diff options
author | Sven Gothel <[email protected]> | 2008-06-21 02:33:51 +0000 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2008-06-21 02:33:51 +0000 |
commit | 006acbb9463af33a8b45aa0b3a298604eba72d82 (patch) | |
tree | 2c71662575a2c098b22c4b19b471bb5c732041c5 /make/gl-ignore-gl2_es2-enums.cfg | |
parent | cbc45e816f4ee81031bffce19a99550681462a24 (diff) |
2nd big refactoring.
Goals are orthogonal components for:
- OS Windowing system
- NEWT, X11, Windows, MacOsX
- GL Windowing GLUE
- EGL, GLX, WGL, CGL
- GL profiles
- core and util packages
- generate all Java components from any platform
All above goals are achieved.
TODO:
- Native compilation fix and test
- Check/Fix Win32, MacOSX and the mobile devices
- ..
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JOGL_2_SANDBOX@1665 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'make/gl-ignore-gl2_es2-enums.cfg')
-rw-r--r-- | make/gl-ignore-gl2_es2-enums.cfg | 358 |
1 files changed, 358 insertions, 0 deletions
diff --git a/make/gl-ignore-gl2_es2-enums.cfg b/make/gl-ignore-gl2_es2-enums.cfg new file mode 100644 index 000000000..b576c8538 --- /dev/null +++ b/make/gl-ignore-gl2_es2-enums.cfg @@ -0,0 +1,358 @@ +Ignore ^GL_ES_VERSION_2_0 +Ignore ^GL_DEPTH_BUFFER_BIT +Ignore ^GL_STENCIL_BUFFER_BIT +Ignore ^GL_COLOR_BUFFER_BIT +Ignore ^GL_FALSE +Ignore ^GL_TRUE +Ignore ^GL_NONE +Ignore ^GL_POINTS +Ignore ^GL_LINES +Ignore ^GL_LINE_LOOP +Ignore ^GL_LINE_STRIP +Ignore ^GL_TRIANGLES +Ignore ^GL_TRIANGLE_STRIP +Ignore ^GL_TRIANGLE_FAN +Ignore ^GL_ZERO +Ignore ^GL_ONE +Ignore ^GL_SRC_COLOR +Ignore ^GL_ONE_MINUS_SRC_COLOR +Ignore ^GL_SRC_ALPHA +Ignore ^GL_ONE_MINUS_SRC_ALPHA +Ignore ^GL_DST_ALPHA +Ignore ^GL_ONE_MINUS_DST_ALPHA +Ignore ^GL_DST_COLOR +Ignore ^GL_ONE_MINUS_DST_COLOR +Ignore ^GL_SRC_ALPHA_SATURATE +Ignore ^GL_FUNC_ADD +Ignore ^GL_BLEND_EQUATION +Ignore ^GL_BLEND_EQUATION_RGB +Ignore ^GL_BLEND_EQUATION_ALPHA +Ignore ^GL_FUNC_SUBTRACT +Ignore ^GL_FUNC_REVERSE_SUBTRACT +Ignore ^GL_BLEND_DST_RGB +Ignore ^GL_BLEND_SRC_RGB +Ignore ^GL_BLEND_DST_ALPHA +Ignore ^GL_BLEND_SRC_ALPHA +Ignore ^GL_CONSTANT_COLOR +Ignore ^GL_ONE_MINUS_CONSTANT_COLOR +Ignore ^GL_CONSTANT_ALPHA +Ignore ^GL_ONE_MINUS_CONSTANT_ALPHA +Ignore ^GL_BLEND_COLOR +Ignore ^GL_ARRAY_BUFFER +Ignore ^GL_ELEMENT_ARRAY_BUFFER +Ignore ^GL_ARRAY_BUFFER_BINDING +Ignore ^GL_ELEMENT_ARRAY_BUFFER_BINDING +Ignore ^GL_STREAM_DRAW +Ignore ^GL_STATIC_DRAW +Ignore ^GL_DYNAMIC_DRAW +Ignore ^GL_BUFFER_SIZE +Ignore ^GL_BUFFER_USAGE +Ignore ^GL_CURRENT_VERTEX_ATTRIB +Ignore ^GL_FRONT +Ignore ^GL_BACK +Ignore ^GL_FRONT_AND_BACK +Ignore ^GL_TEXTURE_2D +Ignore ^GL_CULL_FACE +Ignore ^GL_BLEND +Ignore ^GL_DITHER +Ignore ^GL_STENCIL_TEST +Ignore ^GL_DEPTH_TEST +Ignore ^GL_SCISSOR_TEST +Ignore ^GL_POLYGON_OFFSET_FILL +Ignore ^GL_SAMPLE_ALPHA_TO_COVERAGE +Ignore ^GL_SAMPLE_COVERAGE +Ignore ^GL_NO_ERROR +Ignore ^GL_INVALID_ENUM +Ignore ^GL_INVALID_VALUE +Ignore ^GL_INVALID_OPERATION +Ignore ^GL_OUT_OF_MEMORY +Ignore ^GL_CW +Ignore ^GL_CCW +Ignore ^GL_LINE_WIDTH +Ignore ^GL_ALIASED_POINT_SIZE_RANGE +Ignore ^GL_ALIASED_LINE_WIDTH_RANGE +Ignore ^GL_CULL_FACE_MODE +Ignore ^GL_FRONT_FACE +Ignore ^GL_DEPTH_RANGE +Ignore ^GL_DEPTH_WRITEMASK +Ignore ^GL_DEPTH_CLEAR_VALUE +Ignore ^GL_DEPTH_FUNC +Ignore ^GL_STENCIL_CLEAR_VALUE +Ignore ^GL_STENCIL_FUNC +Ignore ^GL_STENCIL_FAIL +Ignore ^GL_STENCIL_PASS_DEPTH_FAIL +Ignore ^GL_STENCIL_PASS_DEPTH_PASS +Ignore ^GL_STENCIL_REF +Ignore ^GL_STENCIL_VALUE_MASK +Ignore ^GL_STENCIL_WRITEMASK +Ignore ^GL_STENCIL_BACK_FUNC +Ignore ^GL_STENCIL_BACK_FAIL +Ignore ^GL_STENCIL_BACK_PASS_DEPTH_FAIL +Ignore ^GL_STENCIL_BACK_PASS_DEPTH_PASS +Ignore ^GL_STENCIL_BACK_REF +Ignore ^GL_STENCIL_BACK_VALUE_MASK +Ignore ^GL_STENCIL_BACK_WRITEMASK +Ignore ^GL_VIEWPORT +Ignore ^GL_SCISSOR_BOX +Ignore ^GL_COLOR_CLEAR_VALUE +Ignore ^GL_COLOR_WRITEMASK +Ignore ^GL_UNPACK_ALIGNMENT +Ignore ^GL_PACK_ALIGNMENT +Ignore ^GL_MAX_TEXTURE_SIZE +Ignore ^GL_MAX_VIEWPORT_DIMS +Ignore ^GL_SUBPIXEL_BITS +Ignore ^GL_RED_BITS +Ignore ^GL_GREEN_BITS +Ignore ^GL_BLUE_BITS +Ignore ^GL_ALPHA_BITS +Ignore ^GL_DEPTH_BITS +Ignore ^GL_STENCIL_BITS +Ignore ^GL_POLYGON_OFFSET_UNITS +Ignore ^GL_POLYGON_OFFSET_FACTOR +Ignore ^GL_TEXTURE_BINDING_2D +Ignore ^GL_SAMPLE_BUFFERS +Ignore ^GL_SAMPLES +Ignore ^GL_SAMPLE_COVERAGE_VALUE +Ignore ^GL_SAMPLE_COVERAGE_INVERT +Ignore ^GL_NUM_COMPRESSED_TEXTURE_FORMATS +Ignore ^GL_COMPRESSED_TEXTURE_FORMATS +Ignore ^GL_DONT_CARE +Ignore ^GL_FASTEST +Ignore ^GL_NICEST +Ignore ^GL_GENERATE_MIPMAP_HINT +Ignore ^GL_FRAGMENT_SHADER_DERIVATIVE_HINT +Ignore ^GL_BYTE +Ignore ^GL_UNSIGNED_BYTE +Ignore ^GL_SHORT +Ignore ^GL_UNSIGNED_SHORT +Ignore ^GL_INT +Ignore ^GL_UNSIGNED_INT +Ignore ^GL_FLOAT +Ignore ^GL_FIXED +Ignore ^GL_DEPTH_COMPONENT +Ignore ^GL_ALPHA +Ignore ^GL_RGB +Ignore ^GL_RGBA +Ignore ^GL_LUMINANCE +Ignore ^GL_LUMINANCE_ALPHA +Ignore ^GL_UNSIGNED_SHORT_4_4_4_4 +Ignore ^GL_UNSIGNED_SHORT_5_5_5_1 +Ignore ^GL_UNSIGNED_SHORT_5_6_5 +Ignore ^GL_FRAGMENT_SHADER +Ignore ^GL_VERTEX_SHADER +Ignore ^GL_MAX_VERTEX_ATTRIBS +Ignore ^GL_MAX_VERTEX_UNIFORM_VECTORS +Ignore ^GL_MAX_VARYING_VECTORS +Ignore ^GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS +Ignore ^GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS +Ignore ^GL_MAX_TEXTURE_IMAGE_UNITS +Ignore ^GL_MAX_FRAGMENT_UNIFORM_VECTORS +Ignore ^GL_SHADER_TYPE +Ignore ^GL_DELETE_STATUS +Ignore ^GL_LINK_STATUS +Ignore ^GL_VALIDATE_STATUS +Ignore ^GL_ATTACHED_SHADERS +Ignore ^GL_ACTIVE_UNIFORMS +Ignore ^GL_ACTIVE_UNIFORM_MAX_LENGTH +Ignore ^GL_ACTIVE_ATTRIBUTES +Ignore ^GL_ACTIVE_ATTRIBUTE_MAX_LENGTH +Ignore ^GL_SHADING_LANGUAGE_VERSION +Ignore ^GL_CURRENT_PROGRAM +Ignore ^GL_NEVER +Ignore ^GL_LESS +Ignore ^GL_EQUAL +Ignore ^GL_LEQUAL +Ignore ^GL_GREATER +Ignore ^GL_NOTEQUAL +Ignore ^GL_GEQUAL +Ignore ^GL_ALWAYS +Ignore ^GL_KEEP +Ignore ^GL_REPLACE +Ignore ^GL_INCR +Ignore ^GL_DECR +Ignore ^GL_INVERT +Ignore ^GL_INCR_WRAP +Ignore ^GL_DECR_WRAP +Ignore ^GL_VENDOR +Ignore ^GL_RENDERER +Ignore ^GL_VERSION +Ignore ^GL_EXTENSIONS +Ignore ^GL_NEAREST +Ignore ^GL_LINEAR +Ignore ^GL_NEAREST_MIPMAP_NEAREST +Ignore ^GL_LINEAR_MIPMAP_NEAREST +Ignore ^GL_NEAREST_MIPMAP_LINEAR +Ignore ^GL_LINEAR_MIPMAP_LINEAR +Ignore ^GL_TEXTURE_MAG_FILTER +Ignore ^GL_TEXTURE_MIN_FILTER +Ignore ^GL_TEXTURE_WRAP_S +Ignore ^GL_TEXTURE_WRAP_T +Ignore ^GL_TEXTURE +Ignore ^GL_TEXTURE_CUBE_MAP +Ignore ^GL_TEXTURE_BINDING_CUBE_MAP +Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_X +Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_X +Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_Y +Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_Y +Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_Z +Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_Z +Ignore ^GL_MAX_CUBE_MAP_TEXTURE_SIZE +Ignore ^GL_TEXTURE0 +Ignore ^GL_TEXTURE1 +Ignore ^GL_TEXTURE2 +Ignore ^GL_TEXTURE3 +Ignore ^GL_TEXTURE4 +Ignore ^GL_TEXTURE5 +Ignore ^GL_TEXTURE6 +Ignore ^GL_TEXTURE7 +Ignore ^GL_TEXTURE8 +Ignore ^GL_TEXTURE9 +Ignore ^GL_TEXTURE10 +Ignore ^GL_TEXTURE11 +Ignore ^GL_TEXTURE12 +Ignore ^GL_TEXTURE13 +Ignore ^GL_TEXTURE14 +Ignore ^GL_TEXTURE15 +Ignore ^GL_TEXTURE16 +Ignore ^GL_TEXTURE17 +Ignore ^GL_TEXTURE18 +Ignore ^GL_TEXTURE19 +Ignore ^GL_TEXTURE20 +Ignore ^GL_TEXTURE21 +Ignore ^GL_TEXTURE22 +Ignore ^GL_TEXTURE23 +Ignore ^GL_TEXTURE24 +Ignore ^GL_TEXTURE25 +Ignore ^GL_TEXTURE26 +Ignore ^GL_TEXTURE27 +Ignore ^GL_TEXTURE28 +Ignore ^GL_TEXTURE29 +Ignore ^GL_TEXTURE30 +Ignore ^GL_TEXTURE31 +Ignore ^GL_ACTIVE_TEXTURE +Ignore ^GL_REPEAT +Ignore ^GL_CLAMP_TO_EDGE +Ignore ^GL_MIRRORED_REPEAT +Ignore ^GL_FLOAT_VEC2 +Ignore ^GL_FLOAT_VEC3 +Ignore ^GL_FLOAT_VEC4 +Ignore ^GL_INT_VEC2 +Ignore ^GL_INT_VEC3 +Ignore ^GL_INT_VEC4 +Ignore ^GL_BOOL +Ignore ^GL_BOOL_VEC2 +Ignore ^GL_BOOL_VEC3 +Ignore ^GL_BOOL_VEC4 +Ignore ^GL_FLOAT_MAT2 +Ignore ^GL_FLOAT_MAT3 +Ignore ^GL_FLOAT_MAT4 +Ignore ^GL_SAMPLER_2D +Ignore ^GL_SAMPLER_CUBE +Ignore ^GL_VERTEX_ATTRIB_ARRAY_ENABLED +Ignore ^GL_VERTEX_ATTRIB_ARRAY_SIZE +Ignore ^GL_VERTEX_ATTRIB_ARRAY_STRIDE +Ignore ^GL_VERTEX_ATTRIB_ARRAY_TYPE +Ignore ^GL_VERTEX_ATTRIB_ARRAY_NORMALIZED +Ignore ^GL_VERTEX_ATTRIB_ARRAY_POINTER +Ignore ^GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING +Ignore ^GL_IMPLEMENTATION_COLOR_READ_TYPE +Ignore ^GL_IMPLEMENTATION_COLOR_READ_FORMAT +Ignore ^GL_COMPILE_STATUS +Ignore ^GL_INFO_LOG_LENGTH +Ignore ^GL_SHADER_SOURCE_LENGTH +Ignore ^GL_SHADER_COMPILER +Ignore ^GL_PLATFORM_BINARY +Ignore ^GL_SHADER_BINARY_FORMATS +Ignore ^GL_NUM_SHADER_BINARY_FORMATS +Ignore ^GL_LOW_FLOAT +Ignore ^GL_MEDIUM_FLOAT +Ignore ^GL_HIGH_FLOAT +Ignore ^GL_LOW_INT +Ignore ^GL_MEDIUM_INT +Ignore ^GL_HIGH_INT +Ignore ^GL_FRAMEBUFFER +Ignore ^GL_RENDERBUFFER +Ignore ^GL_RGBA4 +Ignore ^GL_RGB5_A1 +Ignore ^GL_RGB565 +Ignore ^GL_DEPTH_COMPONENT16 +Ignore ^GL_STENCIL_INDEX +Ignore ^GL_STENCIL_INDEX8 +Ignore ^GL_RENDERBUFFER_WIDTH +Ignore ^GL_RENDERBUFFER_HEIGHT +Ignore ^GL_RENDERBUFFER_INTERNAL_FORMAT +Ignore ^GL_RENDERBUFFER_RED_SIZE +Ignore ^GL_RENDERBUFFER_GREEN_SIZE +Ignore ^GL_RENDERBUFFER_BLUE_SIZE +Ignore ^GL_RENDERBUFFER_ALPHA_SIZE +Ignore ^GL_RENDERBUFFER_DEPTH_SIZE +Ignore ^GL_RENDERBUFFER_STENCIL_SIZE +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE +Ignore ^GL_COLOR_ATTACHMENT0 +Ignore ^GL_DEPTH_ATTACHMENT +Ignore ^GL_STENCIL_ATTACHMENT +Ignore ^GL_FRAMEBUFFER_COMPLETE +Ignore ^GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT +Ignore ^GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT +Ignore ^GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS +Ignore ^GL_FRAMEBUFFER_INCOMPLETE_FORMATS +Ignore ^GL_FRAMEBUFFER_UNSUPPORTED +Ignore ^GL_FRAMEBUFFER_BINDING +Ignore ^GL_RENDERBUFFER_BINDING +Ignore ^GL_MAX_RENDERBUFFER_SIZE +Ignore ^GL_INVALID_FRAMEBUFFER_OPERATION +Ignore ^GL_NVIDIA_PLATFORM_BINARY_NV +Ignore ^GL_OES_EGL_image +Ignore ^GL_TEXTURE_2D_OES +Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_X_OES +Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_X_OES +Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_Y_OES +Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_OES +Ignore ^GL_TEXTURE_CUBE_MAP_POSITIVE_Z_OES +Ignore ^GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_OES +Ignore ^GL_RENDERBUFFER_OES +Ignore ^GL_TEXTURE_RECTANGLE_NV_OES +Ignore ^GL_OES_texture_half_float +Ignore ^GL_HALF_FLOAT_OES +Ignore ^GL_BUFFER_MAPPED_OES +Ignore ^GL_BUFFER_MAP_POINTER_OES +Ignore ^GL_RGB8_OES +Ignore ^GL_RGBA8_OES +Ignore ^GL_OES_mapbuffer +Ignore ^GL_OES_rgb8_rgba8 +Ignore ^GL_R11F_G11F_B10F_EXT +Ignore ^GL_UNSIGNED_INT_10F_11F_11F_REV_EXT +Ignore ^GL_RGBA_SIGNED_COMPONENTS_EXT +Ignore ^GL_TEXTURE_2D_ARRAY_EXT +Ignore ^GL_SAMPLER_2D_ARRAY_EXT +Ignore ^GL_TEXTURE_BINDING_2D_ARRAY_EXT +Ignore ^GL_MAX_ARRAY_TEXTURE_LAYERS_EXT +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT +Ignore ^GL_COMPRESSED_RGB_S3TC_DXT1_EXT +Ignore ^GL_COMPRESSED_RGBA_S3TC_DXT1_EXT +Ignore ^GL_COMPRESSED_RGBA_S3TC_DXT3_EXT +Ignore ^GL_COMPRESSED_RGBA_S3TC_DXT5_EXT +Ignore ^GL_TEXTURE_MAX_ANISOTROPY_EXT +Ignore ^GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT +Ignore ^GL_TEXTURE_MAX_LEVEL_NV +Ignore ^GL_COVERAGE_COMPONENT_NV +Ignore ^GL_COVERAGE_COMPONENT4_NV +Ignore ^GL_COVERAGE_ATTACHMENT_NV +Ignore ^GL_COVERAGE_BUFFER_BIT_NV +Ignore ^GL_COVERAGE_BUFFERS_NV +Ignore ^GL_COVERAGE_SAMPLES_NV +Ignore ^GL_COVERAGE_ALL_FRAGMENTS_NV +Ignore ^GL_COVERAGE_EDGE_FRAGMENTS_NV +Ignore ^GL_COVERAGE_AUTOMATIC_NV +Ignore ^GL_FRAMEBUFFER_ATTACHABLE_NV +Ignore ^GL_VERTEX_ATTRIB_ARRAY_NV +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_SIZE_NV +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_TYPE_NV +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_NORMALIZED_NV +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_OFFSET_NV +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_WIDTH_NV +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_STRIDE_NV +Ignore ^GL_FRAMEBUFFER_ATTACHMENT_VERTEX_ATTRIB_ARRAY_HEIGHT_NV |