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gldefs.c
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#include <windows.h>
/* We want to define the symbols, not declare them */
#define _GL_NO_EXTERN
#include "gldefs.h"
void gl_init_procs(void)
{
glBindBuffer = (void *)wglGetProcAddress("glBindBuffer");
glGenBuffers = (void *)wglGetProcAddress("glGenBuffers");
glBufferData = (void *)wglGetProcAddress("glBufferData");
glGenVertexArrays = (void *)wglGetProcAddress("glGenVertexArrays");
glBindVertexArray = (void *)wglGetProcAddress("glBindVertexArray");
glVertexAttribPointer = (void *)wglGetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (void *)wglGetProcAddress("glEnableVertexAttribArray");
glCreateShader = (void *)wglGetProcAddress("glCreateShader");
glShaderSource = (void *)wglGetProcAddress("glShaderSource");
glCompileShader = (void *)wglGetProcAddress("glCompileShader");
glCreateProgram = (void *)wglGetProcAddress("glCreateProgram");
glUseProgram = (void *)wglGetProcAddress("glUseProgram");
glLinkProgram = (void *)wglGetProcAddress("glLinkProgram");
glAttachShader = (void *)wglGetProcAddress("glAttachShader");
wglSwapIntervalEXT = (void *)wglGetProcAddress("wglSwapIntervalEXT");
glGetUniformLocation = (void *)wglGetProcAddress("glGetUniformLocation");
glUniform1ui = (void *)wglGetProcAddress("glUniform1ui");
glUniform1i = (void *)wglGetProcAddress("glUniform1i");
glDeleteShader = (void *)wglGetProcAddress("glDeleteShader");
glDeleteProgram = (void *)wglGetProcAddress("glDeleteProgram");
glActiveTexture = (void *)wglGetProcAddress("glActiveTexture");
glGenerateMipmap = (void *)wglGetProcAddress("glGenerateMipmap");
glGetShaderInfoLog = (void *)wglGetProcAddress("glGetShaderInfoLog");
glGetShaderiv = (void *)wglGetProcAddress("glGetShaderiv");
glUniform1uiv = (void *)wglGetProcAddress("glUniform1uiv");
glUniform1iv = (void *)wglGetProcAddress("glUniform1uiv");
glTexBufferRange = (void *)wglGetProcAddress("glTexBufferRange");
glBufferSubData = (void *)wglGetProcAddress("glBufferSubData");
glBufferStorage = (void *)wglGetProcAddress("glBufferStorage");
}