void __glXDisp_MultiTexCoord3ivARB(GLbyte *pc) { glMultiTexCoord3ivARB( *(GLenum *)(pc + 0), (GLint *)(pc + 4) ); }
void __stdcall glMultiTexCoord3iv(GLenum target, const GLint *v ) { if (!ARB_multitexture) return; glMultiTexCoord3ivARB(target, v); }