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authorSven Gothel <[email protected]>2008-06-21 02:33:51 +0000
committerSven Gothel <[email protected]>2008-06-21 02:33:51 +0000
commit006acbb9463af33a8b45aa0b3a298604eba72d82 (patch)
tree2c71662575a2c098b22c4b19b471bb5c732041c5 /make/gl-ignore-gl2_es2-enums.cfg
parentcbc45e816f4ee81031bffce19a99550681462a24 (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.cfg358
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