void GL_APIENTRY glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { glGetInterfacePPAPI()->Uniform3f( glGetCurrentContextPPAPI(), location, x, y, z); }
void GL_APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures) { glGetInterfacePPAPI()->DeleteTextures( glGetCurrentContextPPAPI(), n, textures); }
void GL_APIENTRY glDepthFunc(GLenum func) { glGetInterfacePPAPI()->DepthFunc(glGetCurrentContextPPAPI(), func); }
void GL_APIENTRY glCullFace(GLenum mode) { glGetInterfacePPAPI()->CullFace(glGetCurrentContextPPAPI(), mode); }
void GL_APIENTRY glDeleteRenderbuffers( GLsizei n, const GLuint* renderbuffers) { glGetInterfacePPAPI()->DeleteRenderbuffers( glGetCurrentContextPPAPI(), n, renderbuffers); }
void GL_APIENTRY glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { glGetInterfacePPAPI()->ColorMask( glGetCurrentContextPPAPI(), red, green, blue, alpha); }
GLuint GL_APIENTRY glCreateProgram() { return glGetInterfacePPAPI()->CreateProgram(glGetCurrentContextPPAPI()); }
void GL_APIENTRY glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) { glGetInterfacePPAPI()->VertexAttrib2f( glGetCurrentContextPPAPI(), indx, x, y); }
void GL_APIENTRY glVertexAttrib4f( GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { glGetInterfacePPAPI()->VertexAttrib4f( glGetCurrentContextPPAPI(), indx, x, y, z, w); }
void GL_APIENTRY glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { glGetInterfacePPAPI()->UniformMatrix4fv( glGetCurrentContextPPAPI(), location, count, transpose, value); }
void GL_APIENTRY glBufferData( GLenum target, GLsizeiptr size, const void* data, GLenum usage) { glGetInterfacePPAPI()->BufferData( glGetCurrentContextPPAPI(), target, size, data, usage); }
void GL_APIENTRY glUniform4iv(GLint location, GLsizei count, const GLint* v) { glGetInterfacePPAPI()->Uniform4iv( glGetCurrentContextPPAPI(), location, count, v); }
void GL_APIENTRY glUniform4i( GLint location, GLint x, GLint y, GLint z, GLint w) { glGetInterfacePPAPI()->Uniform4i( glGetCurrentContextPPAPI(), location, x, y, z, w); }
void GL_APIENTRY glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { glGetInterfacePPAPI()->BlendFuncSeparate( glGetCurrentContextPPAPI(), srcRGB, dstRGB, srcAlpha, dstAlpha); }
void GL_APIENTRY glClearDepthf(GLclampf depth) { glGetInterfacePPAPI()->ClearDepthf(glGetCurrentContextPPAPI(), depth); }
void GL_APIENTRY glVertexAttrib4fv(GLuint indx, const GLfloat* values) { glGetInterfacePPAPI()->VertexAttrib4fv( glGetCurrentContextPPAPI(), indx, values); }
void GL_APIENTRY glClearStencil(GLint s) { glGetInterfacePPAPI()->ClearStencil(glGetCurrentContextPPAPI(), s); }
void GL_APIENTRY glVertexAttribPointer( GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr) { glGetInterfacePPAPI()->VertexAttribPointer( glGetCurrentContextPPAPI(), indx, size, type, normalized, stride, ptr); }
void GL_APIENTRY glActiveTexture(GLenum texture) { glGetInterfacePPAPI()->ActiveTexture(glGetCurrentContextPPAPI(), texture); }
void GL_APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { glGetInterfacePPAPI()->Viewport( glGetCurrentContextPPAPI(), x, y, width, height); }
GLuint GL_APIENTRY glCreateShader(GLenum type) { return glGetInterfacePPAPI()->CreateShader(glGetCurrentContextPPAPI(), type); }
void GL_APIENTRY glBufferSubData( GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { glGetInterfacePPAPI()->BufferSubData( glGetCurrentContextPPAPI(), target, offset, size, data); }
void GL_APIENTRY glDeleteProgram(GLuint program) { glGetInterfacePPAPI()->DeleteProgram(glGetCurrentContextPPAPI(), program); }
GLenum GL_APIENTRY glCheckFramebufferStatus(GLenum target) { return glGetInterfacePPAPI()->CheckFramebufferStatus( glGetCurrentContextPPAPI(), target); }
void GL_APIENTRY glDeleteShader(GLuint shader) { glGetInterfacePPAPI()->DeleteShader(glGetCurrentContextPPAPI(), shader); }
void GL_APIENTRY glClear(GLbitfield mask) { glGetInterfacePPAPI()->Clear(glGetCurrentContextPPAPI(), mask); }
void GL_APIENTRY glAttachShader(GLuint program, GLuint shader) { glGetInterfacePPAPI()->AttachShader( glGetCurrentContextPPAPI(), program, shader); }
void GL_APIENTRY glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { glGetInterfacePPAPI()->ClearColor( glGetCurrentContextPPAPI(), red, green, blue, alpha); }
void GL_APIENTRY glDepthMask(GLboolean flag) { glGetInterfacePPAPI()->DepthMask(glGetCurrentContextPPAPI(), flag); }
void GL_APIENTRY glUniform2i(GLint location, GLint x, GLint y) { glGetInterfacePPAPI()->Uniform2i(glGetCurrentContextPPAPI(), location, x, y); }