void __glXDisp_SampleCoverageARB(GLbyte *pc) { glSampleCoverageARB( *(GLfloat *)(pc + 0), *(GLboolean *)(pc + 4) ); }
inline void VL_glSampleCoverage( GLclampf value, GLboolean invert) { if (glSampleCoverage) glSampleCoverage(value,invert); else if (glSampleCoverageARB) glSampleCoverageARB(value,invert); else VL_UNSUPPORTED_FUNC(); }