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@@ -334,6 +334,22 @@ HL_PRIM void HL_NAME(gl_compressed_tex_image3d)( int target, int level, int inte
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glCompressedTexImage3D(target,level,internalFormat,width,height,depth,border,imageSize,image);
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}
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+HL_PRIM void HL_NAME(gl_tex_sub_image2d)(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, vbyte *image) {
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+ glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, image);
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+}
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+
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+HL_PRIM void HL_NAME(gl_tex_sub_image3d)(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, vbyte *image) {
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+ glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, image);
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+}
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+
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+HL_PRIM void HL_NAME(gl_compressed_tex_sub_image2d)(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, vbyte *image) {
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+ glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, image);
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+}
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+
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+HL_PRIM void HL_NAME(gl_compressed_tex_sub_image3d)(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, vbyte *image) {
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+ glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, image);
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+}
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+
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HL_PRIM void HL_NAME(gl_generate_mipmap)( int t ) {
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glGenerateMipmap(t);
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}
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@@ -672,6 +688,10 @@ DEFINE_PRIM(_VOID,gl_tex_image3d,_I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _B
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DEFINE_PRIM(_VOID,gl_tex_image2d_multisample,_I32 _I32 _I32 _I32 _I32 _BOOL);
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DEFINE_PRIM(_VOID,gl_compressed_tex_image2d,_I32 _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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DEFINE_PRIM(_VOID,gl_compressed_tex_image3d,_I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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+DEFINE_PRIM(_VOID,gl_tex_sub_image2d, _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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+DEFINE_PRIM(_VOID,gl_tex_sub_image3d, _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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+DEFINE_PRIM(_VOID,gl_compressed_tex_sub_image2d, _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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+DEFINE_PRIM(_VOID,gl_compressed_tex_sub_image3d, _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _BYTES);
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DEFINE_PRIM(_VOID,gl_generate_mipmap,_I32);
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DEFINE_PRIM(_VOID,gl_delete_texture,_NULL(_I32));
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DEFINE_PRIM(_VOID,gl_blit_framebuffer,_I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32 _I32);
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