void __glXDisp_MultiTexCoord1ivARB(GLbyte *pc) { glMultiTexCoord1ivARB( *(GLenum *)(pc + 0), (GLint *)(pc + 4) ); }
void __stdcall glMultiTexCoord1iv(GLenum target, const GLint *v ) { if (!ARB_multitexture) return; glMultiTexCoord1ivARB(target, v); }