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Improved Win32 support.

woollybah преди 11 години
родител
ревизия
72a54c1849
променени са 3 файла, в които са добавени 2254 реда и са изтрити 1 реда
  1. 5 0
      glew.mod/GL/glew.h
  2. 5 1
      glew.mod/glew.bmx
  3. 2244 0
      glew.mod/glew.win32.x

+ 5 - 0
glew.mod/GL/glew.h

@@ -81,6 +81,11 @@
 #define __glew_h__
 #define __GLEW_H__
 
+/* BaH : ensure it's always static */
+#ifndef GLEW_STATIC
+#define GLEW_STATIC
+#endif
+
 #if defined(__gl_h_) || defined(__GL_H__) || defined(__X_GL_H)
 #error gl.h included before glew.h
 #endif

+ 5 - 1
glew.mod/glew.bmx

@@ -25,9 +25,13 @@ ModuleInfo "History: Updated To glew 1.3.4"
 ModuleInfo "History: 1.03 Release"
 ModuleInfo "History: Updated To GL2.0 compatible version 1.3.3"
 
+?win32
+Import "GL/glew.h"
+?Not win32
 Import Pub.OpenGL
+?
 
-Import "glew_static.c"
+Import "glew.c"
 
 Extern "Os"
 rem

+ 2244 - 0
glew.mod/glew.win32.x

@@ -0,0 +1,2244 @@
+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()!