1 // todo - implement these as you see fit.
2 inline GLint glRenderMode(GLenum a0) { return GL_RENDER; }; // ymmv. should return previous mode
3 inline GLenum glGetError() { return GL_NO_ERROR; };
4 inline GLboolean glIsList(GLuint a0) { return GL_TRUE; };
5 inline GLuint glGenLists(GLsizei a0) { return (GLuint)a0; };
6 inline const GLubyte* glGetString(GLenum a0) { return (const GLubyte *)"egl-xyzzy"; };
7 inline GLboolean glIsEnabled(GLenum a0) { return GL_TRUE; };
8 inline GLboolean glAreTexturesResident(GLsizei a0,const GLuint * a1,GLboolean * a2) { return GL_TRUE; };
9 inline GLboolean glIsTexture(GLuint a0) { return GL_TRUE; };
10 inline void glGetBooleanv(GLenum a0,GLboolean * a1) { *a1 = GL_TRUE; };
11 inline void glGetDoublev(GLenum a0,GLdouble * a1) { *a1 = 0.0; };
12 inline void glGetFloatv(GLenum a0,GLfloat * a1) { *a1 = 0.0f; };
13 inline void glGetIntegerv(GLenum a0,GLint * a1) { *a1 = 0; };