void __glXDisp_MultiTexCoord1svARB(GLbyte *pc) { glMultiTexCoord1svARB( *(GLenum *)(pc + 0), (GLshort *)(pc + 4) ); }
void __stdcall glMultiTexCoord1sv(GLenum target, const GLshort *v ) { if (!ARB_multitexture) return; glMultiTexCoord1svARB(target, v); }