(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI4uiv(BBINT,BBINT*)!
-BBINT __glewVertexAttribI4usv(BBINT,BBSHORT*)!
-BBINT __glewVertexAttribIPointer(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewDrawArraysInstanced(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDrawElementsInstanced(BBINT,BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewPrimitiveRestartIndex(BBINT)!
-BBINT __glewTexBuffer(BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTexture(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetBufferParameteri64v(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetInteger64i_v(BBINT,BBINT,BBLONG*)!
-BBINT __glewVertexAttribDivisor(BBINT,BBINT)!
-BBINT __glewBlendEquationSeparatei(BBINT,BBINT,BBINT)!
-BBINT __glewBlendEquationi(BBINT,BBINT)!
-BBINT __glewBlendFuncSeparatei(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBlendFunci(BBINT,BBINT,BBINT)!
-BBINT __glewMinSampleShading(BBFLOAT)!
-
-
-
-
-
-
-BBINT __glewTbufferMask3DFX(BBINT)!
-BBINT __glewDebugMessageEnableAMD(BBINT,BBINT,BBINT,BBINT*,BBBYTE)!
-BBINT __glewDebugMessageInsertAMD(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetDebugMessageLogAMD(BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewBlendEquationIndexedAMD(BBINT,BBINT)!
-BBINT __glewBlendEquationSeparateIndexedAMD(BBINT,BBINT,BBINT)!
-BBINT __glewBlendFuncIndexedAMD(BBINT,BBINT,BBINT)!
-BBINT __glewBlendFuncSeparateIndexedAMD(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribParameteriAMD(BBINT,BBINT,BBINT)!
-BBINT __glewMultiDrawArraysIndirectAMD(BBINT,BBBYTE*,BBINT,BBINT)!
-BBINT __glewMultiDrawElementsIndirectAMD(BBINT,BBINT,BBBYTE*,BBINT,BBINT)!
-BBINT __glewDeleteNamesAMD(BBINT,BBINT,BBINT*)!
-BBINT __glewGenNamesAMD(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsNameAMD(BBINT,BBINT)!
-BBINT __glewQueryObjectParameteruiAMD(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBeginPerfMonitorAMD(BBINT)!
-BBINT __glewDeletePerfMonitorsAMD(BBINT,BBINT*)!
-BBINT __glewEndPerfMonitorAMD(BBINT)!
-BBINT __glewGenPerfMonitorsAMD(BBINT,BBINT*)!
-BBINT __glewGetPerfMonitorCounterDataAMD(BBINT,BBINT,BBINT,BBINT*,BBINT*)!
-BBINT __glewGetPerfMonitorCounterInfoAMD(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetPerfMonitorCounterStringAMD(BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetPerfMonitorCountersAMD(BBINT,BBINT*,BBINT*,BBINT,BBINT*)!
-BBINT __glewGetPerfMonitorGroupStringAMD(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetPerfMonitorGroupsAMD(BBINT*,BBINT,BBINT*)!
-BBINT __glewSelectPerfMonitorCountersAMD(BBINT,BBBYTE,BBINT,BBINT,BBINT*)!
-BBINT __glewSetMultisamplefvAMD(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewTexStorageSparseAMD(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureStorageSparseAMD(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewStencilOpValueAMD(BBINT,BBINT)!
-BBINT __glewTessellationFactorAMD(BBFLOAT)!
-BBINT __glewTessellationModeAMD(BBINT)!
-BBINT __glewBlitFramebufferANGLE(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewRenderbufferStorageMultisampleANGLE(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDrawArraysInstancedANGLE(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDrawElementsInstancedANGLE(BBINT,BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewVertexAttribDivisorANGLE(BBINT,BBINT)!
-BBINT __glewBeginQueryANGLE(BBINT,BBINT)!
-BBINT __glewDeleteQueriesANGLE(BBINT,BBINT*)!
-BBINT __glewEndQueryANGLE(BBINT)!
-BBINT __glewGenQueriesANGLE(BBINT,BBINT*)!
-BBINT __glewGetQueryObjecti64vANGLE(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetQueryObjectivANGLE(BBINT,BBINT,BBINT*)!
-BBINT __glewGetQueryObjectui64vANGLE(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetQueryObjectuivANGLE(BBINT,BBINT,BBINT*)!
-BBINT __glewGetQueryivANGLE(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsQueryANGLE(BBINT)!
-BBINT __glewQueryCounterANGLE(BBINT,BBINT)!
-BBINT __glewGetTranslatedShaderSourceANGLE(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewDrawElementArrayAPPLE(BBINT,BBINT,BBINT)!
-BBINT __glewDrawRangeElementArrayAPPLE(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewElementPointerAPPLE(BBINT,BBBYTE*)!
-BBINT __glewMultiDrawElementArrayAPPLE(BBINT,BBINT*,BBINT*,BBINT)!
-BBINT __glewMultiDrawRangeElementArrayAPPLE(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT)!
-BBINT __glewDeleteFencesAPPLE(BBINT,BBINT*)!
-BBINT __glewFinishFenceAPPLE(BBINT)!
-BBINT __glewFinishObjectAPPLE(BBINT,BBINT)!
-BBINT __glewGenFencesAPPLE(BBINT,BBINT*)!
-BBBYTE __glewIsFenceAPPLE(BBINT)!
-BBINT __glewSetFenceAPPLE(BBINT)!
-BBBYTE __glewTestFenceAPPLE(BBINT)!
-BBBYTE __glewTestObjectAPPLE(BBINT,BBINT)!
-BBINT __glewBufferParameteriAPPLE(BBINT,BBINT,BBINT)!
-BBINT __glewFlushMappedBufferRangeAPPLE(BBINT,BBINT,BBINT)!
-BBINT __glewGetObjectParameterivAPPLE(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewObjectPurgeableAPPLE(BBINT,BBINT,BBINT)!
-BBINT __glewObjectUnpurgeableAPPLE(BBINT,BBINT,BBINT)!
-BBINT __glewGetTexParameterPointervAPPLE(BBINT,BBINT,BBBYTE**)!
-BBINT __glewTextureRangeAPPLE(BBINT,BBINT,BBBYTE*)!
-BBINT __glewBindVertexArrayAPPLE(BBINT)!
-BBINT __glewDeleteVertexArraysAPPLE(BBINT,BBINT*)!
-BBINT __glewGenVertexArraysAPPLE(BBINT,BBINT*)!
-BBBYTE __glewIsVertexArrayAPPLE(BBINT)!
-BBINT __glewFlushVertexArrayRangeAPPLE(BBINT,BBBYTE*)!
-BBINT __glewVertexArrayParameteriAPPLE(BBINT,BBINT)!
-BBINT __glewVertexArrayRangeAPPLE(BBINT,BBBYTE*)!
-BBINT __glewDisableVertexAttribAPPLE(BBINT,BBINT)!
-BBINT __glewEnableVertexAttribAPPLE(BBINT,BBINT)!
-BBBYTE __glewIsVertexAttribEnabledAPPLE(BBINT,BBINT)!
-BBINT __glewMapVertexAttrib1dAPPLE(BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewMapVertexAttrib1fAPPLE(BBINT,BBINT,BBFLOAT,BBFLOAT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewMapVertexAttrib2dAPPLE(BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewMapVertexAttrib2fAPPLE(BBINT,BBINT,BBFLOAT,BBFLOAT,BBINT,BBINT,BBFLOAT,BBFLOAT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewClearDepthf(BBFLOAT)!
-BBINT __glewDepthRangef(BBFLOAT,BBFLOAT)!
-BBINT __glewGetShaderPrecisionFormat(BBINT,BBINT,BBINT*,BBINT*)!
-BBINT __glewReleaseShaderCompiler()!
-BBINT __glewShaderBinary(BBINT,BBINT*,BBINT,BBBYTE*,BBINT)!
-BBINT __glewMemoryBarrierByRegion(BBINT)!
-BBINT __glewDrawArraysInstancedBaseInstance(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDrawElementsInstancedBaseInstance(BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBINT)!
-BBINT __glewDrawElementsInstancedBaseVertexBaseInstance(BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT)!
-BBLONG __glewGetImageHandleARB(BBINT,BBINT,BBBYTE,BBINT,BBINT)!
-BBLONG __glewGetTextureHandleARB(BBINT)!
-BBLONG __glewGetTextureSamplerHandleARB(BBINT,BBINT)!
-BBINT __glewGetVertexAttribLui64vARB(BBINT,BBINT,BBLONG*)!
-BBBYTE __glewIsImageHandleResidentARB(BBLONG)!
-BBBYTE __glewIsTextureHandleResidentARB(BBLONG)!
-BBINT __glewMakeImageHandleNonResidentARB(BBLONG)!
-BBINT __glewMakeImageHandleResidentARB(BBLONG,BBINT)!
-BBINT __glewMakeTextureHandleNonResidentARB(BBLONG)!
-BBINT __glewMakeTextureHandleResidentARB(BBLONG)!
-BBINT __glewProgramUniformHandleui64ARB(BBINT,BBINT,BBLONG)!
-BBINT __glewProgramUniformHandleui64vARB(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewUniformHandleui64ARB(BBINT,BBLONG)!
-BBINT __glewUniformHandleui64vARB(BBINT,BBINT,BBLONG*)!
-BBINT __glewVertexAttribL1ui64ARB(BBINT,BBLONG)!
-BBINT __glewVertexAttribL1ui64vARB(BBINT,BBLONG*)!
-BBINT __glewBindFragDataLocationIndexed(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetFragDataIndex(BBINT,BBBYTE*)!
-BBINT __glewBufferStorage(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewNamedBufferStorageEXT(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewClearBufferData(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClearBufferSubData(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClearNamedBufferDataEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClearNamedBufferSubDataEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClearTexImage(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClearTexSubImage(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClipControl(BBINT,BBINT)!
-BBINT __glewClampColorARB(BBINT,BBINT)!
-BBINT __glewDispatchCompute(BBINT,BBINT,BBINT)!
-BBINT __glewDispatchComputeIndirect(BBINT)!
-BBINT __glewDispatchComputeGroupSizeARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyBufferSubData(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyImageSubData(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDebugMessageControlARB(BBINT,BBINT,BBINT,BBINT,BBINT*,BBBYTE)!
-BBINT __glewDebugMessageInsertARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetDebugMessageLogARB(BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewBindTextureUnit(BBINT,BBINT)!
-BBINT __glewBlitNamedFramebuffer(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCheckNamedFramebufferStatus(BBINT,BBINT)!
-BBINT __glewClearNamedBufferData(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClearNamedBufferSubData(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewClearNamedFramebufferfi(BBINT,BBINT,BBFLOAT,BBINT)!
-BBINT __glewClearNamedFramebufferfv(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewClearNamedFramebufferiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewClearNamedFramebufferuiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewCompressedTextureSubImage1D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureSubImage2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureSubImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCopyNamedBufferSubData(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureSubImage1D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureSubImage2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureSubImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCreateBuffers(BBINT,BBINT*)!
-BBINT __glewCreateFramebuffers(BBINT,BBINT*)!
-BBINT __glewCreateProgramPipelines(BBINT,BBINT*)!
-BBINT __glewCreateQueries(BBINT,BBINT,BBINT*)!
-BBINT __glewCreateRenderbuffers(BBINT,BBINT*)!
-BBINT __glewCreateSamplers(BBINT,BBINT*)!
-BBINT __glewCreateTextures(BBINT,BBINT,BBINT*)!
-BBINT __glewCreateTransformFeedbacks(BBINT,BBINT*)!
-BBINT __glewCreateVertexArrays(BBINT,BBINT*)!
-BBINT __glewDisableVertexArrayAttrib(BBINT,BBINT)!
-BBINT __glewEnableVertexArrayAttrib(BBINT,BBINT)!
-BBINT __glewFlushMappedNamedBufferRange(BBINT,BBINT,BBINT)!
-BBINT __glewGenerateTextureMipmap(BBINT)!
-BBINT __glewGetCompressedTextureImage(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetNamedBufferParameteri64v(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetNamedBufferParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedBufferPointerv(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetNamedBufferSubData(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetNamedFramebufferAttachmentParameteriv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedFramebufferParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedRenderbufferParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTextureImage(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetTextureLevelParameterfv(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetTextureLevelParameteriv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetTextureParameterIiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTextureParameterIuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTextureParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetTextureParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTransformFeedbacki64_v(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewGetTransformFeedbacki_v(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetTransformFeedbackiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexArrayIndexed64iv(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewGetVertexArrayIndexediv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexArrayiv(BBINT,BBINT,BBINT*)!
-BBINT __glewInvalidateNamedFramebufferData(BBINT,BBINT,BBINT*)!
-BBINT __glewInvalidateNamedFramebufferSubData(BBINT,BBINT,BBINT*,BBINT,BBINT,BBINT,BBINT)!
-BBBYTE* __glewMapNamedBuffer(BBINT,BBINT)!
-BBBYTE* __glewMapNamedBufferRange(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedBufferData(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewNamedBufferStorage(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewNamedBufferSubData(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewNamedFramebufferDrawBuffer(BBINT,BBINT)!
-BBINT __glewNamedFramebufferDrawBuffers(BBINT,BBINT,BBINT*)!
-BBINT __glewNamedFramebufferParameteri(BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferReadBuffer(BBINT,BBINT)!
-BBINT __glewNamedFramebufferRenderbuffer(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTexture(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTextureLayer(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedRenderbufferStorage(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedRenderbufferStorageMultisample(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureBuffer(BBINT,BBINT,BBINT)!
-BBINT __glewTextureBufferRange(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureParameterIiv(BBINT,BBINT,BBINT*)!
-BBINT __glewTextureParameterIuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewTextureParameterf(BBINT,BBINT,BBFLOAT)!
-BBINT __glewTextureParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewTextureParameteri(BBINT,BBINT,BBINT)!
-BBINT __glewTextureParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewTextureStorage1D(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureStorage2D(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureStorage2DMultisample(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureStorage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureStorage3DMultisample(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureSubImage1D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTextureSubImage2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTextureSubImage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTransformFeedbackBufferBase(BBINT,BBINT,BBINT)!
-BBINT __glewTransformFeedbackBufferRange(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBBYTE __glewUnmapNamedBuffer(BBINT)!
-BBINT __glewVertexArrayAttribBinding(BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayAttribFormat(BBINT,BBINT,BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexArrayAttribIFormat(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayAttribLFormat(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayBindingDivisor(BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayElementBuffer(BBINT,BBINT)!
-BBINT __glewVertexArrayVertexBuffer(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexBuffers(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*)!
-BBINT __glewDrawBuffersARB(BBINT,BBINT*)!
-BBINT __glewBlendEquationSeparateiARB(BBINT,BBINT,BBINT)!
-BBINT __glewBlendEquationiARB(BBINT,BBINT)!
-BBINT __glewBlendFuncSeparateiARB(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBlendFunciARB(BBINT,BBINT,BBINT)!
-BBINT __glewDrawElementsBaseVertex(BBINT,BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewDrawElementsInstancedBaseVertex(BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBINT)!
-BBINT __glewDrawRangeElementsBaseVertex(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewMultiDrawElementsBaseVertex(BBINT,BBINT*,BBINT,BBBYTE**,BBINT,BBINT*)!
-BBINT __glewDrawArraysIndirect(BBINT,BBBYTE*)!
-BBINT __glewDrawElementsIndirect(BBINT,BBINT,BBBYTE*)!
-BBINT __glewFramebufferParameteri(BBINT,BBINT,BBINT)!
-BBINT __glewGetFramebufferParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedFramebufferParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewNamedFramebufferParameteriEXT(BBINT,BBINT,BBINT)!
-BBINT __glewBindFramebuffer(BBINT,BBINT)!
-BBINT __glewBindRenderbuffer(BBINT,BBINT)!
-BBINT __glewBlitFramebuffer(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCheckFramebufferStatus(BBINT)!
-BBINT __glewDeleteFramebuffers(BBINT,BBINT*)!
-BBINT __glewDeleteRenderbuffers(BBINT,BBINT*)!
-BBINT __glewFramebufferRenderbuffer(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTexture1D(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTexture2D(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTexture3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTextureLayer(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGenFramebuffers(BBINT,BBINT*)!
-BBINT __glewGenRenderbuffers(BBINT,BBINT*)!
-BBINT __glewGenerateMipmap(BBINT)!
-BBINT __glewGetFramebufferAttachmentParameteriv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetRenderbufferParameteriv(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsFramebuffer(BBINT)!
-BBBYTE __glewIsRenderbuffer(BBINT)!
-BBINT __glewRenderbufferStorage(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewRenderbufferStorageMultisample(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTextureARB(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTextureFaceARB(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTextureLayerARB(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramParameteriARB(BBINT,BBINT,BBINT)!
-BBINT __glewGetProgramBinary(BBINT,BBINT,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewProgramBinary(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewProgramParameteri(BBINT,BBINT,BBINT)!
-BBINT __glewGetCompressedTextureSubImage(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetTextureSubImage(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetUniformdv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewUniform1d(BBINT,BBDOUBLE)!
-BBINT __glewUniform1dv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewUniform2d(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewUniform2dv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewUniform3d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewUniform3dv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewUniform4d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewUniform4dv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewUniformMatrix2dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix2x3dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix2x4dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix3dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix3x2dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix3x4dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix4dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix4x2dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewUniformMatrix4x3dv(BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewColorSubTable(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewColorTable(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewColorTableParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewColorTableParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewConvolutionFilter1D(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewConvolutionFilter2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewConvolutionParameterf(BBINT,BBINT,BBFLOAT)!
-BBINT __glewConvolutionParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewConvolutionParameteri(BBINT,BBINT,BBINT)!
-BBINT __glewConvolutionParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewCopyColorSubTable(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyColorTable(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyConvolutionFilter1D(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyConvolutionFilter2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetColorTable(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetColorTableParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetColorTableParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetConvolutionFilter(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetConvolutionParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetConvolutionParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetHistogram(BBINT,BBBYTE,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetHistogramParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetHistogramParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetMinmax(BBINT,BBBYTE,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetMinmaxParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMinmaxParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetSeparableFilter(BBINT,BBINT,BBINT,BBBYTE*,BBBYTE*,BBBYTE*)!
-BBINT __glewHistogram(BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewMinmax(BBINT,BBINT,BBBYTE)!
-BBINT __glewResetHistogram(BBINT)!
-BBINT __glewResetMinmax(BBINT)!
-BBINT __glewSeparableFilter2D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*,BBBYTE*)!
-BBINT __glewMultiDrawArraysIndirectCountARB(BBINT,BBBYTE*,BBINT,BBINT,BBINT)!
-BBINT __glewMultiDrawElementsIndirectCountARB(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT)!
-BBINT __glewDrawArraysInstancedARB(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDrawElementsInstancedARB(BBINT,BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewVertexAttribDivisorARB(BBINT,BBINT)!
-BBINT __glewGetInternalformativ(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetInternalformati64v(BBINT,BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewInvalidateBufferData(BBINT)!
-BBINT __glewInvalidateBufferSubData(BBINT,BBINT,BBINT)!
-BBINT __glewInvalidateFramebuffer(BBINT,BBINT,BBINT*)!
-BBINT __glewInvalidateSubFramebuffer(BBINT,BBINT,BBINT*,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewInvalidateTexImage(BBINT,BBINT)!
-BBINT __glewInvalidateTexSubImage(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFlushMappedBufferRange(BBINT,BBINT,BBINT)!
-BBBYTE* __glewMapBufferRange(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCurrentPaletteMatrixARB(BBINT)!
-BBINT __glewMatrixIndexPointerARB(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMatrixIndexubvARB(BBINT,BBBYTE*)!
-BBINT __glewMatrixIndexuivARB(BBINT,BBINT*)!
-BBINT __glewMatrixIndexusvARB(BBINT,BBSHORT*)!
-BBINT __glewBindBuffersBase(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewBindBuffersRange(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*)!
-BBINT __glewBindImageTextures(BBINT,BBINT,BBINT*)!
-BBINT __glewBindSamplers(BBINT,BBINT,BBINT*)!
-BBINT __glewBindTextures(BBINT,BBINT,BBINT*)!
-BBINT __glewBindVertexBuffers(BBINT,BBINT,BBINT*,BBINT*,BBINT*)!
-BBINT __glewMultiDrawArraysIndirect(BBINT,BBBYTE*,BBINT,BBINT)!
-BBINT __glewMultiDrawElementsIndirect(BBINT,BBINT,BBBYTE*,BBINT,BBINT)!
-BBINT __glewSampleCoverageARB(BBFLOAT,BBBYTE)!
-BBINT __glewActiveTextureARB(BBINT)!
-BBINT __glewClientActiveTextureARB(BBINT)!
-BBINT __glewMultiTexCoord1dARB(BBINT,BBDOUBLE)!
-BBINT __glewMultiTexCoord1dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord1fARB(BBINT,BBFLOAT)!
-BBINT __glewMultiTexCoord1fvARB(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord1iARB(BBINT,BBINT)!
-BBINT __glewMultiTexCoord1ivARB(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord1sARB(BBINT,BBSHORT)!
-BBINT __glewMultiTexCoord1svARB(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord2dARB(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMultiTexCoord2dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord2fARB(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewMultiTexCoord2fvARB(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord2iARB(BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoord2ivARB(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord2sARB(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord2svARB(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord3dARB(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMultiTexCoord3dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord3fARB(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewMultiTexCoord3fvARB(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord3iARB(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoord3ivARB(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord3sARB(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord3svARB(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord4dARB(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMultiTexCoord4dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexCoord4fARB(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewMultiTexCoord4fvARB(BBINT,BBFLOAT*)!
-BBINT __glewMultiTexCoord4iARB(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoord4ivARB(BBINT,BBINT*)!
-BBINT __glewMultiTexCoord4sARB(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord4svARB(BBINT,BBSHORT*)!
-BBINT __glewBeginQueryARB(BBINT,BBINT)!
-BBINT __glewDeleteQueriesARB(BBINT,BBINT*)!
-BBINT __glewEndQueryARB(BBINT)!
-BBINT __glewGenQueriesARB(BBINT,BBINT*)!
-BBINT __glewGetQueryObjectivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewGetQueryObjectuivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewGetQueryivARB(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsQueryARB(BBINT)!
-BBINT __glewPointParameterfARB(BBINT,BBFLOAT)!
-BBINT __glewPointParameterfvARB(BBINT,BBFLOAT*)!
-BBINT __glewGetProgramInterfaceiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetProgramResourceIndex(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetProgramResourceLocation(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetProgramResourceLocationIndex(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetProgramResourceName(BBINT,BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetProgramResourceiv(BBINT,BBINT,BBINT,BBINT,BBINT*,BBINT,BBINT*,BBINT*)!
-BBINT __glewProvokingVertex(BBINT)!
-BBINT __glewGetGraphicsResetStatusARB()!
-BBINT __glewGetnColorTableARB(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetnCompressedTexImageARB(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetnConvolutionFilterARB(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetnHistogramARB(BBINT,BBBYTE,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetnMapdvARB(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetnMapfvARB(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetnMapivARB(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetnMinmaxARB(BBINT,BBBYTE,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetnPixelMapfvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetnPixelMapuivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewGetnPixelMapusvARB(BBINT,BBINT,BBSHORT*)!
-BBINT __glewGetnPolygonStippleARB(BBINT,BBBYTE*)!
-BBINT __glewGetnSeparableFilterARB(BBINT,BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBBYTE*,BBBYTE*)!
-BBINT __glewGetnTexImageARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetnUniformdvARB(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetnUniformfvARB(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetnUniformivARB(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetnUniformuivARB(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewReadnPixelsARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMinSampleShadingARB(BBFLOAT)!
-BBINT __glewBindSampler(BBINT,BBINT)!
-BBINT __glewDeleteSamplers(BBINT,BBINT*)!
-BBINT __glewGenSamplers(BBINT,BBINT*)!
-BBINT __glewGetSamplerParameterIiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetSamplerParameterIuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewGetSamplerParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetSamplerParameteriv(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsSampler(BBINT)!
-BBINT __glewSamplerParameterIiv(BBINT,BBINT,BBINT*)!
-BBINT __glewSamplerParameterIuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewSamplerParameterf(BBINT,BBINT,BBFLOAT)!
-BBINT __glewSamplerParameterfv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewSamplerParameteri(BBINT,BBINT,BBINT)!
-BBINT __glewSamplerParameteriv(BBINT,BBINT,BBINT*)!
-BBINT __glewActiveShaderProgram(BBINT,BBINT)!
-BBINT __glewBindProgramPipeline(BBINT)!
-BBINT __glewCreateShaderProgramv(BBINT,BBINT,BBBYTE**)!
-BBINT __glewDeleteProgramPipelines(BBINT,BBINT*)!
-BBINT __glewGenProgramPipelines(BBINT,BBINT*)!
-BBINT __glewGetProgramPipelineInfoLog(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetProgramPipelineiv(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsProgramPipeline(BBINT)!
-BBINT __glewProgramUniform1d(BBINT,BBINT,BBDOUBLE)!
-BBINT __glewProgramUniform1dv(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramUniform1f(BBINT,BBINT,BBFLOAT)!
-BBINT __glewProgramUniform1fv(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform1i(BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform1iv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform1ui(BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform1uiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform2d(BBINT,BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewProgramUniform2dv(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramUniform2f(BBINT,BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramUniform2fv(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform2i(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform2iv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform2ui(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform2uiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform3d(BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewProgramUniform3dv(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramUniform3f(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramUniform3fv(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform3i(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform3iv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform3ui(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform3uiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform4d(BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewProgramUniform4dv(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramUniform4f(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramUniform4fv(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform4i(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform4iv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform4ui(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform4uiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniformMatrix2dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix2fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix2x3dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix2x3fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix2x4dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix2x4fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix3dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix3fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix3x2dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix3x2fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix3x4dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix3x4fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix4dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix4fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix4x2dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix4x2fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix4x3dv(BBINT,BBINT,BBINT,BBBYTE,BBDOUBLE*)!
-BBINT __glewProgramUniformMatrix4x3fv(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUseProgramStages(BBINT,BBINT,BBINT)!
-BBINT __glewValidateProgramPipeline(BBINT)!
-BBINT __glewGetActiveAtomicCounterBufferiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewBindImageTexture(BBINT,BBINT,BBINT,BBBYTE,BBINT,BBINT,BBINT)!
-BBINT __glewMemoryBarrier(BBINT)!
-BBINT __glewAttachObjectARB(BBINT,BBINT)!
-BBINT __glewCompileShaderARB(BBINT)!
-BBINT __glewCreateProgramObjectARB()!
-BBINT __glewCreateShaderObjectARB(BBINT)!
-BBINT __glewDeleteObjectARB(BBINT)!
-BBINT __glewDetachObjectARB(BBINT,BBINT)!
-BBINT __glewGetActiveUniformARB(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewGetAttachedObjectsARB(BBINT,BBINT,BBINT*,BBINT*)!
-BBINT __glewGetHandleARB(BBINT)!
-BBINT __glewGetInfoLogARB(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetObjectParameterfvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetObjectParameterivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewGetShaderSourceARB(BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetUniformLocationARB(BBINT,BBBYTE*)!
-BBINT __glewGetUniformfvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetUniformivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewLinkProgramARB(BBINT)!
-BBINT __glewShaderSourceARB(BBINT,BBINT,BBBYTE**,BBINT*)!
-BBINT __glewUniform1fARB(BBINT,BBFLOAT)!
-BBINT __glewUniform1fvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform1iARB(BBINT,BBINT)!
-BBINT __glewUniform1ivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform2fARB(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewUniform2fvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform2iARB(BBINT,BBINT,BBINT)!
-BBINT __glewUniform2ivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform3fARB(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewUniform3fvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform3iARB(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform3ivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform4fARB(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewUniform4fvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewUniform4iARB(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform4ivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewUniformMatrix2fvARB(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix3fvARB(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUniformMatrix4fvARB(BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewUseProgramObjectARB(BBINT)!
-BBINT __glewValidateProgramARB(BBINT)!
-BBINT __glewShaderStorageBlockBinding(BBINT,BBINT,BBINT)!
-BBINT __glewGetActiveSubroutineName(BBINT,BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetActiveSubroutineUniformName(BBINT,BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetActiveSubroutineUniformiv(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetProgramStageiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetSubroutineIndex(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetSubroutineUniformLocation(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetUniformSubroutineuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewUniformSubroutinesuiv(BBINT,BBINT,BBINT*)!
-BBINT __glewCompileShaderIncludeARB(BBINT,BBINT,BBBYTE**,BBINT*)!
-BBINT __glewDeleteNamedStringARB(BBINT,BBBYTE*)!
-BBINT __glewGetNamedStringARB(BBINT,BBBYTE*,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetNamedStringivARB(BBINT,BBBYTE*,BBINT,BBINT*)!
-BBBYTE __glewIsNamedStringARB(BBINT,BBBYTE*)!
-BBINT __glewNamedStringARB(BBINT,BBINT,BBBYTE*,BBINT,BBBYTE*)!
-BBINT __glewBufferPageCommitmentARB(BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTexPageCommitmentARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTexturePageCommitmentEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewGetInteger64v(BBINT,BBLONG*)!
-BBINT __glewPatchParameterfv(BBINT,BBFLOAT*)!
-BBINT __glewPatchParameteri(BBINT,BBINT)!
-BBINT __glewTextureBarrier()!
-BBINT __glewTexBufferARB(BBINT,BBINT,BBINT)!
-BBINT __glewTexBufferRange(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureBufferRangeEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCompressedTexImage1DARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexImage2DARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexImage3DARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexSubImage1DARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexSubImage2DARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTexSubImage3DARB(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetCompressedTexImageARB(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetMultisamplefv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewSampleMaski(BBINT,BBINT)!
-BBINT __glewTexImage2DMultisample(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTexImage3DMultisample(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTexStorage1D(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTexStorage2D(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTexStorage3D(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureStorage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureStorage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureStorage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTexStorage2DMultisample(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTexStorage3DMultisample(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureStorage2DMultisampleEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureStorage3DMultisampleEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureView(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetQueryObjecti64v(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetQueryObjectui64v(BBINT,BBINT,BBLONG*)!
-BBINT __glewQueryCounter(BBINT,BBINT)!
-BBINT __glewBindTransformFeedback(BBINT,BBINT)!
-BBINT __glewDeleteTransformFeedbacks(BBINT,BBINT*)!
-BBINT __glewDrawTransformFeedback(BBINT,BBINT)!
-BBINT __glewGenTransformFeedbacks(BBINT,BBINT*)!
-BBBYTE __glewIsTransformFeedback(BBINT)!
-BBINT __glewPauseTransformFeedback()!
-BBINT __glewResumeTransformFeedback()!
-BBINT __glewBeginQueryIndexed(BBINT,BBINT,BBINT)!
-BBINT __glewDrawTransformFeedbackStream(BBINT,BBINT,BBINT)!
-BBINT __glewEndQueryIndexed(BBINT,BBINT)!
-BBINT __glewGetQueryIndexediv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewDrawTransformFeedbackInstanced(BBINT,BBINT,BBINT)!
-BBINT __glewDrawTransformFeedbackStreamInstanced(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewLoadTransposeMatrixdARB(BBDOUBLE*)!
-BBINT __glewLoadTransposeMatrixfARB(BBFLOAT*)!
-BBINT __glewMultTransposeMatrixdARB(BBDOUBLE*)!
-BBINT __glewMultTransposeMatrixfARB(BBFLOAT*)!
-BBINT __glewBindBufferBase(BBINT,BBINT,BBINT)!
-BBINT __glewBindBufferRange(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetActiveUniformBlockName(BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetActiveUniformBlockiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetActiveUniformName(BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetActiveUniformsiv(BBINT,BBINT,BBINT*,BBINT,BBINT*)!
-BBINT __glewGetIntegeri_v(BBINT,BBINT,BBINT*)!
-BBINT __glewGetUniformBlockIndex(BBINT,BBBYTE*)!
-BBINT __glewGetUniformIndices(BBINT,BBINT,BBBYTE**,BBINT*)!
-BBINT __glewUniformBlockBinding(BBINT,BBINT,BBINT)!
-BBINT __glewBindVertexArray(BBINT)!
-BBINT __glewDeleteVertexArrays(BBINT,BBINT*)!
-BBINT __glewGenVertexArrays(BBINT,BBINT*)!
-BBBYTE __glewIsVertexArray(BBINT)!
-BBINT __glewGetVertexAttribLdv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribL1d(BBINT,BBDOUBLE)!
-BBINT __glewVertexAttribL1dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribL2d(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttribL2dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribL3d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttribL3dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribL4d(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttribL4dv(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribLPointer(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewBindVertexBuffer(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayBindVertexBufferEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexAttribBindingEXT(BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexAttribFormatEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexArrayVertexAttribIFormatEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexAttribLFormatEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexBindingDivisorEXT(BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribBinding(BBINT,BBINT)!
-BBINT __glewVertexAttribFormat(BBINT,BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexAttribIFormat(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribLFormat(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexBindingDivisor(BBINT,BBINT)!
-BBINT __glewVertexBlendARB(BBINT)!
-BBINT __glewWeightPointerARB(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewWeightbvARB(BBINT,BBBYTE*)!
-BBINT __glewWeightdvARB(BBINT,BBDOUBLE*)!
-BBINT __glewWeightfvARB(BBINT,BBFLOAT*)!
-BBINT __glewWeightivARB(BBINT,BBINT*)!
-BBINT __glewWeightsvARB(BBINT,BBSHORT*)!
-BBINT __glewWeightubvARB(BBINT,BBBYTE*)!
-BBINT __glewWeightuivARB(BBINT,BBINT*)!
-BBINT __glewWeightusvARB(BBINT,BBSHORT*)!
-BBINT __glewBindBufferARB(BBINT,BBINT)!
-BBINT __glewBufferDataARB(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewBufferSubDataARB(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewDeleteBuffersARB(BBINT,BBINT*)!
-BBINT __glewGenBuffersARB(BBINT,BBINT*)!
-BBINT __glewGetBufferParameterivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewGetBufferPointervARB(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetBufferSubDataARB(BBINT,BBINT,BBINT,BBBYTE*)!
-BBBYTE __glewIsBufferARB(BBINT)!
-BBBYTE* __glewMapBufferARB(BBINT,BBINT)!
-BBBYTE __glewUnmapBufferARB(BBINT)!
-BBINT __glewBindProgramARB(BBINT,BBINT)!
-BBINT __glewDeleteProgramsARB(BBINT,BBINT*)!
-BBINT __glewDisableVertexAttribArrayARB(BBINT)!
-BBINT __glewEnableVertexAttribArrayARB(BBINT)!
-BBINT __glewGenProgramsARB(BBINT,BBINT*)!
-BBINT __glewGetProgramEnvParameterdvARB(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetProgramEnvParameterfvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetProgramLocalParameterdvARB(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetProgramLocalParameterfvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetProgramStringARB(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetProgramivARB(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexAttribPointervARB(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetVertexAttribdvARB(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetVertexAttribfvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetVertexAttribivARB(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsProgramARB(BBINT)!
-BBINT __glewProgramEnvParameter4dARB(BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewProgramEnvParameter4dvARB(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramEnvParameter4fARB(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramEnvParameter4fvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramLocalParameter4dARB(BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewProgramLocalParameter4dvARB(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramLocalParameter4fARB(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramLocalParameter4fvARB(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramStringARB(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib1dARB(BBINT,BBDOUBLE)!
-BBINT __glewVertexAttrib1dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib1fARB(BBINT,BBFLOAT)!
-BBINT __glewVertexAttrib1fvARB(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib1sARB(BBINT,BBSHORT)!
-BBINT __glewVertexAttrib1svARB(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib2dARB(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib2dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib2fARB(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib2fvARB(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib2sARB(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib2svARB(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib3dARB(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib3dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib3fARB(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib3fvARB(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib3sARB(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib3svARB(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4NbvARB(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4NivARB(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4NsvARB(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4NubARB(BBINT,BBBYTE,BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewVertexAttrib4NubvARB(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4NuivARB(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4NusvARB(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4bvARB(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4dARB(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib4dvARB(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib4fARB(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib4fvARB(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib4ivARB(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4sARB(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib4svARB(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4ubvARB(BBINT,BBBYTE*)!
-BBINT __glewVertexAttrib4uivARB(BBINT,BBINT*)!
-BBINT __glewVertexAttrib4usvARB(BBINT,BBSHORT*)!
-BBINT __glewVertexAttribPointerARB(BBINT,BBINT,BBINT,BBBYTE,BBINT,BBBYTE*)!
-BBINT __glewBindAttribLocationARB(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetActiveAttribARB(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewGetAttribLocationARB(BBINT,BBBYTE*)!
-BBINT __glewColorP3ui(BBINT,BBINT)!
-BBINT __glewColorP3uiv(BBINT,BBINT*)!
-BBINT __glewColorP4ui(BBINT,BBINT)!
-BBINT __glewColorP4uiv(BBINT,BBINT*)!
-BBINT __glewMultiTexCoordP1ui(BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoordP1uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexCoordP2ui(BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoordP2uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexCoordP3ui(BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoordP3uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexCoordP4ui(BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoordP4uiv(BBINT,BBINT,BBINT*)!
-BBINT __glewNormalP3ui(BBINT,BBINT)!
-BBINT __glewNormalP3uiv(BBINT,BBINT*)!
-BBINT __glewSecondaryColorP3ui(BBINT,BBINT)!
-BBINT __glewSecondaryColorP3uiv(BBINT,BBINT*)!
-BBINT __glewTexCoordP1ui(BBINT,BBINT)!
-BBINT __glewTexCoordP1uiv(BBINT,BBINT*)!
-BBINT __glewTexCoordP2ui(BBINT,BBINT)!
-BBINT __glewTexCoordP2uiv(BBINT,BBINT*)!
-BBINT __glewTexCoordP3ui(BBINT,BBINT)!
-BBINT __glewTexCoordP3uiv(BBINT,BBINT*)!
-BBINT __glewTexCoordP4ui(BBINT,BBINT)!
-BBINT __glewTexCoordP4uiv(BBINT,BBINT*)!
-BBINT __glewVertexAttribP1ui(BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexAttribP1uiv(BBINT,BBINT,BBBYTE,BBINT*)!
-BBINT __glewVertexAttribP2ui(BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexAttribP2uiv(BBINT,BBINT,BBBYTE,BBINT*)!
-BBINT __glewVertexAttribP3ui(BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexAttribP3uiv(BBINT,BBINT,BBBYTE,BBINT*)!
-BBINT __glewVertexAttribP4ui(BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexAttribP4uiv(BBINT,BBINT,BBBYTE,BBINT*)!
-BBINT __glewVertexP2ui(BBINT,BBINT)!
-BBINT __glewVertexP2uiv(BBINT,BBINT*)!
-BBINT __glewVertexP3ui(BBINT,BBINT)!
-BBINT __glewVertexP3uiv(BBINT,BBINT*)!
-BBINT __glewVertexP4ui(BBINT,BBINT)!
-BBINT __glewVertexP4uiv(BBINT,BBINT*)!
-BBINT __glewDepthRangeArrayv(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewDepthRangeIndexed(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewGetDoublei_v(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetFloati_v(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewScissorArrayv(BBINT,BBINT,BBINT*)!
-BBINT __glewScissorIndexed(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewScissorIndexedv(BBINT,BBINT*)!
-BBINT __glewViewportArrayv(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewViewportIndexedf(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewViewportIndexedfv(BBINT,BBFLOAT*)!
-BBINT __glewWindowPos2dARB(BBDOUBLE,BBDOUBLE)!
-BBINT __glewWindowPos2dvARB(BBDOUBLE*)!
-BBINT __glewWindowPos2fARB(BBFLOAT,BBFLOAT)!
-BBINT __glewWindowPos2fvARB(BBFLOAT*)!
-BBINT __glewWindowPos2iARB(BBINT,BBINT)!
-BBINT __glewWindowPos2ivARB(BBINT*)!
-BBINT __glewWindowPos2sARB(BBSHORT,BBSHORT)!
-BBINT __glewWindowPos2svARB(BBSHORT*)!
-BBINT __glewWindowPos3dARB(BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewWindowPos3dvARB(BBDOUBLE*)!
-BBINT __glewWindowPos3fARB(BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewWindowPos3fvARB(BBFLOAT*)!
-BBINT __glewWindowPos3iARB(BBINT,BBINT,BBINT)!
-BBINT __glewWindowPos3ivARB(BBINT*)!
-BBINT __glewWindowPos3sARB(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewWindowPos3svARB(BBSHORT*)!
-BBINT __glewDrawBuffersATI(BBINT,BBINT*)!
-BBINT __glewDrawElementArrayATI(BBINT,BBINT)!
-BBINT __glewDrawRangeElementArrayATI(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewElementPointerATI(BBINT,BBBYTE*)!
-BBINT __glewGetTexBumpParameterfvATI(BBINT,BBFLOAT*)!
-BBINT __glewGetTexBumpParameterivATI(BBINT,BBINT*)!
-BBINT __glewTexBumpParameterfvATI(BBINT,BBFLOAT*)!
-BBINT __glewTexBumpParameterivATI(BBINT,BBINT*)!
-BBINT __glewAlphaFragmentOp1ATI(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewAlphaFragmentOp2ATI(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewAlphaFragmentOp3ATI(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBeginFragmentShaderATI()!
-BBINT __glewBindFragmentShaderATI(BBINT)!
-BBINT __glewColorFragmentOp1ATI(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewColorFragmentOp2ATI(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewColorFragmentOp3ATI(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDeleteFragmentShaderATI(BBINT)!
-BBINT __glewEndFragmentShaderATI()!
-BBINT __glewGenFragmentShadersATI(BBINT)!
-BBINT __glewPassTexCoordATI(BBINT,BBINT,BBINT)!
-BBINT __glewSampleMapATI(BBINT,BBINT,BBINT)!
-BBINT __glewSetFragmentShaderConstantATI(BBINT,BBFLOAT*)!
-BBBYTE* __glewMapObjectBufferATI(BBINT)!
-BBINT __glewUnmapObjectBufferATI(BBINT)!
-BBINT __glewPNTrianglesfATI(BBINT,BBFLOAT)!
-BBINT __glewPNTrianglesiATI(BBINT,BBINT)!
-BBINT __glewStencilFuncSeparateATI(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewStencilOpSeparateATI(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewArrayObjectATI(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFreeObjectBufferATI(BBINT)!
-BBINT __glewGetArrayObjectfvATI(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetArrayObjectivATI(BBINT,BBINT,BBINT*)!
-BBINT __glewGetObjectBufferfvATI(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetObjectBufferivATI(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVariantArrayObjectfvATI(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetVariantArrayObjectivATI(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsObjectBufferATI(BBINT)!
-BBINT __glewNewObjectBufferATI(BBINT,BBBYTE*,BBINT)!
-BBINT __glewUpdateObjectBufferATI(BBINT,BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewVariantArrayObjectATI(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetVertexAttribArrayObjectfvATI(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetVertexAttribArrayObjectivATI(BBINT,BBINT,BBINT*)!
-BBINT __glewVertexAttribArrayObjectATI(BBINT,BBINT,BBINT,BBBYTE,BBINT,BBINT,BBINT)!
-BBINT __glewClientActiveVertexStreamATI(BBINT)!
-BBINT __glewNormalStream3bATI(BBINT,BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewNormalStream3bvATI(BBINT,BBBYTE*)!
-BBINT __glewNormalStream3dATI(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewNormalStream3dvATI(BBINT,BBDOUBLE*)!
-BBINT __glewNormalStream3fATI(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewNormalStream3fvATI(BBINT,BBFLOAT*)!
-BBINT __glewNormalStream3iATI(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNormalStream3ivATI(BBINT,BBINT*)!
-BBINT __glewNormalStream3sATI(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewNormalStream3svATI(BBINT,BBSHORT*)!
-BBINT __glewVertexBlendEnvfATI(BBINT,BBFLOAT)!
-BBINT __glewVertexBlendEnviATI(BBINT,BBINT)!
-BBINT __glewVertexStream1dATI(BBINT,BBDOUBLE)!
-BBINT __glewVertexStream1dvATI(BBINT,BBDOUBLE*)!
-BBINT __glewVertexStream1fATI(BBINT,BBFLOAT)!
-BBINT __glewVertexStream1fvATI(BBINT,BBFLOAT*)!
-BBINT __glewVertexStream1iATI(BBINT,BBINT)!
-BBINT __glewVertexStream1ivATI(BBINT,BBINT*)!
-BBINT __glewVertexStream1sATI(BBINT,BBSHORT)!
-BBINT __glewVertexStream1svATI(BBINT,BBSHORT*)!
-BBINT __glewVertexStream2dATI(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexStream2dvATI(BBINT,BBDOUBLE*)!
-BBINT __glewVertexStream2fATI(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexStream2fvATI(BBINT,BBFLOAT*)!
-BBINT __glewVertexStream2iATI(BBINT,BBINT,BBINT)!
-BBINT __glewVertexStream2ivATI(BBINT,BBINT*)!
-BBINT __glewVertexStream2sATI(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewVertexStream2svATI(BBINT,BBSHORT*)!
-BBINT __glewVertexStream3dATI(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexStream3dvATI(BBINT,BBDOUBLE*)!
-BBINT __glewVertexStream3fATI(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexStream3fvATI(BBINT,BBFLOAT*)!
-BBINT __glewVertexStream3iATI(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexStream3ivATI(BBINT,BBINT*)!
-BBINT __glewVertexStream3sATI(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexStream3svATI(BBINT,BBSHORT*)!
-BBINT __glewVertexStream4dATI(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexStream4dvATI(BBINT,BBDOUBLE*)!
-BBINT __glewVertexStream4fATI(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexStream4fvATI(BBINT,BBFLOAT*)!
-BBINT __glewVertexStream4iATI(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexStream4ivATI(BBINT,BBINT*)!
-BBINT __glewVertexStream4sATI(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexStream4svATI(BBINT,BBSHORT*)!
-BBINT __glewGetUniformBufferSizeEXT(BBINT,BBINT)!
-BBINT __glewGetUniformOffsetEXT(BBINT,BBINT)!
-BBINT __glewUniformBufferEXT(BBINT,BBINT,BBINT)!
-BBINT __glewBlendColorEXT(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewBlendEquationSeparateEXT(BBINT,BBINT)!
-BBINT __glewBlendFuncSeparateEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBlendEquationEXT(BBINT)!
-BBINT __glewColorSubTableEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCopyColorSubTableEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewLockArraysEXT(BBINT,BBINT)!
-BBINT __glewUnlockArraysEXT()!
-BBINT __glewConvolutionFilter1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewConvolutionFilter2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewConvolutionParameterfEXT(BBINT,BBINT,BBFLOAT)!
-BBINT __glewConvolutionParameterfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewConvolutionParameteriEXT(BBINT,BBINT,BBINT)!
-BBINT __glewConvolutionParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewCopyConvolutionFilter1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyConvolutionFilter2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetConvolutionFilterEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetConvolutionParameterfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetConvolutionParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetSeparableFilterEXT(BBINT,BBINT,BBINT,BBBYTE*,BBBYTE*,BBBYTE*)!
-BBINT __glewSeparableFilter2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*,BBBYTE*)!
-BBINT __glewBinormalPointerEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewTangentPointerEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewCopyTexImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTexImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTexSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTexSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTexSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCullParameterdvEXT(BBINT,BBDOUBLE*)!
-BBINT __glewCullParameterfvEXT(BBINT,BBFLOAT*)!
-BBINT __glewGetObjectLabelEXT(BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewLabelObjectEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewInsertEventMarkerEXT(BBINT,BBBYTE*)!
-BBINT __glewPopGroupMarkerEXT()!
-BBINT __glewPushGroupMarkerEXT(BBINT,BBBYTE*)!
-BBINT __glewDepthBoundsEXT(BBDOUBLE,BBDOUBLE)!
-BBINT __glewBindMultiTextureEXT(BBINT,BBINT,BBINT)!
-BBINT __glewCheckNamedFramebufferStatusEXT(BBINT,BBINT)!
-BBINT __glewClientAttribDefaultEXT(BBINT)!
-BBINT __glewCompressedMultiTexImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedMultiTexImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedMultiTexImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedMultiTexSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedMultiTexSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedMultiTexSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCompressedTextureSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCopyMultiTexImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyMultiTexImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyMultiTexSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyMultiTexSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyMultiTexSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCopyTextureSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDisableClientStateIndexedEXT(BBINT,BBINT)!
-BBINT __glewDisableClientStateiEXT(BBINT,BBINT)!
-BBINT __glewDisableVertexArrayAttribEXT(BBINT,BBINT)!
-BBINT __glewDisableVertexArrayEXT(BBINT,BBINT)!
-BBINT __glewEnableClientStateIndexedEXT(BBINT,BBINT)!
-BBINT __glewEnableClientStateiEXT(BBINT,BBINT)!
-BBINT __glewEnableVertexArrayAttribEXT(BBINT,BBINT)!
-BBINT __glewEnableVertexArrayEXT(BBINT,BBINT)!
-BBINT __glewFlushMappedNamedBufferRangeEXT(BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferDrawBufferEXT(BBINT,BBINT)!
-BBINT __glewFramebufferDrawBuffersEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewFramebufferReadBufferEXT(BBINT,BBINT)!
-BBINT __glewGenerateMultiTexMipmapEXT(BBINT,BBINT)!
-BBINT __glewGenerateTextureMipmapEXT(BBINT,BBINT)!
-BBINT __glewGetCompressedMultiTexImageEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetCompressedTextureImageEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetDoubleIndexedvEXT(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetDoublei_vEXT(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetFloatIndexedvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetFloati_vEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetFramebufferParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetMultiTexEnvfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMultiTexEnvivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetMultiTexGendvEXT(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetMultiTexGenfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMultiTexGenivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetMultiTexImageEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetMultiTexLevelParameterfvEXT(BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMultiTexLevelParameterivEXT(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetMultiTexParameterIivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetMultiTexParameterIuivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetMultiTexParameterfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMultiTexParameterivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedBufferParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedBufferPointervEXT(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetNamedBufferSubDataEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetNamedFramebufferAttachmentParameterivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedProgramLocalParameterIivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedProgramLocalParameterIuivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedProgramLocalParameterdvEXT(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetNamedProgramLocalParameterfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetNamedProgramStringEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetNamedProgramivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetNamedRenderbufferParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetPointerIndexedvEXT(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetPointeri_vEXT(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetTextureImageEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetTextureLevelParameterfvEXT(BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetTextureLevelParameterivEXT(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetTextureParameterIivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetTextureParameterIuivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetTextureParameterfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetTextureParameterivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexArrayIntegeri_vEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexArrayIntegervEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexArrayPointeri_vEXT(BBINT,BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetVertexArrayPointervEXT(BBINT,BBINT,BBBYTE**)!
-BBBYTE* __glewMapNamedBufferEXT(BBINT,BBINT)!
-BBBYTE* __glewMapNamedBufferRangeEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMatrixFrustumEXT(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMatrixLoadIdentityEXT(BBINT)!
-BBINT __glewMatrixLoadTransposedEXT(BBINT,BBDOUBLE*)!
-BBINT __glewMatrixLoadTransposefEXT(BBINT,BBFLOAT*)!
-BBINT __glewMatrixLoaddEXT(BBINT,BBDOUBLE*)!
-BBINT __glewMatrixLoadfEXT(BBINT,BBFLOAT*)!
-BBINT __glewMatrixMultTransposedEXT(BBINT,BBDOUBLE*)!
-BBINT __glewMatrixMultTransposefEXT(BBINT,BBFLOAT*)!
-BBINT __glewMatrixMultdEXT(BBINT,BBDOUBLE*)!
-BBINT __glewMatrixMultfEXT(BBINT,BBFLOAT*)!
-BBINT __glewMatrixOrthoEXT(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMatrixPopEXT(BBINT)!
-BBINT __glewMatrixPushEXT(BBINT)!
-BBINT __glewMatrixRotatedEXT(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMatrixRotatefEXT(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewMatrixScaledEXT(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMatrixScalefEXT(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewMatrixTranslatedEXT(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewMatrixTranslatefEXT(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewMultiTexBufferEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexCoordPointerEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMultiTexEnvfEXT(BBINT,BBINT,BBINT,BBFLOAT)!
-BBINT __glewMultiTexEnvfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewMultiTexEnviEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexEnvivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexGendEXT(BBINT,BBINT,BBINT,BBDOUBLE)!
-BBINT __glewMultiTexGendvEXT(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewMultiTexGenfEXT(BBINT,BBINT,BBINT,BBFLOAT)!
-BBINT __glewMultiTexGenfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewMultiTexGeniEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexGenivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMultiTexImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMultiTexImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMultiTexParameterIivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexParameterIuivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexParameterfEXT(BBINT,BBINT,BBINT,BBFLOAT)!
-BBINT __glewMultiTexParameterfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewMultiTexParameteriEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexParameterivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewMultiTexRenderbufferEXT(BBINT,BBINT,BBINT)!
-BBINT __glewMultiTexSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMultiTexSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewMultiTexSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewNamedBufferDataEXT(BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewNamedBufferSubDataEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewNamedCopyBufferSubDataEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferRenderbufferEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTexture1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTexture2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTexture3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTextureEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTextureFaceEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedFramebufferTextureLayerEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedProgramLocalParameter4dEXT(BBINT,BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewNamedProgramLocalParameter4dvEXT(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewNamedProgramLocalParameter4fEXT(BBINT,BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewNamedProgramLocalParameter4fvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewNamedProgramLocalParameterI4iEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedProgramLocalParameterI4ivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewNamedProgramLocalParameterI4uiEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedProgramLocalParameterI4uivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewNamedProgramLocalParameters4fvEXT(BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewNamedProgramLocalParametersI4ivEXT(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewNamedProgramLocalParametersI4uivEXT(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewNamedProgramStringEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewNamedRenderbufferStorageEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedRenderbufferStorageMultisampleCoverageEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNamedRenderbufferStorageMultisampleEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform1fEXT(BBINT,BBINT,BBFLOAT)!
-BBINT __glewProgramUniform1fvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform1iEXT(BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform1ivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform1uiEXT(BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform1uivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform2fEXT(BBINT,BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramUniform2fvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform2iEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform2ivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform2uiEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform2uivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform3fEXT(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramUniform3fvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform3iEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform3ivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform3uiEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform3uivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform4fEXT(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramUniform4fvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramUniform4iEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform4ivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniform4uiEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramUniform4uivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramUniformMatrix2fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix2x3fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix2x4fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix3fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix3x2fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix3x4fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix4fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix4x2fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewProgramUniformMatrix4x3fvEXT(BBINT,BBINT,BBINT,BBBYTE,BBFLOAT*)!
-BBINT __glewPushClientAttribDefaultEXT(BBINT)!
-BBINT __glewTextureBufferEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTextureImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTextureImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTextureParameterIivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewTextureParameterIuivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewTextureParameterfEXT(BBINT,BBINT,BBINT,BBFLOAT)!
-BBINT __glewTextureParameterfvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewTextureParameteriEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTextureParameterivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewTextureRenderbufferEXT(BBINT,BBINT,BBINT)!
-BBINT __glewTextureSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTextureSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTextureSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBBYTE __glewUnmapNamedBufferEXT(BBINT)!
-BBINT __glewVertexArrayColorOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayEdgeFlagOffsetEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayFogCoordOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayIndexOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayMultiTexCoordOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayNormalOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArraySecondaryColorOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayTexCoordOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexAttribDivisorEXT(BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexAttribIOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexAttribOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE,BBINT,BBINT)!
-BBINT __glewVertexArrayVertexOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewColorMaskIndexedEXT(BBINT,BBBYTE,BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewDisableIndexedEXT(BBINT,BBINT)!
-BBINT __glewEnableIndexedEXT(BBINT,BBINT)!
-BBINT __glewGetBooleanIndexedvEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetIntegerIndexedvEXT(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsEnabledIndexedEXT(BBINT,BBINT)!
-BBINT __glewDrawArraysInstancedEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewDrawElementsInstancedEXT(BBINT,BBINT,BBINT,BBBYTE*,BBINT)!
-BBINT __glewDrawRangeElementsEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewFogCoordPointerEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewFogCoorddEXT(BBDOUBLE)!
-BBINT __glewFogCoorddvEXT(BBDOUBLE*)!
-BBINT __glewFogCoordfEXT(BBFLOAT)!
-BBINT __glewFogCoordfvEXT(BBFLOAT*)!
-BBINT __glewFragmentColorMaterialEXT(BBINT,BBINT)!
-BBINT __glewFragmentLightModelfEXT(BBINT,BBFLOAT)!
-BBINT __glewFragmentLightModelfvEXT(BBINT,BBFLOAT*)!
-BBINT __glewFragmentLightModeliEXT(BBINT,BBINT)!
-BBINT __glewFragmentLightModelivEXT(BBINT,BBINT*)!
-BBINT __glewFragmentLightfEXT(BBINT,BBINT,BBFLOAT)!
-BBINT __glewFragmentLightfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewFragmentLightiEXT(BBINT,BBINT,BBINT)!
-BBINT __glewFragmentLightivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewFragmentMaterialfEXT(BBINT,BBINT,BBFLOAT)!
-BBINT __glewFragmentMaterialfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewFragmentMaterialiEXT(BBINT,BBINT,BBINT)!
-BBINT __glewFragmentMaterialivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetFragmentLightfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetFragmentLightivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetFragmentMaterialfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetFragmentMaterialivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewLightEnviEXT(BBINT,BBINT)!
-BBINT __glewBlitFramebufferEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewRenderbufferStorageMultisampleEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBindFramebufferEXT(BBINT,BBINT)!
-BBINT __glewBindRenderbufferEXT(BBINT,BBINT)!
-BBINT __glewCheckFramebufferStatusEXT(BBINT)!
-BBINT __glewDeleteFramebuffersEXT(BBINT,BBINT*)!
-BBINT __glewDeleteRenderbuffersEXT(BBINT,BBINT*)!
-BBINT __glewFramebufferRenderbufferEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTexture1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTexture2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTexture3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGenFramebuffersEXT(BBINT,BBINT*)!
-BBINT __glewGenRenderbuffersEXT(BBINT,BBINT*)!
-BBINT __glewGenerateMipmapEXT(BBINT)!
-BBINT __glewGetFramebufferAttachmentParameterivEXT(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetRenderbufferParameterivEXT(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsFramebufferEXT(BBINT)!
-BBBYTE __glewIsRenderbufferEXT(BBINT)!
-BBINT __glewRenderbufferStorageEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTextureEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewFramebufferTextureFaceEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramParameteriEXT(BBINT,BBINT,BBINT)!
-BBINT __glewProgramEnvParameters4fvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramLocalParameters4fvEXT(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewBindFragDataLocationEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetFragDataLocationEXT(BBINT,BBBYTE*)!
-BBINT __glewGetUniformuivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexAttribIivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexAttribIuivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform1uiEXT(BBINT,BBINT)!
-BBINT __glewUniform1uivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform2uiEXT(BBINT,BBINT,BBINT)!
-BBINT __glewUniform2uivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform3uiEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform3uivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewUniform4uiEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewUniform4uivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewVertexAttribI1iEXT(BBINT,BBINT)!
-BBINT __glewVertexAttribI1ivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI1uiEXT(BBINT,BBINT)!
-BBINT __glewVertexAttribI1uivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI2iEXT(BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI2ivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI2uiEXT(BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI2uivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI3iEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI3ivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI3uiEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI3uivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI4bvEXT(BBINT,BBBYTE*)!
-BBINT __glewVertexAttribI4iEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI4ivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI4svEXT(BBINT,BBSHORT*)!
-BBINT __glewVertexAttribI4ubvEXT(BBINT,BBBYTE*)!
-BBINT __glewVertexAttribI4uiEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribI4uivEXT(BBINT,BBINT*)!
-BBINT __glewVertexAttribI4usvEXT(BBINT,BBSHORT*)!
-BBINT __glewVertexAttribIPointerEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetHistogramEXT(BBINT,BBBYTE,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetHistogramParameterfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetHistogramParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetMinmaxEXT(BBINT,BBBYTE,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetMinmaxParameterfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMinmaxParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewHistogramEXT(BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewMinmaxEXT(BBINT,BBINT,BBBYTE)!
-BBINT __glewResetHistogramEXT(BBINT)!
-BBINT __glewResetMinmaxEXT(BBINT)!
-BBINT __glewIndexFuncEXT(BBINT,BBFLOAT)!
-BBINT __glewIndexMaterialEXT(BBINT,BBINT)!
-BBINT __glewApplyTextureEXT(BBINT)!
-BBINT __glewTextureLightEXT(BBINT)!
-BBINT __glewTextureMaterialEXT(BBINT,BBINT)!
-BBINT __glewMultiDrawArraysEXT(BBINT,BBINT*,BBINT*,BBINT)!
-BBINT __glewMultiDrawElementsEXT(BBINT,BBINT*,BBINT,BBBYTE**,BBINT)!
-BBINT __glewSampleMaskEXT(BBFLOAT,BBBYTE)!
-BBINT __glewSamplePatternEXT(BBINT)!
-BBINT __glewColorTableEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetColorTableEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetColorTableParameterfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetColorTableParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetPixelTransformParameterfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetPixelTransformParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewPixelTransformParameterfEXT(BBINT,BBINT,BBFLOAT)!
-BBINT __glewPixelTransformParameterfvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewPixelTransformParameteriEXT(BBINT,BBINT,BBINT)!
-BBINT __glewPixelTransformParameterivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewPointParameterfEXT(BBINT,BBFLOAT)!
-BBINT __glewPointParameterfvEXT(BBINT,BBFLOAT*)!
-BBINT __glewPolygonOffsetEXT(BBFLOAT,BBFLOAT)!
-BBINT __glewProvokingVertexEXT(BBINT)!
-BBINT __glewBeginSceneEXT()!
-BBINT __glewEndSceneEXT()!
-BBINT __glewSecondaryColor3bEXT(BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewSecondaryColor3bvEXT(BBBYTE*)!
-BBINT __glewSecondaryColor3dEXT(BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewSecondaryColor3dvEXT(BBDOUBLE*)!
-BBINT __glewSecondaryColor3fEXT(BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewSecondaryColor3fvEXT(BBFLOAT*)!
-BBINT __glewSecondaryColor3iEXT(BBINT,BBINT,BBINT)!
-BBINT __glewSecondaryColor3ivEXT(BBINT*)!
-BBINT __glewSecondaryColor3sEXT(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewSecondaryColor3svEXT(BBSHORT*)!
-BBINT __glewSecondaryColor3ubEXT(BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewSecondaryColor3ubvEXT(BBBYTE*)!
-BBINT __glewSecondaryColor3uiEXT(BBINT,BBINT,BBINT)!
-BBINT __glewSecondaryColor3uivEXT(BBINT*)!
-BBINT __glewSecondaryColor3usEXT(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewSecondaryColor3usvEXT(BBSHORT*)!
-BBINT __glewSecondaryColorPointerEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewActiveProgramEXT(BBINT)!
-BBINT __glewCreateShaderProgramEXT(BBINT,BBBYTE*)!
-BBINT __glewUseShaderProgramEXT(BBINT,BBINT)!
-BBINT __glewBindImageTextureEXT(BBINT,BBINT,BBINT,BBBYTE,BBINT,BBINT,BBINT)!
-BBINT __glewMemoryBarrierEXT(BBINT)!
-BBINT __glewActiveStencilFaceEXT(BBINT)!
-BBINT __glewTexSubImage1DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTexSubImage2DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTexSubImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTexImage3DEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewFramebufferTextureLayerEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewTexBufferEXT(BBINT,BBINT,BBINT)!
-BBINT __glewClearColorIiEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewClearColorIuiEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetTexParameterIivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTexParameterIuivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewTexParameterIivEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewTexParameterIuivEXT(BBINT,BBINT,BBINT*)!
-BBBYTE __glewAreTexturesResidentEXT(BBINT,BBINT*,BBBYTE*)!
-BBINT __glewBindTextureEXT(BBINT,BBINT)!
-BBINT __glewDeleteTexturesEXT(BBINT,BBINT*)!
-BBINT __glewGenTexturesEXT(BBINT,BBINT*)!
-BBBYTE __glewIsTextureEXT(BBINT)!
-BBINT __glewPrioritizeTexturesEXT(BBINT,BBINT*,BBFLOAT*)!
-BBINT __glewTextureNormalEXT(BBINT)!
-BBINT __glewGetQueryObjecti64vEXT(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetQueryObjectui64vEXT(BBINT,BBINT,BBLONG*)!
-BBINT __glewBeginTransformFeedbackEXT(BBINT)!
-BBINT __glewBindBufferBaseEXT(BBINT,BBINT,BBINT)!
-BBINT __glewBindBufferOffsetEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBindBufferRangeEXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewEndTransformFeedbackEXT()!
-BBINT __glewGetTransformFeedbackVaryingEXT(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewTransformFeedbackVaryingsEXT(BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewArrayElementEXT(BBINT)!
-BBINT __glewColorPointerEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewDrawArraysEXT(BBINT,BBINT,BBINT)!
-BBINT __glewEdgeFlagPointerEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewIndexPointerEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewNormalPointerEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTexCoordPointerEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewVertexPointerEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetVertexAttribLdvEXT(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewVertexArrayVertexAttribLOffsetEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribL1dEXT(BBINT,BBDOUBLE)!
-BBINT __glewVertexAttribL1dvEXT(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribL2dEXT(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttribL2dvEXT(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribL3dEXT(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttribL3dvEXT(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribL4dEXT(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttribL4dvEXT(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribLPointerEXT(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewBeginVertexShaderEXT()!
-BBINT __glewBindLightParameterEXT(BBINT,BBINT)!
-BBINT __glewBindMaterialParameterEXT(BBINT,BBINT)!
-BBINT __glewBindParameterEXT(BBINT)!
-BBINT __glewBindTexGenParameterEXT(BBINT,BBINT,BBINT)!
-BBINT __glewBindTextureUnitParameterEXT(BBINT,BBINT)!
-BBINT __glewBindVertexShaderEXT(BBINT)!
-BBINT __glewDeleteVertexShaderEXT(BBINT)!
-BBINT __glewDisableVariantClientStateEXT(BBINT)!
-BBINT __glewEnableVariantClientStateEXT(BBINT)!
-BBINT __glewEndVertexShaderEXT()!
-BBINT __glewExtractComponentEXT(BBINT,BBINT,BBINT)!
-BBINT __glewGenSymbolsEXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGenVertexShadersEXT(BBINT)!
-BBINT __glewGetInvariantBooleanvEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetInvariantFloatvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetInvariantIntegervEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetLocalConstantBooleanvEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetLocalConstantFloatvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetLocalConstantIntegervEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVariantBooleanvEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetVariantFloatvEXT(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetVariantIntegervEXT(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVariantPointervEXT(BBINT,BBINT,BBBYTE**)!
-BBINT __glewInsertComponentEXT(BBINT,BBINT,BBINT)!
-BBBYTE __glewIsVariantEnabledEXT(BBINT,BBINT)!
-BBINT __glewSetInvariantEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewSetLocalConstantEXT(BBINT,BBINT,BBBYTE*)!
-BBINT __glewShaderOp1EXT(BBINT,BBINT,BBINT)!
-BBINT __glewShaderOp2EXT(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewShaderOp3EXT(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewSwizzleEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVariantPointerEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewVariantbvEXT(BBINT,BBBYTE*)!
-BBINT __glewVariantdvEXT(BBINT,BBDOUBLE*)!
-BBINT __glewVariantfvEXT(BBINT,BBFLOAT*)!
-BBINT __glewVariantivEXT(BBINT,BBINT*)!
-BBINT __glewVariantsvEXT(BBINT,BBSHORT*)!
-BBINT __glewVariantubvEXT(BBINT,BBBYTE*)!
-BBINT __glewVariantuivEXT(BBINT,BBINT*)!
-BBINT __glewVariantusvEXT(BBINT,BBSHORT*)!
-BBINT __glewWriteMaskEXT(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexWeightPointerEXT(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewVertexWeightfEXT(BBFLOAT)!
-BBINT __glewVertexWeightfvEXT(BBFLOAT*)!
-BBINT __glewFrameTerminatorGREMEDY()!
-BBINT __glewStringMarkerGREMEDY(BBINT,BBBYTE*)!
-BBINT __glewGetImageTransformParameterfvHP(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetImageTransformParameterivHP(BBINT,BBINT,BBINT*)!
-BBINT __glewImageTransformParameterfHP(BBINT,BBINT,BBFLOAT)!
-BBINT __glewImageTransformParameterfvHP(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewImageTransformParameteriHP(BBINT,BBINT,BBINT)!
-BBINT __glewImageTransformParameterivHP(BBINT,BBINT,BBINT*)!
-BBINT __glewMultiModeDrawArraysIBM(BBINT*,BBINT*,BBINT*,BBINT,BBINT)!
-BBINT __glewMultiModeDrawElementsIBM(BBINT*,BBINT*,BBINT,BBBYTE**,BBINT,BBINT)!
-BBINT __glewColorPointerListIBM(BBINT,BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewEdgeFlagPointerListIBM(BBINT,BBBYTE**,BBINT)!
-BBINT __glewFogCoordPointerListIBM(BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewIndexPointerListIBM(BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewNormalPointerListIBM(BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewSecondaryColorPointerListIBM(BBINT,BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewTexCoordPointerListIBM(BBINT,BBINT,BBINT,BBBYTE**,BBINT)!
-BBINT __glewVertexPointerListIBM(BBINT,BBINT,BBINT,BBBYTE**,BBINT)!
-BBBYTE* __glewMapTexture2DINTEL(BBINT,BBINT,BBINT,BBINT*,BBINT*)!
-BBINT __glewSyncTextureINTEL(BBINT)!
-BBINT __glewUnmapTexture2DINTEL(BBINT,BBINT)!
-BBINT __glewColorPointervINTEL(BBINT,BBINT,BBBYTE**)!
-BBINT __glewNormalPointervINTEL(BBINT,BBBYTE**)!
-BBINT __glewTexCoordPointervINTEL(BBINT,BBINT,BBBYTE**)!
-BBINT __glewVertexPointervINTEL(BBINT,BBINT,BBBYTE**)!
-BBINT __glewBeginPerfQueryINTEL(BBINT)!
-BBINT __glewCreatePerfQueryINTEL(BBINT,BBINT*)!
-BBINT __glewDeletePerfQueryINTEL(BBINT)!
-BBINT __glewEndPerfQueryINTEL(BBINT)!
-BBINT __glewGetFirstPerfQueryIdINTEL(BBINT*)!
-BBINT __glewGetNextPerfQueryIdINTEL(BBINT,BBINT*)!
-BBINT __glewGetPerfCounterInfoINTEL(BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBBYTE*,BBINT*,BBINT*,BBINT*,BBINT*,BBLONG*)!
-BBINT __glewGetPerfQueryDataINTEL(BBINT,BBINT,BBINT,BBBYTE*,BBINT*)!
-BBINT __glewGetPerfQueryIdByNameINTEL(BBBYTE*,BBINT*)!
-BBINT __glewGetPerfQueryInfoINTEL(BBINT,BBINT,BBBYTE*,BBINT*,BBINT*,BBINT*,BBINT*)!
-BBINT __glewTexScissorFuncINTEL(BBINT,BBINT,BBINT)!
-BBINT __glewTexScissorINTEL(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewBlendBarrierKHR()!
-BBINT __glewDebugMessageControl(BBINT,BBINT,BBINT,BBINT,BBINT*,BBBYTE)!
-BBINT __glewDebugMessageInsert(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetDebugMessageLog(BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewGetObjectLabel(BBINT,BBINT,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewGetObjectPtrLabel(BBBYTE*,BBINT,BBINT*,BBBYTE*)!
-BBINT __glewObjectLabel(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewObjectPtrLabel(BBBYTE*,BBINT,BBBYTE*)!
-BBINT __glewPopDebugGroup()!
-BBINT __glewPushDebugGroup(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetnUniformfv(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetnUniformiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetnUniformuiv(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewReadnPixels(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewBufferRegionEnabled()!
-BBINT __glewDeleteBufferRegion(BBINT)!
-BBINT __glewDrawBufferRegion(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewNewBufferRegion(BBINT)!
-BBINT __glewReadBufferRegion(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewResizeBuffersMESA()!
-BBINT __glewWindowPos2dMESA(BBDOUBLE,BBDOUBLE)!
-BBINT __glewWindowPos2dvMESA(BBDOUBLE*)!
-BBINT __glewWindowPos2fMESA(BBFLOAT,BBFLOAT)!
-BBINT __glewWindowPos2fvMESA(BBFLOAT*)!
-BBINT __glewWindowPos2iMESA(BBINT,BBINT)!
-BBINT __glewWindowPos2ivMESA(BBINT*)!
-BBINT __glewWindowPos2sMESA(BBSHORT,BBSHORT)!
-BBINT __glewWindowPos2svMESA(BBSHORT*)!
-BBINT __glewWindowPos3dMESA(BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewWindowPos3dvMESA(BBDOUBLE*)!
-BBINT __glewWindowPos3fMESA(BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewWindowPos3fvMESA(BBFLOAT*)!
-BBINT __glewWindowPos3iMESA(BBINT,BBINT,BBINT)!
-BBINT __glewWindowPos3ivMESA(BBINT*)!
-BBINT __glewWindowPos3sMESA(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewWindowPos3svMESA(BBSHORT*)!
-BBINT __glewWindowPos4dMESA(BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewWindowPos4dvMESA(BBDOUBLE*)!
-BBINT __glewWindowPos4fMESA(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewWindowPos4fvMESA(BBFLOAT*)!
-BBINT __glewWindowPos4iMESA(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewWindowPos4ivMESA(BBINT*)!
-BBINT __glewWindowPos4sMESA(BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewWindowPos4svMESA(BBSHORT*)!
-BBINT __glewBeginConditionalRenderNVX(BBINT)!
-BBINT __glewEndConditionalRenderNVX()!
-BBINT __glewMultiDrawArraysIndirectBindlessNV(BBINT,BBBYTE*,BBINT,BBINT,BBINT)!
-BBINT __glewMultiDrawElementsIndirectBindlessNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT)!
-BBINT __glewMultiDrawArraysIndirectBindlessCountNV(BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewMultiDrawElementsIndirectBindlessCountNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBINT)!
-BBLONG __glewGetImageHandleNV(BBINT,BBINT,BBBYTE,BBINT,BBINT)!
-BBLONG __glewGetTextureHandleNV(BBINT)!
-BBLONG __glewGetTextureSamplerHandleNV(BBINT,BBINT)!
-BBBYTE __glewIsImageHandleResidentNV(BBLONG)!
-BBBYTE __glewIsTextureHandleResidentNV(BBLONG)!
-BBINT __glewMakeImageHandleNonResidentNV(BBLONG)!
-BBINT __glewMakeImageHandleResidentNV(BBLONG,BBINT)!
-BBINT __glewMakeTextureHandleNonResidentNV(BBLONG)!
-BBINT __glewMakeTextureHandleResidentNV(BBLONG)!
-BBINT __glewProgramUniformHandleui64NV(BBINT,BBINT,BBLONG)!
-BBINT __glewProgramUniformHandleui64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewUniformHandleui64NV(BBINT,BBLONG)!
-BBINT __glewUniformHandleui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewBlendBarrierNV()!
-BBINT __glewBlendParameteriNV(BBINT,BBINT)!
-BBINT __glewBeginConditionalRenderNV(BBINT,BBINT)!
-BBINT __glewEndConditionalRenderNV()!
-BBINT __glewCopyImageSubDataNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewClearDepthdNV(BBDOUBLE)!
-BBINT __glewDepthBoundsdNV(BBDOUBLE,BBDOUBLE)!
-BBINT __glewDepthRangedNV(BBDOUBLE,BBDOUBLE)!
-BBINT __glewDrawTextureNV(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewEvalMapsNV(BBINT,BBINT)!
-BBINT __glewGetMapAttribParameterfvNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMapAttribParameterivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetMapControlPointsNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE,BBBYTE*)!
-BBINT __glewGetMapParameterfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetMapParameterivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewMapControlPointsNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE,BBBYTE*)!
-BBINT __glewMapParameterfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewMapParameterivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewGetMultisamplefvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewSampleMaskIndexedNV(BBINT,BBINT)!
-BBINT __glewTexRenderbufferNV(BBINT,BBINT)!
-BBINT __glewDeleteFencesNV(BBINT,BBINT*)!
-BBINT __glewFinishFenceNV(BBINT)!
-BBINT __glewGenFencesNV(BBINT,BBINT*)!
-BBINT __glewGetFenceivNV(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsFenceNV(BBINT)!
-BBINT __glewSetFenceNV(BBINT,BBINT)!
-BBBYTE __glewTestFenceNV(BBINT)!
-BBINT __glewGetProgramNamedParameterdvNV(BBINT,BBINT,BBBYTE*,BBDOUBLE*)!
-BBINT __glewGetProgramNamedParameterfvNV(BBINT,BBINT,BBBYTE*,BBFLOAT*)!
-BBINT __glewProgramNamedParameter4dNV(BBINT,BBINT,BBBYTE*,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewProgramNamedParameter4dvNV(BBINT,BBINT,BBBYTE*,BBDOUBLE*)!
-BBINT __glewProgramNamedParameter4fNV(BBINT,BBINT,BBBYTE*,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramNamedParameter4fvNV(BBINT,BBINT,BBBYTE*,BBFLOAT*)!
-BBINT __glewRenderbufferStorageMultisampleCoverageNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramVertexLimitNV(BBINT,BBINT)!
-BBINT __glewProgramEnvParameterI4iNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramEnvParameterI4ivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewProgramEnvParameterI4uiNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramEnvParameterI4uivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewProgramEnvParametersI4ivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramEnvParametersI4uivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramLocalParameterI4iNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramLocalParameterI4ivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewProgramLocalParameterI4uiNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewProgramLocalParameterI4uivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewProgramLocalParametersI4ivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramLocalParametersI4uivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetUniformi64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetUniformui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform1i64NV(BBINT,BBINT,BBLONG)!
-BBINT __glewProgramUniform1i64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform1ui64NV(BBINT,BBINT,BBLONG)!
-BBINT __glewProgramUniform1ui64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform2i64NV(BBINT,BBINT,BBLONG,BBLONG)!
-BBINT __glewProgramUniform2i64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform2ui64NV(BBINT,BBINT,BBLONG,BBLONG)!
-BBINT __glewProgramUniform2ui64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform3i64NV(BBINT,BBINT,BBLONG,BBLONG,BBLONG)!
-BBINT __glewProgramUniform3i64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform3ui64NV(BBINT,BBINT,BBLONG,BBLONG,BBLONG)!
-BBINT __glewProgramUniform3ui64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform4i64NV(BBINT,BBINT,BBLONG,BBLONG,BBLONG,BBLONG)!
-BBINT __glewProgramUniform4i64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewProgramUniform4ui64NV(BBINT,BBINT,BBLONG,BBLONG,BBLONG,BBLONG)!
-BBINT __glewProgramUniform4ui64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform1i64NV(BBINT,BBLONG)!
-BBINT __glewUniform1i64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform1ui64NV(BBINT,BBLONG)!
-BBINT __glewUniform1ui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform2i64NV(BBINT,BBLONG,BBLONG)!
-BBINT __glewUniform2i64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform2ui64NV(BBINT,BBLONG,BBLONG)!
-BBINT __glewUniform2ui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform3i64NV(BBINT,BBLONG,BBLONG,BBLONG)!
-BBINT __glewUniform3i64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform3ui64NV(BBINT,BBLONG,BBLONG,BBLONG)!
-BBINT __glewUniform3ui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform4i64NV(BBINT,BBLONG,BBLONG,BBLONG,BBLONG)!
-BBINT __glewUniform4i64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewUniform4ui64NV(BBINT,BBLONG,BBLONG,BBLONG,BBLONG)!
-BBINT __glewUniform4ui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewColor3hNV(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewColor3hvNV(BBSHORT*)!
-BBINT __glewColor4hNV(BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewColor4hvNV(BBSHORT*)!
-BBINT __glewFogCoordhNV(BBSHORT)!
-BBINT __glewFogCoordhvNV(BBSHORT*)!
-BBINT __glewMultiTexCoord1hNV(BBINT,BBSHORT)!
-BBINT __glewMultiTexCoord1hvNV(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord2hNV(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord2hvNV(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord3hNV(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord3hvNV(BBINT,BBSHORT*)!
-BBINT __glewMultiTexCoord4hNV(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewMultiTexCoord4hvNV(BBINT,BBSHORT*)!
-BBINT __glewNormal3hNV(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewNormal3hvNV(BBSHORT*)!
-BBINT __glewSecondaryColor3hNV(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewSecondaryColor3hvNV(BBSHORT*)!
-BBINT __glewTexCoord1hNV(BBSHORT)!
-BBINT __glewTexCoord1hvNV(BBSHORT*)!
-BBINT __glewTexCoord2hNV(BBSHORT,BBSHORT)!
-BBINT __glewTexCoord2hvNV(BBSHORT*)!
-BBINT __glewTexCoord3hNV(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewTexCoord3hvNV(BBSHORT*)!
-BBINT __glewTexCoord4hNV(BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewTexCoord4hvNV(BBSHORT*)!
-BBINT __glewVertex2hNV(BBSHORT,BBSHORT)!
-BBINT __glewVertex2hvNV(BBSHORT*)!
-BBINT __glewVertex3hNV(BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertex3hvNV(BBSHORT*)!
-BBINT __glewVertex4hNV(BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertex4hvNV(BBSHORT*)!
-BBINT __glewVertexAttrib1hNV(BBINT,BBSHORT)!
-BBINT __glewVertexAttrib1hvNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib2hNV(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib2hvNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib3hNV(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib3hvNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4hNV(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib4hvNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs1hvNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs2hvNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs3hvNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs4hvNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexWeighthNV(BBSHORT)!
-BBINT __glewVertexWeighthvNV(BBSHORT*)!
-BBINT __glewBeginOcclusionQueryNV(BBINT)!
-BBINT __glewDeleteOcclusionQueriesNV(BBINT,BBINT*)!
-BBINT __glewEndOcclusionQueryNV()!
-BBINT __glewGenOcclusionQueriesNV(BBINT,BBINT*)!
-BBINT __glewGetOcclusionQueryivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewGetOcclusionQueryuivNV(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsOcclusionQueryNV(BBINT)!
-BBINT __glewProgramBufferParametersIivNV(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramBufferParametersIuivNV(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewProgramBufferParametersfvNV(BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewCopyPathNV(BBINT,BBINT)!
-BBINT __glewCoverFillPathInstancedNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewCoverFillPathNV(BBINT,BBINT)!
-BBINT __glewCoverStrokePathInstancedNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewCoverStrokePathNV(BBINT,BBINT)!
-BBINT __glewDeletePathsNV(BBINT,BBINT)!
-BBINT __glewGenPathsNV(BBINT)!
-BBINT __glewGetPathColorGenfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetPathColorGenivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewGetPathCommandsNV(BBINT,BBBYTE*)!
-BBINT __glewGetPathCoordsNV(BBINT,BBFLOAT*)!
-BBINT __glewGetPathDashArrayNV(BBINT,BBFLOAT*)!
-BBFLOAT __glewGetPathLengthNV(BBINT,BBINT,BBINT)!
-BBINT __glewGetPathMetricRangeNV(BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetPathMetricsNV(BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetPathParameterfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetPathParameterivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewGetPathSpacingNV(BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBFLOAT,BBFLOAT,BBINT,BBFLOAT*)!
-BBINT __glewGetPathTexGenfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetPathTexGenivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewInterpolatePathsNV(BBINT,BBINT,BBINT,BBFLOAT)!
-BBBYTE __glewIsPathNV(BBINT)!
-BBBYTE __glewIsPointInFillPathNV(BBINT,BBINT,BBFLOAT,BBFLOAT)!
-BBBYTE __glewIsPointInStrokePathNV(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewPathColorGenNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewPathCommandsNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBBYTE*)!
-BBINT __glewPathCoordsNV(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewPathCoverDepthFuncNV(BBINT)!
-BBINT __glewPathDashArrayNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewPathFogGenNV(BBINT)!
-BBINT __glewPathGlyphRangeNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBINT,BBINT,BBFLOAT)!
-BBINT __glewPathGlyphsNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBFLOAT)!
-BBINT __glewPathParameterfNV(BBINT,BBINT,BBFLOAT)!
-BBINT __glewPathParameterfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewPathParameteriNV(BBINT,BBINT,BBINT)!
-BBINT __glewPathParameterivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewPathStencilDepthOffsetNV(BBFLOAT,BBFLOAT)!
-BBINT __glewPathStencilFuncNV(BBINT,BBINT,BBINT)!
-BBINT __glewPathStringNV(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewPathSubCommandsNV(BBINT,BBINT,BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBBYTE*)!
-BBINT __glewPathSubCoordsNV(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewPathTexGenNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBBYTE __glewPointAlongPathNV(BBINT,BBINT,BBINT,BBFLOAT,BBFLOAT*,BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewStencilFillPathInstancedNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewStencilFillPathNV(BBINT,BBINT,BBINT)!
-BBINT __glewStencilStrokePathInstancedNV(BBINT,BBINT,BBBYTE*,BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewStencilStrokePathNV(BBINT,BBINT,BBINT)!
-BBINT __glewTransformPathNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewWeightPathsNV(BBINT,BBINT,BBINT*,BBFLOAT*)!
-BBINT __glewFlushPixelDataRangeNV(BBINT)!
-BBINT __glewPixelDataRangeNV(BBINT,BBINT,BBBYTE*)!
-BBINT __glewPointParameteriNV(BBINT,BBINT)!
-BBINT __glewPointParameterivNV(BBINT,BBINT*)!
-BBINT __glewGetVideoi64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetVideoivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVideoui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetVideouivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewPresentFrameDualFillNV(BBINT,BBLONG,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewPresentFrameKeyedNV(BBINT,BBLONG,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewPrimitiveRestartIndexNV(BBINT)!
-BBINT __glewPrimitiveRestartNV()!
-BBINT __glewCombinerInputNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewCombinerOutputNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewCombinerParameterfNV(BBINT,BBFLOAT)!
-BBINT __glewCombinerParameterfvNV(BBINT,BBFLOAT*)!
-BBINT __glewCombinerParameteriNV(BBINT,BBINT)!
-BBINT __glewCombinerParameterivNV(BBINT,BBINT*)!
-BBINT __glewFinalCombinerInputNV(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetCombinerInputParameterfvNV(BBINT,BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetCombinerInputParameterivNV(BBINT,BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetCombinerOutputParameterfvNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetCombinerOutputParameterivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetFinalCombinerInputParameterfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetFinalCombinerInputParameterivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewCombinerStageParameterfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetCombinerStageParameterfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetBufferParameterui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetIntegerui64vNV(BBINT,BBLONG*)!
-BBINT __glewGetNamedBufferParameterui64vNV(BBINT,BBINT,BBLONG*)!
-BBBYTE __glewIsBufferResidentNV(BBINT)!
-BBBYTE __glewIsNamedBufferResidentNV(BBINT)!
-BBINT __glewMakeBufferNonResidentNV(BBINT)!
-BBINT __glewMakeBufferResidentNV(BBINT,BBINT)!
-BBINT __glewMakeNamedBufferNonResidentNV(BBINT)!
-BBINT __glewMakeNamedBufferResidentNV(BBINT,BBINT)!
-BBINT __glewProgramUniformui64NV(BBINT,BBINT,BBLONG)!
-BBINT __glewProgramUniformui64vNV(BBINT,BBINT,BBINT,BBLONG*)!
-BBINT __glewUniformui64NV(BBINT,BBLONG)!
-BBINT __glewUniformui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewTextureBarrierNV()!
-BBINT __glewTexImage2DMultisampleCoverageNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTexImage3DMultisampleCoverageNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureImage2DMultisampleCoverageNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureImage2DMultisampleNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureImage3DMultisampleCoverageNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewTextureImage3DMultisampleNV(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE)!
-BBINT __glewActiveVaryingNV(BBINT,BBBYTE*)!
-BBINT __glewBeginTransformFeedbackNV(BBINT)!
-BBINT __glewBindBufferBaseNV(BBINT,BBINT,BBINT)!
-BBINT __glewBindBufferOffsetNV(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBindBufferRangeNV(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewEndTransformFeedbackNV()!
-BBINT __glewGetActiveVaryingNV(BBINT,BBINT,BBINT,BBINT*,BBINT*,BBINT*,BBBYTE*)!
-BBINT __glewGetTransformFeedbackVaryingNV(BBINT,BBINT,BBINT*)!
-BBINT __glewGetVaryingLocationNV(BBINT,BBBYTE*)!
-BBINT __glewTransformFeedbackAttribsNV(BBINT,BBINT*,BBINT)!
-BBINT __glewTransformFeedbackVaryingsNV(BBINT,BBINT,BBINT*,BBINT)!
-BBINT __glewBindTransformFeedbackNV(BBINT,BBINT)!
-BBINT __glewDeleteTransformFeedbacksNV(BBINT,BBINT*)!
-BBINT __glewDrawTransformFeedbackNV(BBINT,BBINT)!
-BBINT __glewGenTransformFeedbacksNV(BBINT,BBINT*)!
-BBBYTE __glewIsTransformFeedbackNV(BBINT)!
-BBINT __glewPauseTransformFeedbackNV()!
-BBINT __glewResumeTransformFeedbackNV()!
-BBINT __glewVDPAUFiniNV()!
-BBINT __glewVDPAUInitNV(BBBYTE*,BBBYTE*)!
-BBINT __glewFlushVertexArrayRangeNV()!
-BBINT __glewVertexArrayRangeNV(BBINT,BBBYTE*)!
-BBINT __glewGetVertexAttribLi64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewGetVertexAttribLui64vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewVertexAttribL1i64NV(BBINT,BBLONG)!
-BBINT __glewVertexAttribL1i64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribL1ui64NV(BBINT,BBLONG)!
-BBINT __glewVertexAttribL1ui64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribL2i64NV(BBINT,BBLONG,BBLONG)!
-BBINT __glewVertexAttribL2i64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribL2ui64NV(BBINT,BBLONG,BBLONG)!
-BBINT __glewVertexAttribL2ui64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribL3i64NV(BBINT,BBLONG,BBLONG,BBLONG)!
-BBINT __glewVertexAttribL3i64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribL3ui64NV(BBINT,BBLONG,BBLONG,BBLONG)!
-BBINT __glewVertexAttribL3ui64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribL4i64NV(BBINT,BBLONG,BBLONG,BBLONG,BBLONG)!
-BBINT __glewVertexAttribL4i64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribL4ui64NV(BBINT,BBLONG,BBLONG,BBLONG,BBLONG)!
-BBINT __glewVertexAttribL4ui64vNV(BBINT,BBLONG*)!
-BBINT __glewVertexAttribLFormatNV(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBufferAddressRangeNV(BBINT,BBINT,BBLONG,BBINT)!
-BBINT __glewColorFormatNV(BBINT,BBINT,BBINT)!
-BBINT __glewEdgeFlagFormatNV(BBINT)!
-BBINT __glewFogCoordFormatNV(BBINT,BBINT)!
-BBINT __glewGetIntegerui64i_vNV(BBINT,BBINT,BBLONG*)!
-BBINT __glewIndexFormatNV(BBINT,BBINT)!
-BBINT __glewNormalFormatNV(BBINT,BBINT)!
-BBINT __glewSecondaryColorFormatNV(BBINT,BBINT,BBINT)!
-BBINT __glewTexCoordFormatNV(BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttribFormatNV(BBINT,BBINT,BBINT,BBBYTE,BBINT)!
-BBINT __glewVertexAttribIFormatNV(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexFormatNV(BBINT,BBINT,BBINT)!
-BBBYTE __glewAreProgramsResidentNV(BBINT,BBINT*,BBBYTE*)!
-BBINT __glewBindProgramNV(BBINT,BBINT)!
-BBINT __glewDeleteProgramsNV(BBINT,BBINT*)!
-BBINT __glewExecuteProgramNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGenProgramsNV(BBINT,BBINT*)!
-BBINT __glewGetProgramParameterdvNV(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetProgramParameterfvNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetProgramStringNV(BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetProgramivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewGetTrackMatrixivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetVertexAttribPointervNV(BBINT,BBINT,BBBYTE**)!
-BBINT __glewGetVertexAttribdvNV(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetVertexAttribfvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetVertexAttribivNV(BBINT,BBINT,BBINT*)!
-BBBYTE __glewIsProgramNV(BBINT)!
-BBINT __glewLoadProgramNV(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewProgramParameter4dNV(BBINT,BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewProgramParameter4dvNV(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramParameter4fNV(BBINT,BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewProgramParameter4fvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewProgramParameters4dvNV(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewProgramParameters4fvNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewRequestResidentProgramsNV(BBINT,BBINT*)!
-BBINT __glewTrackMatrixNV(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewVertexAttrib1dNV(BBINT,BBDOUBLE)!
-BBINT __glewVertexAttrib1dvNV(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib1fNV(BBINT,BBFLOAT)!
-BBINT __glewVertexAttrib1fvNV(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib1sNV(BBINT,BBSHORT)!
-BBINT __glewVertexAttrib1svNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib2dNV(BBINT,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib2dvNV(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib2fNV(BBINT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib2fvNV(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib2sNV(BBINT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib2svNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib3dNV(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib3dvNV(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib3fNV(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib3fvNV(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib3sNV(BBINT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib3svNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4dNV(BBINT,BBDOUBLE,BBDOUBLE,BBDOUBLE,BBDOUBLE)!
-BBINT __glewVertexAttrib4dvNV(BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttrib4fNV(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewVertexAttrib4fvNV(BBINT,BBFLOAT*)!
-BBINT __glewVertexAttrib4sNV(BBINT,BBSHORT,BBSHORT,BBSHORT,BBSHORT)!
-BBINT __glewVertexAttrib4svNV(BBINT,BBSHORT*)!
-BBINT __glewVertexAttrib4ubNV(BBINT,BBBYTE,BBBYTE,BBBYTE,BBBYTE)!
-BBINT __glewVertexAttrib4ubvNV(BBINT,BBBYTE*)!
-BBINT __glewVertexAttribPointerNV(BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewVertexAttribs1dvNV(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribs1fvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewVertexAttribs1svNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs2dvNV(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribs2fvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewVertexAttribs2svNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs3dvNV(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribs3fvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewVertexAttribs3svNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs4dvNV(BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewVertexAttribs4fvNV(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewVertexAttribs4svNV(BBINT,BBINT,BBSHORT*)!
-BBINT __glewVertexAttribs4ubvNV(BBINT,BBINT,BBBYTE*)!
-BBINT __glewBeginVideoCaptureNV(BBINT)!
-BBINT __glewBindVideoCaptureStreamBufferNV(BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewBindVideoCaptureStreamTextureNV(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewEndVideoCaptureNV(BBINT)!
-BBINT __glewGetVideoCaptureStreamdvNV(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewGetVideoCaptureStreamfvNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetVideoCaptureStreamivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewGetVideoCaptureivNV(BBINT,BBINT,BBINT*)!
-BBINT __glewVideoCaptureNV(BBINT,BBINT*,BBLONG*)!
-BBINT __glewVideoCaptureStreamParameterdvNV(BBINT,BBINT,BBINT,BBDOUBLE*)!
-BBINT __glewVideoCaptureStreamParameterfvNV(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewVideoCaptureStreamParameterivNV(BBINT,BBINT,BBINT,BBINT*)!
-BBINT __glewClearDepthfOES(BBDOUBLE)!
-BBINT __glewClipPlanefOES(BBINT,BBFLOAT*)!
-BBINT __glewDepthRangefOES(BBFLOAT,BBFLOAT)!
-BBINT __glewFrustumfOES(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewGetClipPlanefOES(BBINT,BBFLOAT*)!
-BBINT __glewOrthofOES(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewFrustumf(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewOrthof(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewClipPlanef(BBINT,BBFLOAT*)!
-BBINT __glewGetClipPlanef(BBINT,BBFLOAT*)!
-BBINT __glewPointSizePointerOES(BBINT,BBINT,BBBYTE*)!
-BBBYTE* __glewErrorStringREGAL(BBINT)!
-BBBYTE __glewGetExtensionREGAL(BBBYTE*)!
-BBBYTE __glewIsSupportedREGAL(BBBYTE*)!
-BBBYTE* __glewGetProcAddressREGAL(BBBYTE*)!
-BBINT __glewDetailTexFuncSGIS(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetDetailTexFuncSGIS(BBINT,BBFLOAT*)!
-BBINT __glewFogFuncSGIS(BBINT,BBFLOAT*)!
-BBINT __glewGetFogFuncSGIS(BBFLOAT*)!
-BBINT __glewSampleMaskSGIS(BBFLOAT,BBBYTE)!
-BBINT __glewSamplePatternSGIS(BBINT)!
-BBINT __glewGetSharpenTexFuncSGIS(BBINT,BBFLOAT*)!
-BBINT __glewSharpenTexFuncSGIS(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewTexImage4DSGIS(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewTexSubImage4DSGIS(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewGetTexFilterFuncSGIS(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewTexFilterFuncSGIS(BBINT,BBINT,BBINT,BBFLOAT*)!
-BBINT __glewAsyncMarkerSGIX(BBINT)!
-BBINT __glewDeleteAsyncMarkersSGIX(BBINT,BBINT)!
-BBINT __glewFinishAsyncSGIX(BBINT*)!
-BBINT __glewGenAsyncMarkersSGIX(BBINT)!
-BBBYTE __glewIsAsyncMarkerSGIX(BBINT)!
-BBINT __glewPollAsyncSGIX(BBINT*)!
-BBINT __glewFlushRasterSGIX()!
-BBINT __glewTextureFogSGIX(BBINT)!
-BBINT __glewFragmentColorMaterialSGIX(BBINT,BBINT)!
-BBINT __glewFragmentLightModelfSGIX(BBINT,BBFLOAT)!
-BBINT __glewFragmentLightModelfvSGIX(BBINT,BBFLOAT*)!
-BBINT __glewFragmentLightModeliSGIX(BBINT,BBINT)!
-BBINT __glewFragmentLightModelivSGIX(BBINT,BBINT*)!
-BBINT __glewFragmentLightfSGIX(BBINT,BBINT,BBFLOAT)!
-BBINT __glewFragmentLightfvSGIX(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewFragmentLightiSGIX(BBINT,BBINT,BBINT)!
-BBINT __glewFragmentLightivSGIX(BBINT,BBINT,BBINT*)!
-BBINT __glewFragmentMaterialfSGIX(BBINT,BBINT,BBFLOAT)!
-BBINT __glewFragmentMaterialfvSGIX(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewFragmentMaterialiSGIX(BBINT,BBINT,BBINT)!
-BBINT __glewFragmentMaterialivSGIX(BBINT,BBINT,BBINT*)!
-BBINT __glewGetFragmentLightfvSGIX(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetFragmentLightivSGIX(BBINT,BBINT,BBINT*)!
-BBINT __glewGetFragmentMaterialfvSGIX(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetFragmentMaterialivSGIX(BBINT,BBINT,BBINT*)!
-BBINT __glewFrameZoomSGIX(BBINT)!
-BBINT __glewPixelTexGenSGIX(BBINT)!
-BBINT __glewReferencePlaneSGIX(BBDOUBLE*)!
-BBINT __glewSpriteParameterfSGIX(BBINT,BBFLOAT)!
-BBINT __glewSpriteParameterfvSGIX(BBINT,BBFLOAT*)!
-BBINT __glewSpriteParameteriSGIX(BBINT,BBINT)!
-BBINT __glewSpriteParameterivSGIX(BBINT,BBINT*)!
-BBINT __glewTagSampleBufferSGIX()!
-BBINT __glewColorTableParameterfvSGI(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewColorTableParameterivSGI(BBINT,BBINT,BBINT*)!
-BBINT __glewColorTableSGI(BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewCopyColorTableSGI(BBINT,BBINT,BBINT,BBINT,BBINT)!
-BBINT __glewGetColorTableParameterfvSGI(BBINT,BBINT,BBFLOAT*)!
-BBINT __glewGetColorTableParameterivSGI(BBINT,BBINT,BBINT*)!
-BBINT __glewGetColorTableSGI(BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewFinishTextureSUNX()!
-BBINT __glewGlobalAlphaFactorbSUN(BBBYTE)!
-BBINT __glewGlobalAlphaFactordSUN(BBDOUBLE)!
-BBINT __glewGlobalAlphaFactorfSUN(BBFLOAT)!
-BBINT __glewGlobalAlphaFactoriSUN(BBINT)!
-BBINT __glewGlobalAlphaFactorsSUN(BBSHORT)!
-BBINT __glewGlobalAlphaFactorubSUN(BBBYTE)!
-BBINT __glewGlobalAlphaFactoruiSUN(BBINT)!
-BBINT __glewGlobalAlphaFactorusSUN(BBSHORT)!
-BBINT __glewReadVideoPixelsSUN(BBINT,BBINT,BBINT,BBINT,BBINT,BBINT,BBBYTE*)!
-BBINT __glewReplacementCodePointerSUN(BBINT,BBINT,BBBYTE*)!
-BBINT __glewReplacementCodeubSUN(BBBYTE)!
-BBINT __glewReplacementCodeubvSUN(BBBYTE*)!
-BBINT __glewReplacementCodeuiSUN(BBINT)!
-BBINT __glewReplacementCodeuivSUN(BBINT*)!
-BBINT __glewReplacementCodeusSUN(BBSHORT)!
-BBINT __glewReplacementCodeusvSUN(BBSHORT*)!
-BBINT __glewColor3fVertex3fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewColor3fVertex3fvSUN(BBFLOAT*,BBFLOAT*)!
-BBINT __glewColor4fNormal3fVertex3fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewColor4fNormal3fVertex3fvSUN(BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewColor4ubVertex2fSUN(BBBYTE,BBBYTE,BBBYTE,BBBYTE,BBFLOAT,BBFLOAT)!
-BBINT __glewColor4ubVertex2fvSUN(BBBYTE*,BBFLOAT*)!
-BBINT __glewColor4ubVertex3fSUN(BBBYTE,BBBYTE,BBBYTE,BBBYTE,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewColor4ubVertex3fvSUN(BBBYTE*,BBFLOAT*)!
-BBINT __glewNormal3fVertex3fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewNormal3fVertex3fvSUN(BBFLOAT*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiColor3fVertex3fSUN(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiColor3fVertex3fvSUN(BBINT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiColor4fNormal3fVertex3fSUN(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiColor4fNormal3fVertex3fvSUN(BBINT*,BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiColor4ubVertex3fSUN(BBINT,BBBYTE,BBBYTE,BBBYTE,BBBYTE,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiColor4ubVertex3fvSUN(BBINT*,BBBYTE*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiNormal3fVertex3fSUN(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiNormal3fVertex3fvSUN(BBINT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN(BBINT*,BBFLOAT*,BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiTexCoord2fNormal3fVertex3fSUN(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN(BBINT*,BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiTexCoord2fVertex3fSUN(BBINT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiTexCoord2fVertex3fvSUN(BBINT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewReplacementCodeuiVertex3fSUN(BBINT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewReplacementCodeuiVertex3fvSUN(BBINT*,BBFLOAT*)!
-BBINT __glewTexCoord2fColor3fVertex3fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewTexCoord2fColor3fVertex3fvSUN(BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewTexCoord2fColor4fNormal3fVertex3fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewTexCoord2fColor4fNormal3fVertex3fvSUN(BBFLOAT*,BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewTexCoord2fColor4ubVertex3fSUN(BBFLOAT,BBFLOAT,BBBYTE,BBBYTE,BBBYTE,BBBYTE,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewTexCoord2fColor4ubVertex3fvSUN(BBFLOAT*,BBBYTE*,BBFLOAT*)!
-BBINT __glewTexCoord2fNormal3fVertex3fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewTexCoord2fNormal3fVertex3fvSUN(BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewTexCoord2fVertex3fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewTexCoord2fVertex3fvSUN(BBFLOAT*,BBFLOAT*)!
-BBINT __glewTexCoord4fColor4fNormal3fVertex4fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewTexCoord4fColor4fNormal3fVertex4fvSUN(BBFLOAT*,BBFLOAT*,BBFLOAT*,BBFLOAT*)!
-BBINT __glewTexCoord4fVertex4fSUN(BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT,BBFLOAT)!
-BBINT __glewTexCoord4fVertex4fvSUN(BBFLOAT*,BBFLOAT*)!
-BBINT __glewAddSwapHintRectWIN(BBINT,BBINT,BBINT,BBINT)!
-GLenum glewInit()!

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