void __glXDisp_MultiTexCoord1fvARB(GLbyte *pc) { glMultiTexCoord1fvARB( *(GLenum *)(pc + 0), (GLfloat *)(pc + 4) ); }
void __stdcall glMultiTexCoord1fv(GLenum target, const GLfloat *v ) { if (!ARB_multitexture) return; glMultiTexCoord1fvARB(target, v); }