/* * 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); }