/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.lwjgl.opengl;
import org.lwjgl.util.generator.*;
import org.lwjgl.util.generator.opengl.GLenum;
public interface ARB_multitexture {
int GL_TEXTURE0_ARB = 0x84C0;
int GL_TEXTURE1_ARB = 0x84C1;
int GL_TEXTURE2_ARB = 0x84C2;
int GL_TEXTURE3_ARB = 0x84C3;
int GL_TEXTURE4_ARB = 0x84C4;
int GL_TEXTURE5_ARB = 0x84C5;
int GL_TEXTURE6_ARB = 0x84C6;
int GL_TEXTURE7_ARB = 0x84C7;
int GL_TEXTURE8_ARB = 0x84C8;
int GL_TEXTURE9_ARB = 0x84C9;
int GL_TEXTURE10_ARB = 0x84CA;
int GL_TEXTURE11_ARB = 0x84CB;
int GL_TEXTURE12_ARB = 0x84CC;
int GL_TEXTURE13_ARB = 0x84CD;
int GL_TEXTURE14_ARB = 0x84CE;
int GL_TEXTURE15_ARB = 0x84CF;
int GL_TEXTURE16_ARB = 0x84D0;
int GL_TEXTURE17_ARB = 0x84D1;
int GL_TEXTURE18_ARB = 0x84D2;
int GL_TEXTURE19_ARB = 0x84D3;
int GL_TEXTURE20_ARB = 0x84D4;
int GL_TEXTURE21_ARB = 0x84D5;
int GL_TEXTURE22_ARB = 0x84D6;
int GL_TEXTURE23_ARB = 0x84D7;
int GL_TEXTURE24_ARB = 0x84D8;
int GL_TEXTURE25_ARB = 0x84D9;
int GL_TEXTURE26_ARB = 0x84DA;
int GL_TEXTURE27_ARB = 0x84DB;
int GL_TEXTURE28_ARB = 0x84DC;
int GL_TEXTURE29_ARB = 0x84DD;
int GL_TEXTURE30_ARB = 0x84DE;
int GL_TEXTURE31_ARB = 0x84DF;
int GL_ACTIVE_TEXTURE_ARB = 0x84E0;
int GL_CLIENT_ACTIVE_TEXTURE_ARB = 0x84E1;
int GL_MAX_TEXTURE_UNITS_ARB = 0x84E2;
void glClientActiveTextureARB(@GLenum int texture);
void glActiveTextureARB(@GLenum int texture);
@NoErrorCheck
void glMultiTexCoord1fARB(@GLenum int target, float s);
@NoErrorCheck
void glMultiTexCoord1dARB(@GLenum int target, double s);
@NoErrorCheck
void glMultiTexCoord1iARB(@GLenum int target, int s);
@NoErrorCheck
void glMultiTexCoord1sARB(@GLenum int target, short s);
@NoErrorCheck
void glMultiTexCoord2fARB(@GLenum int target, float s, float t);
@NoErrorCheck
void glMultiTexCoord2dARB(@GLenum int target, double s, double t);
@NoErrorCheck
void glMultiTexCoord2iARB(@GLenum int target, int s, int t);
@NoErrorCheck
void glMultiTexCoord2sARB(@GLenum int target, short s, short t);
@NoErrorCheck
void glMultiTexCoord3fARB(@GLenum int target, float s, float t, float r);
@NoErrorCheck
void glMultiTexCoord3dARB(@GLenum int target, double s, double t, double r);
@NoErrorCheck
void glMultiTexCoord3iARB(@GLenum int target, int s, int t, int r);
@NoErrorCheck
void glMultiTexCoord3sARB(@GLenum int target, short s, short t, short r);
@NoErrorCheck
void glMultiTexCoord4fARB(@GLenum int target, float s, float t, float r, float q);
@NoErrorCheck
void glMultiTexCoord4dARB(@GLenum int target, double s, double t, double r, double q);
@NoErrorCheck
void glMultiTexCoord4iARB(@GLenum int target, int s, int t, int r, int q);
@NoErrorCheck
void glMultiTexCoord4sARB(@GLenum int target, short s, short t, short r, short q);
}