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PFNGLWINDOWPOS2DVPROC pglWindowPos2dv=_Lazy_glWindowPos2dv;
PFNGLWINDOWPOS2FPROC pglWindowPos2f=_Lazy_glWindowPos2f;
PFNGLWINDOWPOS2FVPROC pglWindowPos2fv=_Lazy_glWindowPos2fv;
PFNGLWINDOWPOS2IPROC pglWindowPos2i=_Lazy_glWindowPos2i;
PFNGLWINDOWPOS2IVPROC pglWindowPos2iv=_Lazy_glWindowPos2iv;
PFNGLWINDOWPOS2SPROC pglWindowPos2s=_Lazy_glWindowPos2s;
PFNGLWINDOWPOS2SVPROC pglWindowPos2sv=_Lazy_glWindowPos2sv;
PFNGLWINDOWPOS3DPROC pglWindowPos3d=_Lazy_glWindowPos3d;
PFNGLWINDOWPOS3DVPROC pglWindowPos3dv=_Lazy_glWindowPos3dv;
PFNGLWINDOWPOS3FPROC pglWindowPos3f=_Lazy_glWindowPos3f;
PFNGLWINDOWPOS3FVPROC pglWindowPos3fv=_Lazy_glWindowPos3fv;
PFNGLWINDOWPOS3IPROC pglWindowPos3i=_Lazy_glWindowPos3i;
PFNGLWINDOWPOS3IVPROC pglWindowPos3iv=_Lazy_glWindowPos3iv;
PFNGLWINDOWPOS3SPROC pglWindowPos3s=_Lazy_glWindowPos3s;
PFNGLWINDOWPOS3SVPROC pglWindowPos3sv=_Lazy_glWindowPos3sv;
#endif 

/* GL_VERSION_1_5 */

#ifdef __GLEE_GL_VERSION_1_5
void __stdcall _Lazy_glGenQueries(GLsizei n, GLuint * ids)                                {if (GLeeInit()) glGenQueries(n, ids);}
void __stdcall _Lazy_glDeleteQueries(GLsizei n, const GLuint * ids)                       {if (GLeeInit()) glDeleteQueries(n, ids);}
GLboolean __stdcall _Lazy_glIsQuery(GLuint id)                                            {if (GLeeInit()) return glIsQuery(id); return (GLboolean)0;}
void __stdcall _Lazy_glBeginQuery(GLenum target, GLuint id)                               {if (GLeeInit()) glBeginQuery(target, id);}
void __stdcall _Lazy_glEndQuery(GLenum target)                                            {if (GLeeInit()) glEndQuery(target);}
void __stdcall _Lazy_glGetQueryiv(GLenum target, GLenum pname, GLint * params)            {if (GLeeInit()) glGetQueryiv(target, pname, params);}
void __stdcall _Lazy_glGetQueryObjectiv(GLuint id, GLenum pname, GLint * params)          {if (GLeeInit()) glGetQueryObjectiv(id, pname, params);}
void __stdcall _Lazy_glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params)        {if (GLeeInit()) glGetQueryObjectuiv(id, pname, params);}
void __stdcall _Lazy_glBindBuffer(GLenum target, GLuint buffer)                           {if (GLeeInit()) glBindBuffer(target, buffer);}
void __stdcall _Lazy_glDeleteBuffers(GLsizei n, const GLuint * buffers)                   {if (GLeeInit()) glDeleteBuffers(n, buffers);}
void __stdcall _Lazy_glGenBuffers(GLsizei n, GLuint * buffers)                            {if (GLeeInit()) glGenBuffers(n, buffers);}
GLboolean __stdcall _Lazy_glIsBuffer(GLuint buffer)                                       {if (GLeeInit()) return glIsBuffer(buffer); return (GLboolean)0;}
void __stdcall _Lazy_glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)  {if (GLeeInit()) glBufferData(target, size, data, usage);}
void __stdcall _Lazy_glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)  {if (GLeeInit()) glBufferSubData(target, offset, size, data);}
void __stdcall _Lazy_glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data)  {if (GLeeInit()) glGetBufferSubData(target, offset, size, data);}
GLvoid* __stdcall _Lazy_glMapBuffer(GLenum target, GLenum access)                         {if (GLeeInit()) return glMapBuffer(target, access); return (GLvoid*)0;}
GLboolean __stdcall _Lazy_glUnmapBuffer(GLenum target)                                    {if (GLeeInit()) return glUnmapBuffer(target); return (GLboolean)0;}
void __stdcall _Lazy_glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params)  {if (GLeeInit()) glGetBufferParameteriv(target, pname, params);}
void __stdcall _Lazy_glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* * params)   {if (GLeeInit()) glGetBufferPointerv(target, pname, params);}
PFNGLGENQUERIESPROC pglGenQueries=_Lazy_glGenQueries;
PFNGLDELETEQUERIESPROC pglDeleteQueries=_Lazy_glDeleteQueries;
PFNGLISQUERYPROC pglIsQuery=_Lazy_glIsQuery;
PFNGLBEGINQUERYPROC pglBeginQuery=_Lazy_glBeginQuery;
PFNGLENDQUERYPROC pglEndQuery=_Lazy_glEndQuery;
PFNGLGETQUERYIVPROC pglGetQueryiv=_Lazy_glGetQueryiv;
PFNGLGETQUERYOBJECTIVPROC pglGetQueryObjectiv=_Lazy_glGetQueryObjectiv;
PFNGLGETQUERYOBJECTUIVPROC pglGetQueryObjectuiv=_Lazy_glGetQueryObjectuiv;
PFNGLBINDBUFFERPROC pglBindBuffer=_Lazy_glBindBuffer;
PFNGLDELETEBUFFERSPROC pglDeleteBuffers=_Lazy_glDeleteBuffers;
PFNGLGENBUFFERSPROC pglGenBuffers=_Lazy_glGenBuffers;
PFNGLISBUFFERPROC pglIsBuffer=_Lazy_glIsBuffer;
PFNGLBUFFERDATAPROC pglBufferData=_Lazy_glBufferData;
PFNGLBUFFERSUBDATAPROC pglBufferSubData=_Lazy_glBufferSubData;
PFNGLGETBUFFERSUBDATAPROC pglGetBufferSubData=_Lazy_glGetBufferSubData;
PFNGLMAPBUFFERPROC pglMapBuffer=_Lazy_glMapBuffer;
PFNGLUNMAPBUFFERPROC pglUnmapBuffer=_Lazy_glUnmapBuffer;
PFNGLGETBUFFERPARAMETERIVPROC pglGetBufferParameteriv=_Lazy_glGetBufferParameteriv;
PFNGLGETBUFFERPOINTERVPROC pglGetBufferPointerv=_Lazy_glGetBufferPointerv;
#endif 

/* GL_VERSION_2_0 */

#ifdef __GLEE_GL_VERSION_2_0
void __stdcall _Lazy_glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)            {if (GLeeInit()) glBlendEquationSeparate(modeRGB, modeAlpha);}
void __stdcall _Lazy_glDrawBuffers(GLsizei n, const GLenum * bufs)                        {if (GLeeInit()) glDrawBuffers(n, bufs);}
void __stdcall _Lazy_glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)  {if (GLeeInit()) glStencilOpSeparate(face, sfail, dpfail, dppass);}
void __stdcall _Lazy_glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask)  {if (GLeeInit()) glStencilFuncSeparate(frontfunc, backfunc, ref, mask);}
void __stdcall _Lazy_glStencilMaskSeparate(GLenum face, GLuint mask)                      {if (GLeeInit()) glStencilMaskSeparate(face, mask);}
void __stdcall _Lazy_glAttachShader(GLuint program, GLuint shader)                        {if (GLeeInit()) glAttachShader(program, shader);}
void __stdcall _Lazy_glBindAttribLocation(GLuint program, GLuint index, const GLchar * name)  {if (GLeeInit()) glBindAttribLocation(program, index, name);}
void __stdcall _Lazy_glCompileShader(GLuint shader)                                       {if (GLeeInit()) glCompileShader(shader);}
GLuint __stdcall _Lazy_glCreateProgram(void)                                              {if (GLeeInit()) return glCreateProgram(); return (GLuint)0;}
GLuint __stdcall _Lazy_glCreateShader(GLenum type)                                        {if (GLeeInit()) return glCreateShader(type); return (GLuint)0;}
void __stdcall _Lazy_glDeleteProgram(GLuint program)                                      {if (GLeeInit()) glDeleteProgram(program);}
void __stdcall _Lazy_glDeleteShader(GLuint shader)                                        {if (GLeeInit()) glDeleteShader(shader);}
void __stdcall _Lazy_glDetachShader(GLuint program, GLuint shader)                        {if (GLeeInit()) glDetachShader(program, shader);}
void __stdcall _Lazy_glDisableVertexAttribArray(GLuint index)                             {if (GLeeInit()) glDisableVertexAttribArray(index);}
void __stdcall _Lazy_glEnableVertexAttribArray(GLuint index)                              {if (GLeeInit()) glEnableVertexAttribArray(index);}
void __stdcall _Lazy_glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)  {if (GLeeInit()) glGetActiveAttrib(program, index, bufSize, length, size, type, name);}
void __stdcall _Lazy_glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)  {if (GLeeInit()) glGetActiveUniform(program, index, bufSize, length, size, type, name);}
void __stdcall _Lazy_glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * obj)  {if (GLeeInit()) glGetAttachedShaders(program, maxCount, count, obj);}
GLint __stdcall _Lazy_glGetAttribLocation(GLuint program, const GLchar * name)            {if (GLeeInit()) return glGetAttribLocation(program, name); return (GLint)0;}
void __stdcall _Lazy_glGetProgramiv(GLuint program, GLenum pname, GLint * params)         {if (GLeeInit()) glGetProgramiv(program, pname, params);}
void __stdcall _Lazy_glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog)  {if (GLeeInit()) glGetProgramInfoLog(program, bufSize, length, infoLog);}
void __stdcall _Lazy_glGetShaderiv(GLuint shader, GLenum pname, GLint * params)           {if (GLeeInit()) glGetShaderiv(shader, pname, params);}
void __stdcall _Lazy_glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog)  {if (GLeeInit()) glGetShaderInfoLog(shader, bufSize, length, infoLog);}
void __stdcall _Lazy_glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source)  {if (GLeeInit()) glGetShaderSource(shader, bufSize, length, source);}
GLint __stdcall _Lazy_glGetUniformLocation(GLuint program, const GLchar * name)           {if (GLeeInit()) return glGetUniformLocation(program, name); return (GLint)0;}
void __stdcall _Lazy_glGetUniformfv(GLuint program, GLint location, GLfloat * params)     {if (GLeeInit()) glGetUniformfv(program, location, params);}
void __stdcall _Lazy_glGetUniformiv(GLuint program, GLint location, GLint * params)       {if (GLeeInit()) glGetUniformiv(program, location, params);}
void __stdcall _Lazy_glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params)   {if (GLeeInit()) glGetVertexAttribdv(index, pname, params);}
void __stdcall _Lazy_glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params)    {if (GLeeInit()) glGetVertexAttribfv(index, pname, params);}
void __stdcall _Lazy_glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params)      {if (GLeeInit()) glGetVertexAttribiv(index, pname, params);}
void __stdcall _Lazy_glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* * pointer)  {if (GLeeInit()) glGetVertexAttribPointerv(index, pname, pointer);}
GLboolean __stdcall _Lazy_glIsProgram(GLuint program)                                     {if (GLeeInit()) return glIsProgram(program); return (GLboolean)0;}
GLboolean __stdcall _Lazy_glIsShader(GLuint shader)                                       {if (GLeeInit()) return glIsShader(shader); return (GLboolean)0;}
void __stdcall _Lazy_glLinkProgram(GLuint program)                                        {if (GLeeInit()) glLinkProgram(program);}
void __stdcall _Lazy_glShaderSource(GLuint shader, GLsizei count, const GLchar* * string, const GLint * length)  {if (GLeeInit()) glShaderSource(shader, count, string, length);}
void __stdcall _Lazy_glUseProgram(GLuint program)                                         {if (GLeeInit()) glUseProgram(program);}
void __stdcall _Lazy_glUniform1f(GLint location, GLfloat v0)                              {if (GLeeInit()) glUniform1f(location, v0);}
void __stdcall _Lazy_glUniform2f(GLint location, GLfloat v0, GLfloat v1)                  {if (GLeeInit()) glUniform2f(location, v0, v1);}
void __stdcall _Lazy_glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)      {if (GLeeInit()) glUniform3f(location, v0, v1, v2);}
void __stdcall _Lazy_glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)  {if (GLeeInit()) glUniform4f(location, v0, v1, v2, v3);}
void __stdcall _Lazy_glUniform1i(GLint location, GLint v0)                                {if (GLeeInit()) glUniform1i(location, v0);}
void __stdcall _Lazy_glUniform2i(GLint location, GLint v0, GLint v1)                      {if (GLeeInit()) glUniform2i(location, v0, v1);}
void __stdcall _Lazy_glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)            {if (GLeeInit()) glUniform3i(location, v0, v1, v2);}
void __stdcall _Lazy_glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)  {if (GLeeInit()) glUniform4i(location, v0, v1, v2, v3);}
void __stdcall _Lazy_glUniform1fv(GLint location, GLsizei count, const GLfloat * value)   {if (GLeeInit()) glUniform1fv(location, count, value);}
void __stdcall _Lazy_glUniform2fv(GLint location, GLsizei count, const GLfloat * value)   {if (GLeeInit()) glUniform2fv(location, count, value);}
void __stdcall _Lazy_glUniform3fv(GLint location, GLsizei count, const GLfloat * value)   {if (GLeeInit()) glUniform3fv(location, count, value);}
void __stdcall _Lazy_glUniform4fv(GLint location, GLsizei count, const GLfloat * value)   {if (GLeeInit()) glUniform4fv(location, count, value);}
void __stdcall _Lazy_glUniform1iv(GLint location, GLsizei count, const GLint * value)     {if (GLeeInit()) glUniform1iv(location, count, value);}
void __stdcall _Lazy_glUniform2iv(GLint location, GLsizei count, const GLint * value)     {if (GLeeInit()) glUniform2iv(location, count, value);}
void __stdcall _Lazy_glUniform3iv(GLint location, GLsizei count, const GLint * value)     {if (GLeeInit()) glUniform3iv(location, count, value);}
void __stdcall _Lazy_glUniform4iv(GLint location, GLsizei count, const GLint * value)     {if (GLeeInit()) glUniform4iv(location, count, value);}
void __stdcall _Lazy_glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix2fv(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix3fv(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix4fv(location, count, transpose, value);}
void __stdcall _Lazy_glValidateProgram(GLuint program)                                    {if (GLeeInit()) glValidateProgram(program);}
void __stdcall _Lazy_glVertexAttrib1d(GLuint index, GLdouble x)                           {if (GLeeInit()) glVertexAttrib1d(index, x);}
void __stdcall _Lazy_glVertexAttrib1dv(GLuint index, const GLdouble * v)                  {if (GLeeInit()) glVertexAttrib1dv(index, v);}
void __stdcall _Lazy_glVertexAttrib1f(GLuint index, GLfloat x)                            {if (GLeeInit()) glVertexAttrib1f(index, x);}
void __stdcall _Lazy_glVertexAttrib1fv(GLuint index, const GLfloat * v)                   {if (GLeeInit()) glVertexAttrib1fv(index, v);}
void __stdcall _Lazy_glVertexAttrib1s(GLuint index, GLshort x)                            {if (GLeeInit()) glVertexAttrib1s(index, x);}
void __stdcall _Lazy_glVertexAttrib1sv(GLuint index, const GLshort * v)                   {if (GLeeInit()) glVertexAttrib1sv(index, v);}
void __stdcall _Lazy_glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)               {if (GLeeInit()) glVertexAttrib2d(index, x, y);}
void __stdcall _Lazy_glVertexAttrib2dv(GLuint index, const GLdouble * v)                  {if (GLeeInit()) glVertexAttrib2dv(index, v);}
void __stdcall _Lazy_glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)                 {if (GLeeInit()) glVertexAttrib2f(index, x, y);}
void __stdcall _Lazy_glVertexAttrib2fv(GLuint index, const GLfloat * v)                   {if (GLeeInit()) glVertexAttrib2fv(index, v);}
void __stdcall _Lazy_glVertexAttrib2s(GLuint index, GLshort x, GLshort y)                 {if (GLeeInit()) glVertexAttrib2s(index, x, y);}
void __stdcall _Lazy_glVertexAttrib2sv(GLuint index, const GLshort * v)                   {if (GLeeInit()) glVertexAttrib2sv(index, v);}
void __stdcall _Lazy_glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)   {if (GLeeInit()) glVertexAttrib3d(index, x, y, z);}
void __stdcall _Lazy_glVertexAttrib3dv(GLuint index, const GLdouble * v)                  {if (GLeeInit()) glVertexAttrib3dv(index, v);}
void __stdcall _Lazy_glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)      {if (GLeeInit()) glVertexAttrib3f(index, x, y, z);}
void __stdcall _Lazy_glVertexAttrib3fv(GLuint index, const GLfloat * v)                   {if (GLeeInit()) glVertexAttrib3fv(index, v);}
void __stdcall _Lazy_glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)      {if (GLeeInit()) glVertexAttrib3s(index, x, y, z);}
void __stdcall _Lazy_glVertexAttrib3sv(GLuint index, const GLshort * v)                   {if (GLeeInit()) glVertexAttrib3sv(index, v);}
void __stdcall _Lazy_glVertexAttrib4Nbv(GLuint index, const GLbyte * v)                   {if (GLeeInit()) glVertexAttrib4Nbv(index, v);}
void __stdcall _Lazy_glVertexAttrib4Niv(GLuint index, const GLint * v)                    {if (GLeeInit()) glVertexAttrib4Niv(index, v);}
void __stdcall _Lazy_glVertexAttrib4Nsv(GLuint index, const GLshort * v)                  {if (GLeeInit()) glVertexAttrib4Nsv(index, v);}
void __stdcall _Lazy_glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)  {if (GLeeInit()) glVertexAttrib4Nub(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4Nubv(GLuint index, const GLubyte * v)                 {if (GLeeInit()) glVertexAttrib4Nubv(index, v);}
void __stdcall _Lazy_glVertexAttrib4Nuiv(GLuint index, const GLuint * v)                  {if (GLeeInit()) glVertexAttrib4Nuiv(index, v);}
void __stdcall _Lazy_glVertexAttrib4Nusv(GLuint index, const GLushort * v)                {if (GLeeInit()) glVertexAttrib4Nusv(index, v);}
void __stdcall _Lazy_glVertexAttrib4bv(GLuint index, const GLbyte * v)                    {if (GLeeInit()) glVertexAttrib4bv(index, v);}
void __stdcall _Lazy_glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)  {if (GLeeInit()) glVertexAttrib4d(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4dv(GLuint index, const GLdouble * v)                  {if (GLeeInit()) glVertexAttrib4dv(index, v);}
void __stdcall _Lazy_glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)  {if (GLeeInit()) glVertexAttrib4f(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4fv(GLuint index, const GLfloat * v)                   {if (GLeeInit()) glVertexAttrib4fv(index, v);}
void __stdcall _Lazy_glVertexAttrib4iv(GLuint index, const GLint * v)                     {if (GLeeInit()) glVertexAttrib4iv(index, v);}
void __stdcall _Lazy_glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)  {if (GLeeInit()) glVertexAttrib4s(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4sv(GLuint index, const GLshort * v)                   {if (GLeeInit()) glVertexAttrib4sv(index, v);}
void __stdcall _Lazy_glVertexAttrib4ubv(GLuint index, const GLubyte * v)                  {if (GLeeInit()) glVertexAttrib4ubv(index, v);}
void __stdcall _Lazy_glVertexAttrib4uiv(GLuint index, const GLuint * v)                   {if (GLeeInit()) glVertexAttrib4uiv(index, v);}
void __stdcall _Lazy_glVertexAttrib4usv(GLuint index, const GLushort * v)                 {if (GLeeInit()) glVertexAttrib4usv(index, v);}
void __stdcall _Lazy_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)  {if (GLeeInit()) glVertexAttribPointer(index, size, type, normalized, stride, pointer);}
PFNGLBLENDEQUATIONSEPARATEPROC pglBlendEquationSeparate=_Lazy_glBlendEquationSeparate;
PFNGLDRAWBUFFERSPROC pglDrawBuffers=_Lazy_glDrawBuffers;
PFNGLSTENCILOPSEPARATEPROC pglStencilOpSeparate=_Lazy_glStencilOpSeparate;
PFNGLSTENCILFUNCSEPARATEPROC pglStencilFuncSeparate=_Lazy_glStencilFuncSeparate;
PFNGLSTENCILMASKSEPARATEPROC pglStencilMaskSeparate=_Lazy_glStencilMaskSeparate;
PFNGLATTACHSHADERPROC pglAttachShader=_Lazy_glAttachShader;
PFNGLBINDATTRIBLOCATIONPROC pglBindAttribLocation=_Lazy_glBindAttribLocation;
PFNGLCOMPILESHADERPROC pglCompileShader=_Lazy_glCompileShader;
PFNGLCREATEPROGRAMPROC pglCreateProgram=_Lazy_glCreateProgram;
PFNGLCREATESHADERPROC pglCreateShader=_Lazy_glCreateShader;
PFNGLDELETEPROGRAMPROC pglDeleteProgram=_Lazy_glDeleteProgram;
PFNGLDELETESHADERPROC pglDeleteShader=_Lazy_glDeleteShader;
PFNGLDETACHSHADERPROC pglDetachShader=_Lazy_glDetachShader;
PFNGLDISABLEVERTEXATTRIBARRAYPROC pglDisableVertexAttribArray=_Lazy_glDisableVertexAttribArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC pglEnableVertexAttribArray=_Lazy_glEnableVertexAttribArray;
PFNGLGETACTIVEATTRIBPROC pglGetActiveAttrib=_Lazy_glGetActiveAttrib;
PFNGLGETACTIVEUNIFORMPROC pglGetActiveUniform=_Lazy_glGetActiveUniform;
PFNGLGETATTACHEDSHADERSPROC pglGetAttachedShaders=_Lazy_glGetAttachedShaders;
PFNGLGETATTRIBLOCATIONPROC pglGetAttribLocation=_Lazy_glGetAttribLocation;
PFNGLGETPROGRAMIVPROC pglGetProgramiv=_Lazy_glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog=_Lazy_glGetProgramInfoLog;
PFNGLGETSHADERIVPROC pglGetShaderiv=_Lazy_glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog=_Lazy_glGetShaderInfoLog;
PFNGLGETSHADERSOURCEPROC pglGetShaderSource=_Lazy_glGetShaderSource;
PFNGLGETUNIFORMLOCATIONPROC pglGetUniformLocation=_Lazy_glGetUniformLocation;
PFNGLGETUNIFORMFVPROC pglGetUniformfv=_Lazy_glGetUniformfv;
PFNGLGETUNIFORMIVPROC pglGetUniformiv=_Lazy_glGetUniformiv;
PFNGLGETVERTEXATTRIBDVPROC pglGetVertexAttribdv=_Lazy_glGetVertexAttribdv;
PFNGLGETVERTEXATTRIBFVPROC pglGetVertexAttribfv=_Lazy_glGetVertexAttribfv;
PFNGLGETVERTEXATTRIBIVPROC pglGetVertexAttribiv=_Lazy_glGetVertexAttribiv;
PFNGLGETVERTEXATTRIBPOINTERVPROC pglGetVertexAttribPointerv=_Lazy_glGetVertexAttribPointerv;
PFNGLISPROGRAMPROC pglIsProgram=_Lazy_glIsProgram;
PFNGLISSHADERPROC pglIsShader=_Lazy_glIsShader;
PFNGLLINKPROGRAMPROC pglLinkProgram=_Lazy_glLinkProgram;
PFNGLSHADERSOURCEPROC pglShaderSource=_Lazy_glShaderSource;
PFNGLUSEPROGRAMPROC pglUseProgram=_Lazy_glUseProgram;
PFNGLUNIFORM1FPROC pglUniform1f=_Lazy_glUniform1f;
PFNGLUNIFORM2FPROC pglUniform2f=_Lazy_glUniform2f;
PFNGLUNIFORM3FPROC pglUniform3f=_Lazy_glUniform3f;
PFNGLUNIFORM4FPROC pglUniform4f=_Lazy_glUniform4f;
PFNGLUNIFORM1IPROC pglUniform1i=_Lazy_glUniform1i;
PFNGLUNIFORM2IPROC pglUniform2i=_Lazy_glUniform2i;
PFNGLUNIFORM3IPROC pglUniform3i=_Lazy_glUniform3i;
PFNGLUNIFORM4IPROC pglUniform4i=_Lazy_glUniform4i;
PFNGLUNIFORM1FVPROC pglUniform1fv=_Lazy_glUniform1fv;
PFNGLUNIFORM2FVPROC pglUniform2fv=_Lazy_glUniform2fv;
PFNGLUNIFORM3FVPROC pglUniform3fv=_Lazy_glUniform3fv;
PFNGLUNIFORM4FVPROC pglUniform4fv=_Lazy_glUniform4fv;
PFNGLUNIFORM1IVPROC pglUniform1iv=_Lazy_glUniform1iv;
PFNGLUNIFORM2IVPROC pglUniform2iv=_Lazy_glUniform2iv;
PFNGLUNIFORM3IVPROC pglUniform3iv=_Lazy_glUniform3iv;
PFNGLUNIFORM4IVPROC pglUniform4iv=_Lazy_glUniform4iv;
PFNGLUNIFORMMATRIX2FVPROC pglUniformMatrix2fv=_Lazy_glUniformMatrix2fv;
PFNGLUNIFORMMATRIX3FVPROC pglUniformMatrix3fv=_Lazy_glUniformMatrix3fv;
PFNGLUNIFORMMATRIX4FVPROC pglUniformMatrix4fv=_Lazy_glUniformMatrix4fv;
PFNGLVALIDATEPROGRAMPROC pglValidateProgram=_Lazy_glValidateProgram;
PFNGLVERTEXATTRIB1DPROC pglVertexAttrib1d=_Lazy_glVertexAttrib1d;
PFNGLVERTEXATTRIB1DVPROC pglVertexAttrib1dv=_Lazy_glVertexAttrib1dv;
PFNGLVERTEXATTRIB1FPROC pglVertexAttrib1f=_Lazy_glVertexAttrib1f;
PFNGLVERTEXATTRIB1FVPROC pglVertexAttrib1fv=_Lazy_glVertexAttrib1fv;
PFNGLVERTEXATTRIB1SPROC pglVertexAttrib1s=_Lazy_glVertexAttrib1s;
PFNGLVERTEXATTRIB1SVPROC pglVertexAttrib1sv=_Lazy_glVertexAttrib1sv;
PFNGLVERTEXATTRIB2DPROC pglVertexAttrib2d=_Lazy_glVertexAttrib2d;
PFNGLVERTEXATTRIB2DVPROC pglVertexAttrib2dv=_Lazy_glVertexAttrib2dv;
PFNGLVERTEXATTRIB2FPROC pglVertexAttrib2f=_Lazy_glVertexAttrib2f;
PFNGLVERTEXATTRIB2FVPROC pglVertexAttrib2fv=_Lazy_glVertexAttrib2fv;
PFNGLVERTEXATTRIB2SPROC pglVertexAttrib2s=_Lazy_glVertexAttrib2s;
PFNGLVERTEXATTRIB2SVPROC pglVertexAttrib2sv=_Lazy_glVertexAttrib2sv;
PFNGLVERTEXATTRIB3DPROC pglVertexAttrib3d=_Lazy_glVertexAttrib3d;
PFNGLVERTEXATTRIB3DVPROC pglVertexAttrib3dv=_Lazy_glVertexAttrib3dv;
PFNGLVERTEXATTRIB3FPROC pglVertexAttrib3f=_Lazy_glVertexAttrib3f;
PFNGLVERTEXATTRIB3FVPROC pglVertexAttrib3fv=_Lazy_glVertexAttrib3fv;
PFNGLVERTEXATTRIB3SPROC pglVertexAttrib3s=_Lazy_glVertexAttrib3s;
PFNGLVERTEXATTRIB3SVPROC pglVertexAttrib3sv=_Lazy_glVertexAttrib3sv;
PFNGLVERTEXATTRIB4NBVPROC pglVertexAttrib4Nbv=_Lazy_glVertexAttrib4Nbv;
PFNGLVERTEXATTRIB4NIVPROC pglVertexAttrib4Niv=_Lazy_glVertexAttrib4Niv;
PFNGLVERTEXATTRIB4NSVPROC pglVertexAttrib4Nsv=_Lazy_glVertexAttrib4Nsv;
PFNGLVERTEXATTRIB4NUBPROC pglVertexAttrib4Nub=_Lazy_glVertexAttrib4Nub;
PFNGLVERTEXATTRIB4NUBVPROC pglVertexAttrib4Nubv=_Lazy_glVertexAttrib4Nubv;
PFNGLVERTEXATTRIB4NUIVPROC pglVertexAttrib4Nuiv=_Lazy_glVertexAttrib4Nuiv;
PFNGLVERTEXATTRIB4NUSVPROC pglVertexAttrib4Nusv=_Lazy_glVertexAttrib4Nusv;
PFNGLVERTEXATTRIB4BVPROC pglVertexAttrib4bv=_Lazy_glVertexAttrib4bv;
PFNGLVERTEXATTRIB4DPROC pglVertexAttrib4d=_Lazy_glVertexAttrib4d;
PFNGLVERTEXATTRIB4DVPROC pglVertexAttrib4dv=_Lazy_glVertexAttrib4dv;
PFNGLVERTEXATTRIB4FPROC pglVertexAttrib4f=_Lazy_glVertexAttrib4f;
PFNGLVERTEXATTRIB4FVPROC pglVertexAttrib4fv=_Lazy_glVertexAttrib4fv;
PFNGLVERTEXATTRIB4IVPROC pglVertexAttrib4iv=_Lazy_glVertexAttrib4iv;
PFNGLVERTEXATTRIB4SPROC pglVertexAttrib4s=_Lazy_glVertexAttrib4s;
PFNGLVERTEXATTRIB4SVPROC pglVertexAttrib4sv=_Lazy_glVertexAttrib4sv;
PFNGLVERTEXATTRIB4UBVPROC pglVertexAttrib4ubv=_Lazy_glVertexAttrib4ubv;
PFNGLVERTEXATTRIB4UIVPROC pglVertexAttrib4uiv=_Lazy_glVertexAttrib4uiv;
PFNGLVERTEXATTRIB4USVPROC pglVertexAttrib4usv=_Lazy_glVertexAttrib4usv;
PFNGLVERTEXATTRIBPOINTERPROC pglVertexAttribPointer=_Lazy_glVertexAttribPointer;
#endif 

/* GL_VERSION_2_1 */

#ifdef __GLEE_GL_VERSION_2_1
void __stdcall _Lazy_glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix2x3fv(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix3x2fv(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix2x4fv(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix4x2fv(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix3x4fv(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix4x3fv(location, count, transpose, value);}
PFNGLUNIFORMMATRIX2X3FVPROC pglUniformMatrix2x3fv=_Lazy_glUniformMatrix2x3fv;
PFNGLUNIFORMMATRIX3X2FVPROC pglUniformMatrix3x2fv=_Lazy_glUniformMatrix3x2fv;
PFNGLUNIFORMMATRIX2X4FVPROC pglUniformMatrix2x4fv=_Lazy_glUniformMatrix2x4fv;
PFNGLUNIFORMMATRIX4X2FVPROC pglUniformMatrix4x2fv=_Lazy_glUniformMatrix4x2fv;
PFNGLUNIFORMMATRIX3X4FVPROC pglUniformMatrix3x4fv=_Lazy_glUniformMatrix3x4fv;
PFNGLUNIFORMMATRIX4X3FVPROC pglUniformMatrix4x3fv=_Lazy_glUniformMatrix4x3fv;
#endif 

/* GL_VERSION_3_0 */

#ifdef __GLEE_GL_VERSION_3_0
void __stdcall _Lazy_glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)  {if (GLeeInit()) glColorMaski(index, r, g, b, a);}
void __stdcall _Lazy_glGetBooleani_v(GLenum target, GLuint index, GLboolean * data)       {if (GLeeInit()) glGetBooleani_v(target, index, data);}
void __stdcall _Lazy_glGetIntegeri_v(GLenum target, GLuint index, GLint * data)           {if (GLeeInit()) glGetIntegeri_v(target, index, data);}
void __stdcall _Lazy_glEnablei(GLenum target, GLuint index)                               {if (GLeeInit()) glEnablei(target, index);}
void __stdcall _Lazy_glDisablei(GLenum target, GLuint index)                              {if (GLeeInit()) glDisablei(target, index);}
GLboolean __stdcall _Lazy_glIsEnabledi(GLenum target, GLuint index)                       {if (GLeeInit()) return glIsEnabledi(target, index); return (GLboolean)0;}
void __stdcall _Lazy_glBeginTransformFeedback(GLenum primitiveMode)                       {if (GLeeInit()) glBeginTransformFeedback(primitiveMode);}
void __stdcall _Lazy_glEndTransformFeedback(void)                                         {if (GLeeInit()) glEndTransformFeedback();}
void __stdcall _Lazy_glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)  {if (GLeeInit()) glBindBufferRange(target, index, buffer, offset, size);}
void __stdcall _Lazy_glBindBufferBase(GLenum target, GLuint index, GLuint buffer)         {if (GLeeInit()) glBindBufferBase(target, index, buffer);}
void __stdcall _Lazy_glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLint * locations, GLenum bufferMode)  {if (GLeeInit()) glTransformFeedbackVaryings(program, count, locations, bufferMode);}
void __stdcall _Lazy_glGetTransformFeedbackVarying(GLuint program, GLuint index, GLint * location)  {if (GLeeInit()) glGetTransformFeedbackVarying(program, index, location);}
void __stdcall _Lazy_glClampColor(GLenum target, GLenum clamp)                            {if (GLeeInit()) glClampColor(target, clamp);}
void __stdcall _Lazy_glBeginConditionalRender(GLuint id, GLenum mode)                     {if (GLeeInit()) glBeginConditionalRender(id, mode);}
void __stdcall _Lazy_glEndConditionalRender(void)                                         {if (GLeeInit()) glEndConditionalRender();}
void __stdcall _Lazy_glVertexAttribI1i(GLuint index, GLint x)                             {if (GLeeInit()) glVertexAttribI1i(index, x);}
void __stdcall _Lazy_glVertexAttribI2i(GLuint index, GLint x, GLint y)                    {if (GLeeInit()) glVertexAttribI2i(index, x, y);}
void __stdcall _Lazy_glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)           {if (GLeeInit()) glVertexAttribI3i(index, x, y, z);}
void __stdcall _Lazy_glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)  {if (GLeeInit()) glVertexAttribI4i(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttribI1ui(GLuint index, GLuint x)                           {if (GLeeInit()) glVertexAttribI1ui(index, x);}
void __stdcall _Lazy_glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)                 {if (GLeeInit()) glVertexAttribI2ui(index, x, y);}
void __stdcall _Lazy_glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)       {if (GLeeInit()) glVertexAttribI3ui(index, x, y, z);}
void __stdcall _Lazy_glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)  {if (GLeeInit()) glVertexAttribI4ui(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttribI1iv(GLuint index, const GLint * v)                    {if (GLeeInit()) glVertexAttribI1iv(index, v);}
void __stdcall _Lazy_glVertexAttribI2iv(GLuint index, const GLint * v)                    {if (GLeeInit()) glVertexAttribI2iv(index, v);}
void __stdcall _Lazy_glVertexAttribI3iv(GLuint index, const GLint * v)                    {if (GLeeInit()) glVertexAttribI3iv(index, v);}
void __stdcall _Lazy_glVertexAttribI4iv(GLuint index, const GLint * v)                    {if (GLeeInit()) glVertexAttribI4iv(index, v);}
void __stdcall _Lazy_glVertexAttribI1uiv(GLuint index, const GLuint * v)                  {if (GLeeInit()) glVertexAttribI1uiv(index, v);}
void __stdcall _Lazy_glVertexAttribI2uiv(GLuint index, const GLuint * v)                  {if (GLeeInit()) glVertexAttribI2uiv(index, v);}
void __stdcall _Lazy_glVertexAttribI3uiv(GLuint index, const GLuint * v)                  {if (GLeeInit()) glVertexAttribI3uiv(index, v);}
void __stdcall _Lazy_glVertexAttribI4uiv(GLuint index, const GLuint * v)                  {if (GLeeInit()) glVertexAttribI4uiv(index, v);}
void __stdcall _Lazy_glVertexAttribI4bv(GLuint index, const GLbyte * v)                   {if (GLeeInit()) glVertexAttribI4bv(index, v);}
void __stdcall _Lazy_glVertexAttribI4sv(GLuint index, const GLshort * v)                  {if (GLeeInit()) glVertexAttribI4sv(index, v);}
void __stdcall _Lazy_glVertexAttribI4ubv(GLuint index, const GLubyte * v)                 {if (GLeeInit()) glVertexAttribI4ubv(index, v);}
void __stdcall _Lazy_glVertexAttribI4usv(GLuint index, const GLushort * v)                {if (GLeeInit()) glVertexAttribI4usv(index, v);}
void __stdcall _Lazy_glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)  {if (GLeeInit()) glVertexAttribIPointer(index, size, type, stride, pointer);}
void __stdcall _Lazy_glGetVertexAttribIiv(GLuint index, GLenum pname, GLint * params)     {if (GLeeInit()) glGetVertexAttribIiv(index, pname, params);}
void __stdcall _Lazy_glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params)   {if (GLeeInit()) glGetVertexAttribIuiv(index, pname, params);}
void __stdcall _Lazy_glGetUniformuiv(GLuint program, GLint location, GLuint * params)     {if (GLeeInit()) glGetUniformuiv(program, location, params);}
void __stdcall _Lazy_glBindFragDataLocation(GLuint program, GLuint color, const GLchar * name)  {if (GLeeInit()) glBindFragDataLocation(program, color, name);}
GLint __stdcall _Lazy_glGetFragDataLocation(GLuint program, const GLchar * name)          {if (GLeeInit()) return glGetFragDataLocation(program, name); return (GLint)0;}
void __stdcall _Lazy_glUniform1ui(GLint location, GLuint v0)                              {if (GLeeInit()) glUniform1ui(location, v0);}
void __stdcall _Lazy_glUniform2ui(GLint location, GLuint v0, GLuint v1)                   {if (GLeeInit()) glUniform2ui(location, v0, v1);}
void __stdcall _Lazy_glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)        {if (GLeeInit()) glUniform3ui(location, v0, v1, v2);}
void __stdcall _Lazy_glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)  {if (GLeeInit()) glUniform4ui(location, v0, v1, v2, v3);}
void __stdcall _Lazy_glUniform1uiv(GLint location, GLsizei count, const GLuint * value)   {if (GLeeInit()) glUniform1uiv(location, count, value);}
void __stdcall _Lazy_glUniform2uiv(GLint location, GLsizei count, const GLuint * value)   {if (GLeeInit()) glUniform2uiv(location, count, value);}
void __stdcall _Lazy_glUniform3uiv(GLint location, GLsizei count, const GLuint * value)   {if (GLeeInit()) glUniform3uiv(location, count, value);}
void __stdcall _Lazy_glUniform4uiv(GLint location, GLsizei count, const GLuint * value)   {if (GLeeInit()) glUniform4uiv(location, count, value);}
void __stdcall _Lazy_glTexParameterIiv(GLenum target, GLenum pname, const GLint * params)  {if (GLeeInit()) glTexParameterIiv(target, pname, params);}
void __stdcall _Lazy_glTexParameterIuiv(GLenum target, GLenum pname, const GLuint * params)  {if (GLeeInit()) glTexParameterIuiv(target, pname, params);}
void __stdcall _Lazy_glGetTexParameterIiv(GLenum target, GLenum pname, GLint * params)    {if (GLeeInit()) glGetTexParameterIiv(target, pname, params);}
void __stdcall _Lazy_glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params)  {if (GLeeInit()) glGetTexParameterIuiv(target, pname, params);}
void __stdcall _Lazy_glClearBufferiv(GLenum buffer, const GLint * value)                  {if (GLeeInit()) glClearBufferiv(buffer, value);}
void __stdcall _Lazy_glClearBufferuiv(GLenum buffer, const GLuint * value)                {if (GLeeInit()) glClearBufferuiv(buffer, value);}
void __stdcall _Lazy_glClearBufferfv(GLenum buffer, const GLfloat * value)                {if (GLeeInit()) glClearBufferfv(buffer, value);}
void __stdcall _Lazy_glClearBufferfi(GLenum buffer, GLfloat depth, GLint stencil)         {if (GLeeInit()) glClearBufferfi(buffer, depth, stencil);}
const GLubyte * __stdcall _Lazy_glGetStringi(GLenum name, GLuint index)                   {if (GLeeInit()) return glGetStringi(name, index); return (const GLubyte *)0;}
PFNGLCOLORMASKIPROC pglColorMaski=_Lazy_glColorMaski;
PFNGLGETBOOLEANI_VPROC pglGetBooleani_v=_Lazy_glGetBooleani_v;
PFNGLGETINTEGERI_VPROC pglGetIntegeri_v=_Lazy_glGetIntegeri_v;
PFNGLENABLEIPROC pglEnablei=_Lazy_glEnablei;
PFNGLDISABLEIPROC pglDisablei=_Lazy_glDisablei;
PFNGLISENABLEDIPROC pglIsEnabledi=_Lazy_glIsEnabledi;
PFNGLBEGINTRANSFORMFEEDBACKPROC pglBeginTransformFeedback=_Lazy_glBeginTransformFeedback;
PFNGLENDTRANSFORMFEEDBACKPROC pglEndTransformFeedback=_Lazy_glEndTransformFeedback;
PFNGLBINDBUFFERRANGEPROC pglBindBufferRange=_Lazy_glBindBufferRange;
PFNGLBINDBUFFERBASEPROC pglBindBufferBase=_Lazy_glBindBufferBase;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC pglTransformFeedbackVaryings=_Lazy_glTransformFeedbackVaryings;
PFNGLGETTRANSFORMFEEDBACKVARYINGPROC pglGetTransformFeedbackVarying=_Lazy_glGetTransformFeedbackVarying;
PFNGLCLAMPCOLORPROC pglClampColor=_Lazy_glClampColor;
PFNGLBEGINCONDITIONALRENDERPROC pglBeginConditionalRender=_Lazy_glBeginConditionalRender;
PFNGLENDCONDITIONALRENDERPROC pglEndConditionalRender=_Lazy_glEndConditionalRender;
PFNGLVERTEXATTRIBI1IPROC pglVertexAttribI1i=_Lazy_glVertexAttribI1i;
PFNGLVERTEXATTRIBI2IPROC pglVertexAttribI2i=_Lazy_glVertexAttribI2i;
PFNGLVERTEXATTRIBI3IPROC pglVertexAttribI3i=_Lazy_glVertexAttribI3i;
PFNGLVERTEXATTRIBI4IPROC pglVertexAttribI4i=_Lazy_glVertexAttribI4i;
PFNGLVERTEXATTRIBI1UIPROC pglVertexAttribI1ui=_Lazy_glVertexAttribI1ui;
PFNGLVERTEXATTRIBI2UIPROC pglVertexAttribI2ui=_Lazy_glVertexAttribI2ui;
PFNGLVERTEXATTRIBI3UIPROC pglVertexAttribI3ui=_Lazy_glVertexAttribI3ui;
PFNGLVERTEXATTRIBI4UIPROC pglVertexAttribI4ui=_Lazy_glVertexAttribI4ui;
PFNGLVERTEXATTRIBI1IVPROC pglVertexAttribI1iv=_Lazy_glVertexAttribI1iv;
PFNGLVERTEXATTRIBI2IVPROC pglVertexAttribI2iv=_Lazy_glVertexAttribI2iv;
PFNGLVERTEXATTRIBI3IVPROC pglVertexAttribI3iv=_Lazy_glVertexAttribI3iv;
PFNGLVERTEXATTRIBI4IVPROC pglVertexAttribI4iv=_Lazy_glVertexAttribI4iv;
PFNGLVERTEXATTRIBI1UIVPROC pglVertexAttribI1uiv=_Lazy_glVertexAttribI1uiv;
PFNGLVERTEXATTRIBI2UIVPROC pglVertexAttribI2uiv=_Lazy_glVertexAttribI2uiv;
PFNGLVERTEXATTRIBI3UIVPROC pglVertexAttribI3uiv=_Lazy_glVertexAttribI3uiv;
PFNGLVERTEXATTRIBI4UIVPROC pglVertexAttribI4uiv=_Lazy_glVertexAttribI4uiv;
PFNGLVERTEXATTRIBI4BVPROC pglVertexAttribI4bv=_Lazy_glVertexAttribI4bv;
PFNGLVERTEXATTRIBI4SVPROC pglVertexAttribI4sv=_Lazy_glVertexAttribI4sv;
PFNGLVERTEXATTRIBI4UBVPROC pglVertexAttribI4ubv=_Lazy_glVertexAttribI4ubv;
PFNGLVERTEXATTRIBI4USVPROC pglVertexAttribI4usv=_Lazy_glVertexAttribI4usv;
PFNGLVERTEXATTRIBIPOINTERPROC pglVertexAttribIPointer=_Lazy_glVertexAttribIPointer;
PFNGLGETVERTEXATTRIBIIVPROC pglGetVertexAttribIiv=_Lazy_glGetVertexAttribIiv;
PFNGLGETVERTEXATTRIBIUIVPROC pglGetVertexAttribIuiv=_Lazy_glGetVertexAttribIuiv;
PFNGLGETUNIFORMUIVPROC pglGetUniformuiv=_Lazy_glGetUniformuiv;
PFNGLBINDFRAGDATALOCATIONPROC pglBindFragDataLocation=_Lazy_glBindFragDataLocation;
PFNGLGETFRAGDATALOCATIONPROC pglGetFragDataLocation=_Lazy_glGetFragDataLocation;
PFNGLUNIFORM1UIPROC pglUniform1ui=_Lazy_glUniform1ui;
PFNGLUNIFORM2UIPROC pglUniform2ui=_Lazy_glUniform2ui;
PFNGLUNIFORM3UIPROC pglUniform3ui=_Lazy_glUniform3ui;
PFNGLUNIFORM4UIPROC pglUniform4ui=_Lazy_glUniform4ui;
PFNGLUNIFORM1UIVPROC pglUniform1uiv=_Lazy_glUniform1uiv;
PFNGLUNIFORM2UIVPROC pglUniform2uiv=_Lazy_glUniform2uiv;
PFNGLUNIFORM3UIVPROC pglUniform3uiv=_Lazy_glUniform3uiv;
PFNGLUNIFORM4UIVPROC pglUniform4uiv=_Lazy_glUniform4uiv;
PFNGLTEXPARAMETERIIVPROC pglTexParameterIiv=_Lazy_glTexParameterIiv;
PFNGLTEXPARAMETERIUIVPROC pglTexParameterIuiv=_Lazy_glTexParameterIuiv;
PFNGLGETTEXPARAMETERIIVPROC pglGetTexParameterIiv=_Lazy_glGetTexParameterIiv;
PFNGLGETTEXPARAMETERIUIVPROC pglGetTexParameterIuiv=_Lazy_glGetTexParameterIuiv;
PFNGLCLEARBUFFERIVPROC pglClearBufferiv=_Lazy_glClearBufferiv;
PFNGLCLEARBUFFERUIVPROC pglClearBufferuiv=_Lazy_glClearBufferuiv;
PFNGLCLEARBUFFERFVPROC pglClearBufferfv=_Lazy_glClearBufferfv;
PFNGLCLEARBUFFERFIPROC pglClearBufferfi=_Lazy_glClearBufferfi;
PFNGLGETSTRINGIPROC pglGetStringi=_Lazy_glGetStringi;
#endif 

/* GL_ARB_multitexture */

#ifdef __GLEE_GL_ARB_multitexture
void __stdcall _Lazy_glActiveTextureARB(GLenum texture)                                   {if (GLeeInit()) glActiveTextureARB(texture);}
void __stdcall _Lazy_glClientActiveTextureARB(GLenum texture)                             {if (GLeeInit()) glClientActiveTextureARB(texture);}
void __stdcall _Lazy_glMultiTexCoord1dARB(GLenum target, GLdouble s)                      {if (GLeeInit()) glMultiTexCoord1dARB(target, s);}
void __stdcall _Lazy_glMultiTexCoord1dvARB(GLenum target, const GLdouble * v)             {if (GLeeInit()) glMultiTexCoord1dvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord1fARB(GLenum target, GLfloat s)                       {if (GLeeInit()) glMultiTexCoord1fARB(target, s);}
void __stdcall _Lazy_glMultiTexCoord1fvARB(GLenum target, const GLfloat * v)              {if (GLeeInit()) glMultiTexCoord1fvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord1iARB(GLenum target, GLint s)                         {if (GLeeInit()) glMultiTexCoord1iARB(target, s);}
void __stdcall _Lazy_glMultiTexCoord1ivARB(GLenum target, const GLint * v)                {if (GLeeInit()) glMultiTexCoord1ivARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord1sARB(GLenum target, GLshort s)                       {if (GLeeInit()) glMultiTexCoord1sARB(target, s);}
void __stdcall _Lazy_glMultiTexCoord1svARB(GLenum target, const GLshort * v)              {if (GLeeInit()) glMultiTexCoord1svARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t)          {if (GLeeInit()) glMultiTexCoord2dARB(target, s, t);}
void __stdcall _Lazy_glMultiTexCoord2dvARB(GLenum target, const GLdouble * v)             {if (GLeeInit()) glMultiTexCoord2dvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t)            {if (GLeeInit()) glMultiTexCoord2fARB(target, s, t);}
void __stdcall _Lazy_glMultiTexCoord2fvARB(GLenum target, const GLfloat * v)              {if (GLeeInit()) glMultiTexCoord2fvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord2iARB(GLenum target, GLint s, GLint t)                {if (GLeeInit()) glMultiTexCoord2iARB(target, s, t);}
void __stdcall _Lazy_glMultiTexCoord2ivARB(GLenum target, const GLint * v)                {if (GLeeInit()) glMultiTexCoord2ivARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t)            {if (GLeeInit()) glMultiTexCoord2sARB(target, s, t);}
void __stdcall _Lazy_glMultiTexCoord2svARB(GLenum target, const GLshort * v)              {if (GLeeInit()) glMultiTexCoord2svARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r)  {if (GLeeInit()) glMultiTexCoord3dARB(target, s, t, r);}
void __stdcall _Lazy_glMultiTexCoord3dvARB(GLenum target, const GLdouble * v)             {if (GLeeInit()) glMultiTexCoord3dvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r)  {if (GLeeInit()) glMultiTexCoord3fARB(target, s, t, r);}
void __stdcall _Lazy_glMultiTexCoord3fvARB(GLenum target, const GLfloat * v)              {if (GLeeInit()) glMultiTexCoord3fvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r)       {if (GLeeInit()) glMultiTexCoord3iARB(target, s, t, r);}
void __stdcall _Lazy_glMultiTexCoord3ivARB(GLenum target, const GLint * v)                {if (GLeeInit()) glMultiTexCoord3ivARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r)  {if (GLeeInit()) glMultiTexCoord3sARB(target, s, t, r);}
void __stdcall _Lazy_glMultiTexCoord3svARB(GLenum target, const GLshort * v)              {if (GLeeInit()) glMultiTexCoord3svARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)  {if (GLeeInit()) glMultiTexCoord4dARB(target, s, t, r, q);}
void __stdcall _Lazy_glMultiTexCoord4dvARB(GLenum target, const GLdouble * v)             {if (GLeeInit()) glMultiTexCoord4dvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)  {if (GLeeInit()) glMultiTexCoord4fARB(target, s, t, r, q);}
void __stdcall _Lazy_glMultiTexCoord4fvARB(GLenum target, const GLfloat * v)              {if (GLeeInit()) glMultiTexCoord4fvARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q)  {if (GLeeInit()) glMultiTexCoord4iARB(target, s, t, r, q);}
void __stdcall _Lazy_glMultiTexCoord4ivARB(GLenum target, const GLint * v)                {if (GLeeInit()) glMultiTexCoord4ivARB(target, v);}
void __stdcall _Lazy_glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)  {if (GLeeInit()) glMultiTexCoord4sARB(target, s, t, r, q);}
void __stdcall _Lazy_glMultiTexCoord4svARB(GLenum target, const GLshort * v)              {if (GLeeInit()) glMultiTexCoord4svARB(target, v);}
PFNGLACTIVETEXTUREARBPROC pglActiveTextureARB=_Lazy_glActiveTextureARB;
PFNGLCLIENTACTIVETEXTUREARBPROC pglClientActiveTextureARB=_Lazy_glClientActiveTextureARB;
PFNGLMULTITEXCOORD1DARBPROC pglMultiTexCoord1dARB=_Lazy_glMultiTexCoord1dARB;
PFNGLMULTITEXCOORD1DVARBPROC pglMultiTexCoord1dvARB=_Lazy_glMultiTexCoord1dvARB;
PFNGLMULTITEXCOORD1FARBPROC pglMultiTexCoord1fARB=_Lazy_glMultiTexCoord1fARB;
PFNGLMULTITEXCOORD1FVARBPROC pglMultiTexCoord1fvARB=_Lazy_glMultiTexCoord1fvARB;
PFNGLMULTITEXCOORD1IARBPROC pglMultiTexCoord1iARB=_Lazy_glMultiTexCoord1iARB;
PFNGLMULTITEXCOORD1IVARBPROC pglMultiTexCoord1ivARB=_Lazy_glMultiTexCoord1ivARB;
PFNGLMULTITEXCOORD1SARBPROC pglMultiTexCoord1sARB=_Lazy_glMultiTexCoord1sARB;
PFNGLMULTITEXCOORD1SVARBPROC pglMultiTexCoord1svARB=_Lazy_glMultiTexCoord1svARB;
PFNGLMULTITEXCOORD2DARBPROC pglMultiTexCoord2dARB=_Lazy_glMultiTexCoord2dARB;
PFNGLMULTITEXCOORD2DVARBPROC pglMultiTexCoord2dvARB=_Lazy_glMultiTexCoord2dvARB;
PFNGLMULTITEXCOORD2FARBPROC pglMultiTexCoord2fARB=_Lazy_glMultiTexCoord2fARB;
PFNGLMULTITEXCOORD2FVARBPROC pglMultiTexCoord2fvARB=_Lazy_glMultiTexCoord2fvARB;
PFNGLMULTITEXCOORD2IARBPROC pglMultiTexCoord2iARB=_Lazy_glMultiTexCoord2iARB;
PFNGLMULTITEXCOORD2IVARBPROC pglMultiTexCoord2ivARB=_Lazy_glMultiTexCoord2ivARB;
PFNGLMULTITEXCOORD2SARBPROC pglMultiTexCoord2sARB=_Lazy_glMultiTexCoord2sARB;
PFNGLMULTITEXCOORD2SVARBPROC pglMultiTexCoord2svARB=_Lazy_glMultiTexCoord2svARB;
PFNGLMULTITEXCOORD3DARBPROC pglMultiTexCoord3dARB=_Lazy_glMultiTexCoord3dARB;
PFNGLMULTITEXCOORD3DVARBPROC pglMultiTexCoord3dvARB=_Lazy_glMultiTexCoord3dvARB;
PFNGLMULTITEXCOORD3FARBPROC pglMultiTexCoord3fARB=_Lazy_glMultiTexCoord3fARB;
PFNGLMULTITEXCOORD3FVARBPROC pglMultiTexCoord3fvARB=_Lazy_glMultiTexCoord3fvARB;
PFNGLMULTITEXCOORD3IARBPROC pglMultiTexCoord3iARB=_Lazy_glMultiTexCoord3iARB;
PFNGLMULTITEXCOORD3IVARBPROC pglMultiTexCoord3ivARB=_Lazy_glMultiTexCoord3ivARB;
PFNGLMULTITEXCOORD3SARBPROC pglMultiTexCoord3sARB=_Lazy_glMultiTexCoord3sARB;
PFNGLMULTITEXCOORD3SVARBPROC pglMultiTexCoord3svARB=_Lazy_glMultiTexCoord3svARB;
PFNGLMULTITEXCOORD4DARBPROC pglMultiTexCoord4dARB=_Lazy_glMultiTexCoord4dARB;
PFNGLMULTITEXCOORD4DVARBPROC pglMultiTexCoord4dvARB=_Lazy_glMultiTexCoord4dvARB;
PFNGLMULTITEXCOORD4FARBPROC pglMultiTexCoord4fARB=_Lazy_glMultiTexCoord4fARB;
PFNGLMULTITEXCOORD4FVARBPROC pglMultiTexCoord4fvARB=_Lazy_glMultiTexCoord4fvARB;
PFNGLMULTITEXCOORD4IARBPROC pglMultiTexCoord4iARB=_Lazy_glMultiTexCoord4iARB;
PFNGLMULTITEXCOORD4IVARBPROC pglMultiTexCoord4ivARB=_Lazy_glMultiTexCoord4ivARB;
PFNGLMULTITEXCOORD4SARBPROC pglMultiTexCoord4sARB=_Lazy_glMultiTexCoord4sARB;
PFNGLMULTITEXCOORD4SVARBPROC pglMultiTexCoord4svARB=_Lazy_glMultiTexCoord4svARB;
#endif 

/* GL_ARB_transpose_matrix */

#ifdef __GLEE_GL_ARB_transpose_matrix
void __stdcall _Lazy_glLoadTransposeMatrixfARB(const GLfloat * m)                         {if (GLeeInit()) glLoadTransposeMatrixfARB(m);}
void __stdcall _Lazy_glLoadTransposeMatrixdARB(const GLdouble * m)                        {if (GLeeInit()) glLoadTransposeMatrixdARB(m);}
void __stdcall _Lazy_glMultTransposeMatrixfARB(const GLfloat * m)                         {if (GLeeInit()) glMultTransposeMatrixfARB(m);}
void __stdcall _Lazy_glMultTransposeMatrixdARB(const GLdouble * m)                        {if (GLeeInit()) glMultTransposeMatrixdARB(m);}
PFNGLLOADTRANSPOSEMATRIXFARBPROC pglLoadTransposeMatrixfARB=_Lazy_glLoadTransposeMatrixfARB;
PFNGLLOADTRANSPOSEMATRIXDARBPROC pglLoadTransposeMatrixdARB=_Lazy_glLoadTransposeMatrixdARB;
PFNGLMULTTRANSPOSEMATRIXFARBPROC pglMultTransposeMatrixfARB=_Lazy_glMultTransposeMatrixfARB;
PFNGLMULTTRANSPOSEMATRIXDARBPROC pglMultTransposeMatrixdARB=_Lazy_glMultTransposeMatrixdARB;
#endif 

/* GL_ARB_multisample */

#ifdef __GLEE_GL_ARB_multisample
void __stdcall _Lazy_glSampleCoverageARB(GLclampf value, GLboolean invert)                {if (GLeeInit()) glSampleCoverageARB(value, invert);}
PFNGLSAMPLECOVERAGEARBPROC pglSampleCoverageARB=_Lazy_glSampleCoverageARB;
#endif 

/* GL_ARB_texture_env_add */

#ifdef __GLEE_GL_ARB_texture_env_add
#endif 

/* GL_ARB_texture_cube_map */

#ifdef __GLEE_GL_ARB_texture_cube_map
#endif 

/* GL_ARB_texture_compression */

#ifdef __GLEE_GL_ARB_texture_compression
void __stdcall _Lazy_glCompressedTexImage3DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data)  {if (GLeeInit()) glCompressedTexImage3DARB(target, level, internalformat, width, height, depth, border, imageSize, data);}
void __stdcall _Lazy_glCompressedTexImage2DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data)  {if (GLeeInit()) glCompressedTexImage2DARB(target, level, internalformat, width, height, border, imageSize, data);}
void __stdcall _Lazy_glCompressedTexImage1DARB(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data)  {if (GLeeInit()) glCompressedTexImage1DARB(target, level, internalformat, width, border, imageSize, data);}
void __stdcall _Lazy_glCompressedTexSubImage3DARB(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data)  {if (GLeeInit()) glCompressedTexSubImage3DARB(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);}
void __stdcall _Lazy_glCompressedTexSubImage2DARB(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data)  {if (GLeeInit()) glCompressedTexSubImage2DARB(target, level, xoffset, yoffset, width, height, format, imageSize, data);}
void __stdcall _Lazy_glCompressedTexSubImage1DARB(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data)  {if (GLeeInit()) glCompressedTexSubImage1DARB(target, level, xoffset, width, format, imageSize, data);}
void __stdcall _Lazy_glGetCompressedTexImageARB(GLenum target, GLint level, GLvoid * img)  {if (GLeeInit()) glGetCompressedTexImageARB(target, level, img);}
PFNGLCOMPRESSEDTEXIMAGE3DARBPROC pglCompressedTexImage3DARB=_Lazy_glCompressedTexImage3DARB;
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC pglCompressedTexImage2DARB=_Lazy_glCompressedTexImage2DARB;
PFNGLCOMPRESSEDTEXIMAGE1DARBPROC pglCompressedTexImage1DARB=_Lazy_glCompressedTexImage1DARB;
PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC pglCompressedTexSubImage3DARB=_Lazy_glCompressedTexSubImage3DARB;
PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC pglCompressedTexSubImage2DARB=_Lazy_glCompressedTexSubImage2DARB;
PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC pglCompressedTexSubImage1DARB=_Lazy_glCompressedTexSubImage1DARB;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC pglGetCompressedTexImageARB=_Lazy_glGetCompressedTexImageARB;
#endif 

/* GL_ARB_texture_border_clamp */

#ifdef __GLEE_GL_ARB_texture_border_clamp
#endif 

/* GL_ARB_point_parameters */

#ifdef __GLEE_GL_ARB_point_parameters
void __stdcall _Lazy_glPointParameterfARB(GLenum pname, GLfloat param)                    {if (GLeeInit()) glPointParameterfARB(pname, param);}
void __stdcall _Lazy_glPointParameterfvARB(GLenum pname, const GLfloat * params)          {if (GLeeInit()) glPointParameterfvARB(pname, params);}
PFNGLPOINTPARAMETERFARBPROC pglPointParameterfARB=_Lazy_glPointParameterfARB;
PFNGLPOINTPARAMETERFVARBPROC pglPointParameterfvARB=_Lazy_glPointParameterfvARB;
#endif 

/* GL_ARB_vertex_blend */

#ifdef __GLEE_GL_ARB_vertex_blend
void __stdcall _Lazy_glWeightbvARB(GLint size, const GLbyte * weights)                    {if (GLeeInit()) glWeightbvARB(size, weights);}
void __stdcall _Lazy_glWeightsvARB(GLint size, const GLshort * weights)                   {if (GLeeInit()) glWeightsvARB(size, weights);}
void __stdcall _Lazy_glWeightivARB(GLint size, const GLint * weights)                     {if (GLeeInit()) glWeightivARB(size, weights);}
void __stdcall _Lazy_glWeightfvARB(GLint size, const GLfloat * weights)                   {if (GLeeInit()) glWeightfvARB(size, weights);}
void __stdcall _Lazy_glWeightdvARB(GLint size, const GLdouble * weights)                  {if (GLeeInit()) glWeightdvARB(size, weights);}
void __stdcall _Lazy_glWeightubvARB(GLint size, const GLubyte * weights)                  {if (GLeeInit()) glWeightubvARB(size, weights);}
void __stdcall _Lazy_glWeightusvARB(GLint size, const GLushort * weights)                 {if (GLeeInit()) glWeightusvARB(size, weights);}
void __stdcall _Lazy_glWeightuivARB(GLint size, const GLuint * weights)                   {if (GLeeInit()) glWeightuivARB(size, weights);}
void __stdcall _Lazy_glWeightPointerARB(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)  {if (GLeeInit()) glWeightPointerARB(size, type, stride, pointer);}
void __stdcall _Lazy_glVertexBlendARB(GLint count)                                        {if (GLeeInit()) glVertexBlendARB(count);}
PFNGLWEIGHTBVARBPROC pglWeightbvARB=_Lazy_glWeightbvARB;
PFNGLWEIGHTSVARBPROC pglWeightsvARB=_Lazy_glWeightsvARB;
PFNGLWEIGHTIVARBPROC pglWeightivARB=_Lazy_glWeightivARB;
PFNGLWEIGHTFVARBPROC pglWeightfvARB=_Lazy_glWeightfvARB;
PFNGLWEIGHTDVARBPROC pglWeightdvARB=_Lazy_glWeightdvARB;
PFNGLWEIGHTUBVARBPROC pglWeightubvARB=_Lazy_glWeightubvARB;
PFNGLWEIGHTUSVARBPROC pglWeightusvARB=_Lazy_glWeightusvARB;
PFNGLWEIGHTUIVARBPROC pglWeightuivARB=_Lazy_glWeightuivARB;
PFNGLWEIGHTPOINTERARBPROC pglWeightPointerARB=_Lazy_glWeightPointerARB;
PFNGLVERTEXBLENDARBPROC pglVertexBlendARB=_Lazy_glVertexBlendARB;
#endif 

/* GL_ARB_matrix_palette */

#ifdef __GLEE_GL_ARB_matrix_palette
void __stdcall _Lazy_glCurrentPaletteMatrixARB(GLint index)                               {if (GLeeInit()) glCurrentPaletteMatrixARB(index);}
void __stdcall _Lazy_glMatrixIndexubvARB(GLint size, const GLubyte * indices)             {if (GLeeInit()) glMatrixIndexubvARB(size, indices);}
void __stdcall _Lazy_glMatrixIndexusvARB(GLint size, const GLushort * indices)            {if (GLeeInit()) glMatrixIndexusvARB(size, indices);}
void __stdcall _Lazy_glMatrixIndexuivARB(GLint size, const GLuint * indices)              {if (GLeeInit()) glMatrixIndexuivARB(size, indices);}
void __stdcall _Lazy_glMatrixIndexPointerARB(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)  {if (GLeeInit()) glMatrixIndexPointerARB(size, type, stride, pointer);}
PFNGLCURRENTPALETTEMATRIXARBPROC pglCurrentPaletteMatrixARB=_Lazy_glCurrentPaletteMatrixARB;
PFNGLMATRIXINDEXUBVARBPROC pglMatrixIndexubvARB=_Lazy_glMatrixIndexubvARB;
PFNGLMATRIXINDEXUSVARBPROC pglMatrixIndexusvARB=_Lazy_glMatrixIndexusvARB;
PFNGLMATRIXINDEXUIVARBPROC pglMatrixIndexuivARB=_Lazy_glMatrixIndexuivARB;
PFNGLMATRIXINDEXPOINTERARBPROC pglMatrixIndexPointerARB=_Lazy_glMatrixIndexPointerARB;
#endif 

/* GL_ARB_texture_env_combine */

#ifdef __GLEE_GL_ARB_texture_env_combine
#endif 

/* GL_ARB_texture_env_crossbar */

#ifdef __GLEE_GL_ARB_texture_env_crossbar
#endif 

/* GL_ARB_texture_env_dot3 */

#ifdef __GLEE_GL_ARB_texture_env_dot3
#endif 

/* GL_ARB_texture_mirrored_repeat */

#ifdef __GLEE_GL_ARB_texture_mirrored_repeat
#endif 

/* GL_ARB_depth_texture */

#ifdef __GLEE_GL_ARB_depth_texture
#endif 

/* GL_ARB_shadow */

#ifdef __GLEE_GL_ARB_shadow
#endif 

/* GL_ARB_shadow_ambient */

#ifdef __GLEE_GL_ARB_shadow_ambient
#endif 

/* GL_ARB_window_pos */

#ifdef __GLEE_GL_ARB_window_pos
void __stdcall _Lazy_glWindowPos2dARB(GLdouble x, GLdouble y)                             {if (GLeeInit()) glWindowPos2dARB(x, y);}
void __stdcall _Lazy_glWindowPos2dvARB(const GLdouble * v)                                {if (GLeeInit()) glWindowPos2dvARB(v);}
void __stdcall _Lazy_glWindowPos2fARB(GLfloat x, GLfloat y)                               {if (GLeeInit()) glWindowPos2fARB(x, y);}
void __stdcall _Lazy_glWindowPos2fvARB(const GLfloat * v)                                 {if (GLeeInit()) glWindowPos2fvARB(v);}
void __stdcall _Lazy_glWindowPos2iARB(GLint x, GLint y)                                   {if (GLeeInit()) glWindowPos2iARB(x, y);}
void __stdcall _Lazy_glWindowPos2ivARB(const GLint * v)                                   {if (GLeeInit()) glWindowPos2ivARB(v);}
void __stdcall _Lazy_glWindowPos2sARB(GLshort x, GLshort y)                               {if (GLeeInit()) glWindowPos2sARB(x, y);}
void __stdcall _Lazy_glWindowPos2svARB(const GLshort * v)                                 {if (GLeeInit()) glWindowPos2svARB(v);}
void __stdcall _Lazy_glWindowPos3dARB(GLdouble x, GLdouble y, GLdouble z)                 {if (GLeeInit()) glWindowPos3dARB(x, y, z);}
void __stdcall _Lazy_glWindowPos3dvARB(const GLdouble * v)                                {if (GLeeInit()) glWindowPos3dvARB(v);}
void __stdcall _Lazy_glWindowPos3fARB(GLfloat x, GLfloat y, GLfloat z)                    {if (GLeeInit()) glWindowPos3fARB(x, y, z);}
void __stdcall _Lazy_glWindowPos3fvARB(const GLfloat * v)                                 {if (GLeeInit()) glWindowPos3fvARB(v);}
void __stdcall _Lazy_glWindowPos3iARB(GLint x, GLint y, GLint z)                          {if (GLeeInit()) glWindowPos3iARB(x, y, z);}
void __stdcall _Lazy_glWindowPos3ivARB(const GLint * v)                                   {if (GLeeInit()) glWindowPos3ivARB(v);}
void __stdcall _Lazy_glWindowPos3sARB(GLshort x, GLshort y, GLshort z)                    {if (GLeeInit()) glWindowPos3sARB(x, y, z);}
void __stdcall _Lazy_glWindowPos3svARB(const GLshort * v)                                 {if (GLeeInit()) glWindowPos3svARB(v);}
PFNGLWINDOWPOS2DARBPROC pglWindowPos2dARB=_Lazy_glWindowPos2dARB;
PFNGLWINDOWPOS2DVARBPROC pglWindowPos2dvARB=_Lazy_glWindowPos2dvARB;
PFNGLWINDOWPOS2FARBPROC pglWindowPos2fARB=_Lazy_glWindowPos2fARB;
PFNGLWINDOWPOS2FVARBPROC pglWindowPos2fvARB=_Lazy_glWindowPos2fvARB;
PFNGLWINDOWPOS2IARBPROC pglWindowPos2iARB=_Lazy_glWindowPos2iARB;
PFNGLWINDOWPOS2IVARBPROC pglWindowPos2ivARB=_Lazy_glWindowPos2ivARB;
PFNGLWINDOWPOS2SARBPROC pglWindowPos2sARB=_Lazy_glWindowPos2sARB;
PFNGLWINDOWPOS2SVARBPROC pglWindowPos2svARB=_Lazy_glWindowPos2svARB;
PFNGLWINDOWPOS3DARBPROC pglWindowPos3dARB=_Lazy_glWindowPos3dARB;
PFNGLWINDOWPOS3DVARBPROC pglWindowPos3dvARB=_Lazy_glWindowPos3dvARB;
PFNGLWINDOWPOS3FARBPROC pglWindowPos3fARB=_Lazy_glWindowPos3fARB;
PFNGLWINDOWPOS3FVARBPROC pglWindowPos3fvARB=_Lazy_glWindowPos3fvARB;
PFNGLWINDOWPOS3IARBPROC pglWindowPos3iARB=_Lazy_glWindowPos3iARB;
PFNGLWINDOWPOS3IVARBPROC pglWindowPos3ivARB=_Lazy_glWindowPos3ivARB;
PFNGLWINDOWPOS3SARBPROC pglWindowPos3sARB=_Lazy_glWindowPos3sARB;
PFNGLWINDOWPOS3SVARBPROC pglWindowPos3svARB=_Lazy_glWindowPos3svARB;
#endif 

/* GL_ARB_vertex_program */

#ifdef __GLEE_GL_ARB_vertex_program
void __stdcall _Lazy_glVertexAttrib1dARB(GLuint index, GLdouble x)                        {if (GLeeInit()) glVertexAttrib1dARB(index, x);}
void __stdcall _Lazy_glVertexAttrib1dvARB(GLuint index, const GLdouble * v)               {if (GLeeInit()) glVertexAttrib1dvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib1fARB(GLuint index, GLfloat x)                         {if (GLeeInit()) glVertexAttrib1fARB(index, x);}
void __stdcall _Lazy_glVertexAttrib1fvARB(GLuint index, const GLfloat * v)                {if (GLeeInit()) glVertexAttrib1fvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib1sARB(GLuint index, GLshort x)                         {if (GLeeInit()) glVertexAttrib1sARB(index, x);}
void __stdcall _Lazy_glVertexAttrib1svARB(GLuint index, const GLshort * v)                {if (GLeeInit()) glVertexAttrib1svARB(index, v);}
void __stdcall _Lazy_glVertexAttrib2dARB(GLuint index, GLdouble x, GLdouble y)            {if (GLeeInit()) glVertexAttrib2dARB(index, x, y);}
void __stdcall _Lazy_glVertexAttrib2dvARB(GLuint index, const GLdouble * v)               {if (GLeeInit()) glVertexAttrib2dvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib2fARB(GLuint index, GLfloat x, GLfloat y)              {if (GLeeInit()) glVertexAttrib2fARB(index, x, y);}
void __stdcall _Lazy_glVertexAttrib2fvARB(GLuint index, const GLfloat * v)                {if (GLeeInit()) glVertexAttrib2fvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib2sARB(GLuint index, GLshort x, GLshort y)              {if (GLeeInit()) glVertexAttrib2sARB(index, x, y);}
void __stdcall _Lazy_glVertexAttrib2svARB(GLuint index, const GLshort * v)                {if (GLeeInit()) glVertexAttrib2svARB(index, v);}
void __stdcall _Lazy_glVertexAttrib3dARB(GLuint index, GLdouble x, GLdouble y, GLdouble z)  {if (GLeeInit()) glVertexAttrib3dARB(index, x, y, z);}
void __stdcall _Lazy_glVertexAttrib3dvARB(GLuint index, const GLdouble * v)               {if (GLeeInit()) glVertexAttrib3dvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib3fARB(GLuint index, GLfloat x, GLfloat y, GLfloat z)   {if (GLeeInit()) glVertexAttrib3fARB(index, x, y, z);}
void __stdcall _Lazy_glVertexAttrib3fvARB(GLuint index, const GLfloat * v)                {if (GLeeInit()) glVertexAttrib3fvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib3sARB(GLuint index, GLshort x, GLshort y, GLshort z)   {if (GLeeInit()) glVertexAttrib3sARB(index, x, y, z);}
void __stdcall _Lazy_glVertexAttrib3svARB(GLuint index, const GLshort * v)                {if (GLeeInit()) glVertexAttrib3svARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4NbvARB(GLuint index, const GLbyte * v)                {if (GLeeInit()) glVertexAttrib4NbvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4NivARB(GLuint index, const GLint * v)                 {if (GLeeInit()) glVertexAttrib4NivARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4NsvARB(GLuint index, const GLshort * v)               {if (GLeeInit()) glVertexAttrib4NsvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4NubARB(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)  {if (GLeeInit()) glVertexAttrib4NubARB(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4NubvARB(GLuint index, const GLubyte * v)              {if (GLeeInit()) glVertexAttrib4NubvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4NuivARB(GLuint index, const GLuint * v)               {if (GLeeInit()) glVertexAttrib4NuivARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4NusvARB(GLuint index, const GLushort * v)             {if (GLeeInit()) glVertexAttrib4NusvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4bvARB(GLuint index, const GLbyte * v)                 {if (GLeeInit()) glVertexAttrib4bvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4dARB(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)  {if (GLeeInit()) glVertexAttrib4dARB(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4dvARB(GLuint index, const GLdouble * v)               {if (GLeeInit()) glVertexAttrib4dvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4fARB(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)  {if (GLeeInit()) glVertexAttrib4fARB(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4fvARB(GLuint index, const GLfloat * v)                {if (GLeeInit()) glVertexAttrib4fvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4ivARB(GLuint index, const GLint * v)                  {if (GLeeInit()) glVertexAttrib4ivARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4sARB(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)  {if (GLeeInit()) glVertexAttrib4sARB(index, x, y, z, w);}
void __stdcall _Lazy_glVertexAttrib4svARB(GLuint index, const GLshort * v)                {if (GLeeInit()) glVertexAttrib4svARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4ubvARB(GLuint index, const GLubyte * v)               {if (GLeeInit()) glVertexAttrib4ubvARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4uivARB(GLuint index, const GLuint * v)                {if (GLeeInit()) glVertexAttrib4uivARB(index, v);}
void __stdcall _Lazy_glVertexAttrib4usvARB(GLuint index, const GLushort * v)              {if (GLeeInit()) glVertexAttrib4usvARB(index, v);}
void __stdcall _Lazy_glVertexAttribPointerARB(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)  {if (GLeeInit()) glVertexAttribPointerARB(index, size, type, normalized, stride, pointer);}
void __stdcall _Lazy_glEnableVertexAttribArrayARB(GLuint index)                           {if (GLeeInit()) glEnableVertexAttribArrayARB(index);}
void __stdcall _Lazy_glDisableVertexAttribArrayARB(GLuint index)                          {if (GLeeInit()) glDisableVertexAttribArrayARB(index);}
void __stdcall _Lazy_glProgramStringARB(GLenum target, GLenum format, GLsizei len, const GLvoid * string)  {if (GLeeInit()) glProgramStringARB(target, format, len, string);}
void __stdcall _Lazy_glBindProgramARB(GLenum target, GLuint program)                      {if (GLeeInit()) glBindProgramARB(target, program);}
void __stdcall _Lazy_glDeleteProgramsARB(GLsizei n, const GLuint * programs)              {if (GLeeInit()) glDeleteProgramsARB(n, programs);}
void __stdcall _Lazy_glGenProgramsARB(GLsizei n, GLuint * programs)                       {if (GLeeInit()) glGenProgramsARB(n, programs);}
void __stdcall _Lazy_glProgramEnvParameter4dARB(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)  {if (GLeeInit()) glProgramEnvParameter4dARB(target, index, x, y, z, w);}
void __stdcall _Lazy_glProgramEnvParameter4dvARB(GLenum target, GLuint index, const GLdouble * params)  {if (GLeeInit()) glProgramEnvParameter4dvARB(target, index, params);}
void __stdcall _Lazy_glProgramEnvParameter4fARB(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)  {if (GLeeInit()) glProgramEnvParameter4fARB(target, index, x, y, z, w);}
void __stdcall _Lazy_glProgramEnvParameter4fvARB(GLenum target, GLuint index, const GLfloat * params)  {if (GLeeInit()) glProgramEnvParameter4fvARB(target, index, params);}
void __stdcall _Lazy_glProgramLocalParameter4dARB(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)  {if (GLeeInit()) glProgramLocalParameter4dARB(target, index, x, y, z, w);}
void __stdcall _Lazy_glProgramLocalParameter4dvARB(GLenum target, GLuint index, const GLdouble * params)  {if (GLeeInit()) glProgramLocalParameter4dvARB(target, index, params);}
void __stdcall _Lazy_glProgramLocalParameter4fARB(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)  {if (GLeeInit()) glProgramLocalParameter4fARB(target, index, x, y, z, w);}
void __stdcall _Lazy_glProgramLocalParameter4fvARB(GLenum target, GLuint index, const GLfloat * params)  {if (GLeeInit()) glProgramLocalParameter4fvARB(target, index, params);}
void __stdcall _Lazy_glGetProgramEnvParameterdvARB(GLenum target, GLuint index, GLdouble * params)  {if (GLeeInit()) glGetProgramEnvParameterdvARB(target, index, params);}
void __stdcall _Lazy_glGetProgramEnvParameterfvARB(GLenum target, GLuint index, GLfloat * params)  {if (GLeeInit()) glGetProgramEnvParameterfvARB(target, index, params);}
void __stdcall _Lazy_glGetProgramLocalParameterdvARB(GLenum target, GLuint index, GLdouble * params)  {if (GLeeInit()) glGetProgramLocalParameterdvARB(target, index, params);}
void __stdcall _Lazy_glGetProgramLocalParameterfvARB(GLenum target, GLuint index, GLfloat * params)  {if (GLeeInit()) glGetProgramLocalParameterfvARB(target, index, params);}
void __stdcall _Lazy_glGetProgramivARB(GLenum target, GLenum pname, GLint * params)       {if (GLeeInit()) glGetProgramivARB(target, pname, params);}
void __stdcall _Lazy_glGetProgramStringARB(GLenum target, GLenum pname, GLvoid * string)  {if (GLeeInit()) glGetProgramStringARB(target, pname, string);}
void __stdcall _Lazy_glGetVertexAttribdvARB(GLuint index, GLenum pname, GLdouble * params)  {if (GLeeInit()) glGetVertexAttribdvARB(index, pname, params);}
void __stdcall _Lazy_glGetVertexAttribfvARB(GLuint index, GLenum pname, GLfloat * params)  {if (GLeeInit()) glGetVertexAttribfvARB(index, pname, params);}
void __stdcall _Lazy_glGetVertexAttribivARB(GLuint index, GLenum pname, GLint * params)   {if (GLeeInit()) glGetVertexAttribivARB(index, pname, params);}
void __stdcall _Lazy_glGetVertexAttribPointervARB(GLuint index, GLenum pname, GLvoid* * pointer)  {if (GLeeInit()) glGetVertexAttribPointervARB(index, pname, pointer);}
GLboolean __stdcall _Lazy_glIsProgramARB(GLuint program)                                  {if (GLeeInit()) return glIsProgramARB(program); return (GLboolean)0;}
PFNGLVERTEXATTRIB1DARBPROC pglVertexAttrib1dARB=_Lazy_glVertexAttrib1dARB;
PFNGLVERTEXATTRIB1DVARBPROC pglVertexAttrib1dvARB=_Lazy_glVertexAttrib1dvARB;
PFNGLVERTEXATTRIB1FARBPROC pglVertexAttrib1fARB=_Lazy_glVertexAttrib1fARB;
PFNGLVERTEXATTRIB1FVARBPROC pglVertexAttrib1fvARB=_Lazy_glVertexAttrib1fvARB;
PFNGLVERTEXATTRIB1SARBPROC pglVertexAttrib1sARB=_Lazy_glVertexAttrib1sARB;
PFNGLVERTEXATTRIB1SVARBPROC pglVertexAttrib1svARB=_Lazy_glVertexAttrib1svARB;
PFNGLVERTEXATTRIB2DARBPROC pglVertexAttrib2dARB=_Lazy_glVertexAttrib2dARB;
PFNGLVERTEXATTRIB2DVARBPROC pglVertexAttrib2dvARB=_Lazy_glVertexAttrib2dvARB;
PFNGLVERTEXATTRIB2FARBPROC pglVertexAttrib2fARB=_Lazy_glVertexAttrib2fARB;
PFNGLVERTEXATTRIB2FVARBPROC pglVertexAttrib2fvARB=_Lazy_glVertexAttrib2fvARB;
PFNGLVERTEXATTRIB2SARBPROC pglVertexAttrib2sARB=_Lazy_glVertexAttrib2sARB;
PFNGLVERTEXATTRIB2SVARBPROC pglVertexAttrib2svARB=_Lazy_glVertexAttrib2svARB;
PFNGLVERTEXATTRIB3DARBPROC pglVertexAttrib3dARB=_Lazy_glVertexAttrib3dARB;
PFNGLVERTEXATTRIB3DVARBPROC pglVertexAttrib3dvARB=_Lazy_glVertexAttrib3dvARB;
PFNGLVERTEXATTRIB3FARBPROC pglVertexAttrib3fARB=_Lazy_glVertexAttrib3fARB;
PFNGLVERTEXATTRIB3FVARBPROC pglVertexAttrib3fvARB=_Lazy_glVertexAttrib3fvARB;
PFNGLVERTEXATTRIB3SARBPROC pglVertexAttrib3sARB=_Lazy_glVertexAttrib3sARB;
PFNGLVERTEXATTRIB3SVARBPROC pglVertexAttrib3svARB=_Lazy_glVertexAttrib3svARB;
PFNGLVERTEXATTRIB4NBVARBPROC pglVertexAttrib4NbvARB=_Lazy_glVertexAttrib4NbvARB;
PFNGLVERTEXATTRIB4NIVARBPROC pglVertexAttrib4NivARB=_Lazy_glVertexAttrib4NivARB;
PFNGLVERTEXATTRIB4NSVARBPROC pglVertexAttrib4NsvARB=_Lazy_glVertexAttrib4NsvARB;
PFNGLVERTEXATTRIB4NUBARBPROC pglVertexAttrib4NubARB=_Lazy_glVertexAttrib4NubARB;
PFNGLVERTEXATTRIB4NUBVARBPROC pglVertexAttrib4NubvARB=_Lazy_glVertexAttrib4NubvARB;
PFNGLVERTEXATTRIB4NUIVARBPROC pglVertexAttrib4NuivARB=_Lazy_glVertexAttrib4NuivARB;
PFNGLVERTEXATTRIB4NUSVARBPROC pglVertexAttrib4NusvARB=_Lazy_glVertexAttrib4NusvARB;
PFNGLVERTEXATTRIB4BVARBPROC pglVertexAttrib4bvARB=_Lazy_glVertexAttrib4bvARB;
PFNGLVERTEXATTRIB4DARBPROC pglVertexAttrib4dARB=_Lazy_glVertexAttrib4dARB;
PFNGLVERTEXATTRIB4DVARBPROC pglVertexAttrib4dvARB=_Lazy_glVertexAttrib4dvARB;
PFNGLVERTEXATTRIB4FARBPROC pglVertexAttrib4fARB=_Lazy_glVertexAttrib4fARB;
PFNGLVERTEXATTRIB4FVARBPROC pglVertexAttrib4fvARB=_Lazy_glVertexAttrib4fvARB;
PFNGLVERTEXATTRIB4IVARBPROC pglVertexAttrib4ivARB=_Lazy_glVertexAttrib4ivARB;
PFNGLVERTEXATTRIB4SARBPROC pglVertexAttrib4sARB=_Lazy_glVertexAttrib4sARB;
PFNGLVERTEXATTRIB4SVARBPROC pglVertexAttrib4svARB=_Lazy_glVertexAttrib4svARB;
PFNGLVERTEXATTRIB4UBVARBPROC pglVertexAttrib4ubvARB=_Lazy_glVertexAttrib4ubvARB;
PFNGLVERTEXATTRIB4UIVARBPROC pglVertexAttrib4uivARB=_Lazy_glVertexAttrib4uivARB;
PFNGLVERTEXATTRIB4USVARBPROC pglVertexAttrib4usvARB=_Lazy_glVertexAttrib4usvARB;
PFNGLVERTEXATTRIBPOINTERARBPROC pglVertexAttribPointerARB=_Lazy_glVertexAttribPointerARB;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC pglEnableVertexAttribArrayARB=_Lazy_glEnableVertexAttribArrayARB;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC pglDisableVertexAttribArrayARB=_Lazy_glDisableVertexAttribArrayARB;
PFNGLPROGRAMSTRINGARBPROC pglProgramStringARB=_Lazy_glProgramStringARB;
PFNGLBINDPROGRAMARBPROC pglBindProgramARB=_Lazy_glBindProgramARB;
PFNGLDELETEPROGRAMSARBPROC pglDeleteProgramsARB=_Lazy_glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC pglGenProgramsARB=_Lazy_glGenProgramsARB;
PFNGLPROGRAMENVPARAMETER4DARBPROC pglProgramEnvParameter4dARB=_Lazy_glProgramEnvParameter4dARB;
PFNGLPROGRAMENVPARAMETER4DVARBPROC pglProgramEnvParameter4dvARB=_Lazy_glProgramEnvParameter4dvARB;
PFNGLPROGRAMENVPARAMETER4FARBPROC pglProgramEnvParameter4fARB=_Lazy_glProgramEnvParameter4fARB;
PFNGLPROGRAMENVPARAMETER4FVARBPROC pglProgramEnvParameter4fvARB=_Lazy_glProgramEnvParameter4fvARB;
PFNGLPROGRAMLOCALPARAMETER4DARBPROC pglProgramLocalParameter4dARB=_Lazy_glProgramLocalParameter4dARB;
PFNGLPROGRAMLOCALPARAMETER4DVARBPROC pglProgramLocalParameter4dvARB=_Lazy_glProgramLocalParameter4dvARB;
PFNGLPROGRAMLOCALPARAMETER4FARBPROC pglProgramLocalParameter4fARB=_Lazy_glProgramLocalParameter4fARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC pglProgramLocalParameter4fvARB=_Lazy_glProgramLocalParameter4fvARB;
PFNGLGETPROGRAMENVPARAMETERDVARBPROC pglGetProgramEnvParameterdvARB=_Lazy_glGetProgramEnvParameterdvARB;
PFNGLGETPROGRAMENVPARAMETERFVARBPROC pglGetProgramEnvParameterfvARB=_Lazy_glGetProgramEnvParameterfvARB;
PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC pglGetProgramLocalParameterdvARB=_Lazy_glGetProgramLocalParameterdvARB;
PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC pglGetProgramLocalParameterfvARB=_Lazy_glGetProgramLocalParameterfvARB;
PFNGLGETPROGRAMIVARBPROC pglGetProgramivARB=_Lazy_glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC pglGetProgramStringARB=_Lazy_glGetProgramStringARB;
PFNGLGETVERTEXATTRIBDVARBPROC pglGetVertexAttribdvARB=_Lazy_glGetVertexAttribdvARB;
PFNGLGETVERTEXATTRIBFVARBPROC pglGetVertexAttribfvARB=_Lazy_glGetVertexAttribfvARB;
PFNGLGETVERTEXATTRIBIVARBPROC pglGetVertexAttribivARB=_Lazy_glGetVertexAttribivARB;
PFNGLGETVERTEXATTRIBPOINTERVARBPROC pglGetVertexAttribPointervARB=_Lazy_glGetVertexAttribPointervARB;
PFNGLISPROGRAMARBPROC pglIsProgramARB=_Lazy_glIsProgramARB;
#endif 

/* GL_ARB_fragment_program */

#ifdef __GLEE_GL_ARB_fragment_program
#endif 

/* GL_ARB_vertex_buffer_object */

#ifdef __GLEE_GL_ARB_vertex_buffer_object
void __stdcall _Lazy_glBindBufferARB(GLenum target, GLuint buffer)                        {if (GLeeInit()) glBindBufferARB(target, buffer);}
void __stdcall _Lazy_glDeleteBuffersARB(GLsizei n, const GLuint * buffers)                {if (GLeeInit()) glDeleteBuffersARB(n, buffers);}
void __stdcall _Lazy_glGenBuffersARB(GLsizei n, GLuint * buffers)                         {if (GLeeInit()) glGenBuffersARB(n, buffers);}
GLboolean __stdcall _Lazy_glIsBufferARB(GLuint buffer)                                    {if (GLeeInit()) return glIsBufferARB(buffer); return (GLboolean)0;}
void __stdcall _Lazy_glBufferDataARB(GLenum target, GLsizeiptrARB size, const GLvoid * data, GLenum usage)  {if (GLeeInit()) glBufferDataARB(target, size, data, usage);}
void __stdcall _Lazy_glBufferSubDataARB(GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid * data)  {if (GLeeInit()) glBufferSubDataARB(target, offset, size, data);}
void __stdcall _Lazy_glGetBufferSubDataARB(GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid * data)  {if (GLeeInit()) glGetBufferSubDataARB(target, offset, size, data);}
GLvoid* __stdcall _Lazy_glMapBufferARB(GLenum target, GLenum access)                      {if (GLeeInit()) return glMapBufferARB(target, access); return (GLvoid*)0;}
GLboolean __stdcall _Lazy_glUnmapBufferARB(GLenum target)                                 {if (GLeeInit()) return glUnmapBufferARB(target); return (GLboolean)0;}
void __stdcall _Lazy_glGetBufferParameterivARB(GLenum target, GLenum pname, GLint * params)  {if (GLeeInit()) glGetBufferParameterivARB(target, pname, params);}
void __stdcall _Lazy_glGetBufferPointervARB(GLenum target, GLenum pname, GLvoid* * params)  {if (GLeeInit()) glGetBufferPointervARB(target, pname, params);}
PFNGLBINDBUFFERARBPROC pglBindBufferARB=_Lazy_glBindBufferARB;
PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB=_Lazy_glDeleteBuffersARB;
PFNGLGENBUFFERSARBPROC pglGenBuffersARB=_Lazy_glGenBuffersARB;
PFNGLISBUFFERARBPROC pglIsBufferARB=_Lazy_glIsBufferARB;
PFNGLBUFFERDATAARBPROC pglBufferDataARB=_Lazy_glBufferDataARB;
PFNGLBUFFERSUBDATAARBPROC pglBufferSubDataARB=_Lazy_glBufferSubDataARB;
PFNGLGETBUFFERSUBDATAARBPROC pglGetBufferSubDataARB=_Lazy_glGetBufferSubDataARB;
PFNGLMAPBUFFERARBPROC pglMapBufferARB=_Lazy_glMapBufferARB;
PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB=_Lazy_glUnmapBufferARB;
PFNGLGETBUFFERPARAMETERIVARBPROC pglGetBufferParameterivARB=_Lazy_glGetBufferParameterivARB;
PFNGLGETBUFFERPOINTERVARBPROC pglGetBufferPointervARB=_Lazy_glGetBufferPointervARB;
#endif 

/* GL_ARB_occlusion_query */

#ifdef __GLEE_GL_ARB_occlusion_query
void __stdcall _Lazy_glGenQueriesARB(GLsizei n, GLuint * ids)                             {if (GLeeInit()) glGenQueriesARB(n, ids);}
void __stdcall _Lazy_glDeleteQueriesARB(GLsizei n, const GLuint * ids)                    {if (GLeeInit()) glDeleteQueriesARB(n, ids);}
GLboolean __stdcall _Lazy_glIsQueryARB(GLuint id)                                         {if (GLeeInit()) return glIsQueryARB(id); return (GLboolean)0;}
void __stdcall _Lazy_glBeginQueryARB(GLenum target, GLuint id)                            {if (GLeeInit()) glBeginQueryARB(target, id);}
void __stdcall _Lazy_glEndQueryARB(GLenum target)                                         {if (GLeeInit()) glEndQueryARB(target);}
void __stdcall _Lazy_glGetQueryivARB(GLenum target, GLenum pname, GLint * params)         {if (GLeeInit()) glGetQueryivARB(target, pname, params);}
void __stdcall _Lazy_glGetQueryObjectivARB(GLuint id, GLenum pname, GLint * params)       {if (GLeeInit()) glGetQueryObjectivARB(id, pname, params);}
void __stdcall _Lazy_glGetQueryObjectuivARB(GLuint id, GLenum pname, GLuint * params)     {if (GLeeInit()) glGetQueryObjectuivARB(id, pname, params);}
PFNGLGENQUERIESARBPROC pglGenQueriesARB=_Lazy_glGenQueriesARB;
PFNGLDELETEQUERIESARBPROC pglDeleteQueriesARB=_Lazy_glDeleteQueriesARB;
PFNGLISQUERYARBPROC pglIsQueryARB=_Lazy_glIsQueryARB;
PFNGLBEGINQUERYARBPROC pglBeginQueryARB=_Lazy_glBeginQueryARB;
PFNGLENDQUERYARBPROC pglEndQueryARB=_Lazy_glEndQueryARB;
PFNGLGETQUERYIVARBPROC pglGetQueryivARB=_Lazy_glGetQueryivARB;
PFNGLGETQUERYOBJECTIVARBPROC pglGetQueryObjectivARB=_Lazy_glGetQueryObjectivARB;
PFNGLGETQUERYOBJECTUIVARBPROC pglGetQueryObjectuivARB=_Lazy_glGetQueryObjectuivARB;
#endif 

/* GL_ARB_shader_objects */

#ifdef __GLEE_GL_ARB_shader_objects
void __stdcall _Lazy_glDeleteObjectARB(GLhandleARB obj)                                   {if (GLeeInit()) glDeleteObjectARB(obj);}
GLhandleARB __stdcall _Lazy_glGetHandleARB(GLenum pname)                                  {if (GLeeInit()) return glGetHandleARB(pname); return (GLhandleARB)0;}
void __stdcall _Lazy_glDetachObjectARB(GLhandleARB containerObj, GLhandleARB attachedObj)  {if (GLeeInit()) glDetachObjectARB(containerObj, attachedObj);}
GLhandleARB __stdcall _Lazy_glCreateShaderObjectARB(GLenum shaderType)                    {if (GLeeInit()) return glCreateShaderObjectARB(shaderType); return (GLhandleARB)0;}
void __stdcall _Lazy_glShaderSourceARB(GLhandleARB shaderObj, GLsizei count, const GLcharARB* * string, const GLint * length)  {if (GLeeInit()) glShaderSourceARB(shaderObj, count, string, length);}
void __stdcall _Lazy_glCompileShaderARB(GLhandleARB shaderObj)                            {if (GLeeInit()) glCompileShaderARB(shaderObj);}
GLhandleARB __stdcall _Lazy_glCreateProgramObjectARB(void)                                {if (GLeeInit()) return glCreateProgramObjectARB(); return (GLhandleARB)0;}
void __stdcall _Lazy_glAttachObjectARB(GLhandleARB containerObj, GLhandleARB obj)         {if (GLeeInit()) glAttachObjectARB(containerObj, obj);}
void __stdcall _Lazy_glLinkProgramARB(GLhandleARB programObj)                             {if (GLeeInit()) glLinkProgramARB(programObj);}
void __stdcall _Lazy_glUseProgramObjectARB(GLhandleARB programObj)                        {if (GLeeInit()) glUseProgramObjectARB(programObj);}
void __stdcall _Lazy_glValidateProgramARB(GLhandleARB programObj)                         {if (GLeeInit()) glValidateProgramARB(programObj);}
void __stdcall _Lazy_glUniform1fARB(GLint location, GLfloat v0)                           {if (GLeeInit()) glUniform1fARB(location, v0);}
void __stdcall _Lazy_glUniform2fARB(GLint location, GLfloat v0, GLfloat v1)               {if (GLeeInit()) glUniform2fARB(location, v0, v1);}
void __stdcall _Lazy_glUniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)   {if (GLeeInit()) glUniform3fARB(location, v0, v1, v2);}
void __stdcall _Lazy_glUniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)  {if (GLeeInit()) glUniform4fARB(location, v0, v1, v2, v3);}
void __stdcall _Lazy_glUniform1iARB(GLint location, GLint v0)                             {if (GLeeInit()) glUniform1iARB(location, v0);}
void __stdcall _Lazy_glUniform2iARB(GLint location, GLint v0, GLint v1)                   {if (GLeeInit()) glUniform2iARB(location, v0, v1);}
void __stdcall _Lazy_glUniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)         {if (GLeeInit()) glUniform3iARB(location, v0, v1, v2);}
void __stdcall _Lazy_glUniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)  {if (GLeeInit()) glUniform4iARB(location, v0, v1, v2, v3);}
void __stdcall _Lazy_glUniform1fvARB(GLint location, GLsizei count, const GLfloat * value)  {if (GLeeInit()) glUniform1fvARB(location, count, value);}
void __stdcall _Lazy_glUniform2fvARB(GLint location, GLsizei count, const GLfloat * value)  {if (GLeeInit()) glUniform2fvARB(location, count, value);}
void __stdcall _Lazy_glUniform3fvARB(GLint location, GLsizei count, const GLfloat * value)  {if (GLeeInit()) glUniform3fvARB(location, count, value);}
void __stdcall _Lazy_glUniform4fvARB(GLint location, GLsizei count, const GLfloat * value)  {if (GLeeInit()) glUniform4fvARB(location, count, value);}
void __stdcall _Lazy_glUniform1ivARB(GLint location, GLsizei count, const GLint * value)  {if (GLeeInit()) glUniform1ivARB(location, count, value);}
void __stdcall _Lazy_glUniform2ivARB(GLint location, GLsizei count, const GLint * value)  {if (GLeeInit()) glUniform2ivARB(location, count, value);}
void __stdcall _Lazy_glUniform3ivARB(GLint location, GLsizei count, const GLint * value)  {if (GLeeInit()) glUniform3ivARB(location, count, value);}
void __stdcall _Lazy_glUniform4ivARB(GLint location, GLsizei count, const GLint * value)  {if (GLeeInit()) glUniform4ivARB(location, count, value);}
void __stdcall _Lazy_glUniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix2fvARB(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix3fvARB(location, count, transpose, value);}
void __stdcall _Lazy_glUniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)  {if (GLeeInit()) glUniformMatrix4fvARB(location, count, transpose, value);}
void __stdcall _Lazy_glGetObjectParameterfvARB(GLhandleARB obj, GLenum pname, GLfloat * params)  {if (GLeeInit()) glGetObjectParameterfvARB(obj, pname, params);}
void __stdcall _Lazy_glGetObjectParameterivARB(GLhandleARB obj, GLenum pname, GLint * params)  {if (GLeeInit()) glGetObjectParameterivARB(obj, pname, params);}
void __stdcall _Lazy_glGetInfoLogARB(GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * infoLog)  {if (GLeeInit()) glGetInfoLogARB(obj, maxLength, length, infoLog);}
void __stdcall _Lazy_glGetAttachedObjectsARB(GLhandleARB containerObj, GLsizei maxCount, GLsizei * count, GLhandleARB * obj)  {if (GLeeInit()) glGetAttachedObjectsARB(containerObj, maxCount, count, obj);}
GLint __stdcall _Lazy_glGetUniformLocationARB(GLhandleARB programObj, const GLcharARB * name)  {if (GLeeInit()) return glGetUniformLocationARB(programObj, name); return (GLint)0;}
void __stdcall _Lazy_glGetActiveUniformARB(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name)  {if (GLeeInit()) glGetActiveUniformARB(programObj, index, maxLength, length, size, type, name);}
void __stdcall _Lazy_glGetUniformfvARB(GLhandleARB programObj, GLint location, GLfloat * params)  {if (GLeeInit()) glGetUniformfvARB(programObj, location, params);}
void __stdcall _Lazy_glGetUniformivARB(GLhandleARB programObj, GLint location, GLint * params)  {if (GLeeInit()) glGetUniformivARB(programObj, location, params);}
void __stdcall _Lazy_glGetShaderSourceARB(GLhandleARB obj, GLsizei maxLength, GLsizei * length, GLcharARB * source)  {if (GLeeInit()) glGetShaderSourceARB(obj, maxLength, length, source);}
PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB=_Lazy_glDeleteObjectARB;
PFNGLGETHANDLEARBPROC pglGetHandleARB=_Lazy_glGetHandleARB;
PFNGLDETACHOBJECTARBPROC pglDetachObjectARB=_Lazy_glDetachObjectARB;
PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB=_Lazy_glCreateShaderObjectARB;
PFNGLSHADERSOURCEARBPROC pglShaderSourceARB=_Lazy_glShaderSourceARB;
PFNGLCOMPILESHADERARBPROC pglCompileShaderARB=_Lazy_glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB=_Lazy_glCreateProgramObjectARB;
PFNGLATTACHOBJECTARBPROC pglAttachObjectARB=_Lazy_glAttachObjectARB;
PFNGLLINKPROGRAMARBPROC pglLinkProgramARB=_Lazy_glLinkProgramARB;
PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB=_Lazy_glUseProgramObjectARB;
PFNGLVALIDATEPROGRAMARBPROC pglValidateProgramARB=_Lazy_glValidateProgramARB;
PFNGLUNIFORM1FARBPROC pglUniform1fARB=_Lazy_glUniform1fARB;
PFNGLUNIFORM2FARBPROC pglUniform2fARB=_Lazy_glUniform2fARB;
PFNGLUNIFORM3FARBPROC pglUniform3fARB=_Lazy_glUniform3fARB;
PFNGLUNIFORM4FARBPROC pglUniform4fARB=_Lazy_glUniform4fARB;
PFNGLUNIFORM1IARBPROC pglUniform1iARB=_Lazy_glUniform1iARB;
PFNGLUNIFORM2IARBPROC pglUniform2iARB=_Lazy_glUniform2iARB;
PFNGLUNIFORM3IARBPROC pglUniform3iARB=_Lazy_glUniform3iARB;
PFNGLUNIFORM4IARBPROC pglUniform4iARB=_Lazy_glUniform4iARB;
PFNGLUNIFORM1FVARBPROC pglUniform1fvARB=_Lazy_glUniform1fvARB;
PFNGLUNIFORM2FVARBPROC pglUniform2fvARB=_Lazy_glUniform2fvARB;
PFNGLUNIFORM3FVARBPROC pglUniform3fvARB=_Lazy_glUniform3fvARB;
PFNGLUNIFORM4FVARBPROC pglUniform4fvARB=_Lazy_glUniform4fvARB;
PFNGLUNIFORM1IVARBPROC pglUniform1ivARB=_Lazy_glUniform1ivARB;
PFNGLUNIFORM2IVARBPROC pglUniform2ivARB=_Lazy_glUniform2ivARB;
PFNGLUNIFORM3IVARBPROC pglUniform3ivARB=_Lazy_glUniform3ivARB;
PFNGLUNIFORM4IVARBPROC pglUniform4ivARB=_Lazy_glUniform4ivARB;
PFNGLUNIFORMMATRIX2FVARBPROC pglUniformMatrix2fvARB=_Lazy_glUniformMatrix2fvARB;
PFNGLUNIFORMMATRIX3FVARBPROC pglUniformMatrix3fvARB=_Lazy_glUniformMatrix3fvARB;
PFNGLUNIFORMMATRIX4FVARBPROC pglUniformMatrix4fvARB=_Lazy_glUniformMatrix4fvARB;
PFNGLGETOBJECTPARAMETERFVARBPROC pglGetObjectParameterfvARB=_Lazy_glGetObjectParameterfvARB;
PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB=_Lazy_glGetObjectParameterivARB;
PFNGLGETINFOLOGARBPROC pglGetInfoLogARB=_Lazy_glGetInfoLogARB;
PFNGLGETATTACHEDOBJECTSARBPROC pglGetAttachedObjectsARB=_Lazy_glGetAttachedObjectsARB;
PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB=_Lazy_glGetUniformLocationARB;
PFNGLGETACTIVEUNIFORMARBPROC pglGetActiveUniformARB=_Lazy_glGetActiveUniformARB;
PFNGLGETUNIFORMFVARBPROC pglGetUniformfvARB=_Lazy_glGetUniformfvARB;
PFNGLGETUNIFORMIVARBPROC pglGetUniformivARB=_Lazy_glGetUniformivARB;
PFNGLGETSHADERSOURCEARBPROC pglGetShaderSourceARB=_Lazy_glGetShaderSourceARB;
#endif 

/* GL_ARB_vertex_shader */

#ifdef __GLEE_GL_ARB_vertex_shader
void __stdcall _Lazy_glBindAttribLocationARB(GLhandleARB programObj, GLuint index, const GLcharARB * name)  {if (GLeeInit()) glBindAttribLocationARB(programObj, index, name);}
void __stdcall _Lazy_glGetActiveAttribARB(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name)  {if (GLeeInit()) glGetActiveAttribARB(programObj, index, maxLength, length, size, type, name);}
GLint __stdcall _Lazy_glGetAttribLocationARB(GLhandleARB programObj, const GLcharARB * name)  {if (GLeeInit()) return glGetAttribLocationARB(programObj, name); return (GLint)0;}
PFNGLBINDATTRIBLOCATIONARBPROC pglBindAttribLocationARB=_Lazy_glBindAttribLocationARB;
PFNGLGETACTIVEATTRIBARBPROC pglGetActiveAttribARB=_Lazy_glGetActiveAttribARB;
PFNGLGETATTRIBLOCATIONARBPROC pglGetAttribLocationARB=_Lazy_glGetAttribLocationARB;
#endif 

/* GL_ARB_fragment_shader */

#ifdef __GLEE_GL_ARB_fragment_shader
#endif 

/* GL_ARB_shading_language_100 */

#ifdef __GLEE_GL_ARB_shading_language_100
#endif 

/* GL_ARB_texture_non_power_of_two */

#ifdef __GLEE_GL_ARB_texture_non_power_of_two
#endif 

/* GL_ARB_point_sprite */

#ifdef __GLEE_GL_ARB_point_sprite
#endif 

/* GL_ARB_fragment_program_shadow */

#ifdef __GLEE_GL_ARB_fragment_program_shadow
#endif 

/* GL_ARB_draw_buffers */

#ifdef __GLEE_GL_ARB_draw_buffers
void __stdcall _Lazy_glDrawBuffersARB(GLsizei n, const GLenum * bufs)                     {if (GLeeInit()) glDrawBuffersARB(n, bufs);}
PFNGLDRAWBUFFERSARBPROC pglDrawBuffersARB=_Lazy_glDrawBuffersARB;
#endif 

/* GL_ARB_texture_rectangle */

#ifdef __GLEE_GL_ARB_texture_rectangle
#endif 

/* GL_ARB_color_buffer_float */

#ifdef __GLEE_GL_ARB_color_buffer_float
void __stdcall _Lazy_glClampColorARB(GLenum target, GLenum clamp)                         {if (GLeeInit()) glClampColorARB(target, clamp);}
PFNGLCLAMPCOLORARBPROC pglClampColorARB=_Lazy_glClampColorARB;
#endif 

/* GL_ARB_half_float_pixel */

#ifdef __GLEE_GL_ARB_half_float_pixel
#endif 

/* GL_ARB_texture_float */

#ifdef __GLEE_GL_ARB_texture_float
#endif 

/* GL_ARB_pixel_buffer_object */

#ifdef __GLEE_GL_ARB_pixel_buffer_object
#endif 

/* GL_ARB_depth_buffer_float */

#ifdef __GLEE_GL_ARB_depth_buffer_float
#endif 

/* GL_ARB_draw_instanced */

#ifdef __GLEE_GL_ARB_draw_instanced
void __stdcall _Lazy_glDrawArraysInstancedARB(GLenum mode, GLint first, GLsizei count, GLsizei primcount)  {if (GLeeInit()) glDrawArraysInstancedARB(mode, first, count, primcount);}
void __stdcall _Lazy_glDrawElementsInstancedARB(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei primcount)  {if (GLeeInit()) glDrawElementsInstancedARB(mode, count, type, indices, primcount);}
PFNGLDRAWARRAYSINSTANCEDARBPROC pglDrawArraysInstancedARB=_Lazy_glDrawArraysInstancedARB;
PFNGLDRAWELEMENTSINSTANCEDARBPROC pglDrawElementsInstancedARB=_Lazy_glDrawElementsInstancedARB;
#endif 

/* GL_ARB_framebuffer_object */

#ifdef __GLEE_GL_ARB_framebuffer_object
GLboolean __stdcall _Lazy_glIsRenderbuffer(GLuint renderbuffer)                           {if (GLeeInit()) return glIsRenderbuffer(renderbuffer); return (GLboolean)0;}
void __stdcall _Lazy_glBindRenderbuffer(GLenum target, GLuint renderbuffer)               {if (GLeeInit()) glBindRenderbuffer(target, renderbuffer);}
void __stdcall _Lazy_glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers)       {if (GLeeInit()) glDeleteRenderbuffers(n, renderbuffers);}
void __stdcall _Lazy_glGenRenderbuffers(GLsizei n, GLuint * renderbuffers)                {if (GLeeInit()) glGenRenderbuffers(n, renderbuffers);}
void __stdcall _Lazy_glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)  {if (GLeeInit()) glRenderbufferStorage(target, internalformat, width, height);}
void __stdcall _Lazy_glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params)  {if (GLeeInit()) glGetRenderbufferParameteriv(target, pname, params);}
GLboolean __stdcall _Lazy_glIsFramebuffer(GLuint framebuffer)                             {if (GLeeInit()) return glIsFramebuffer(framebuffer); return (GLboolean)0;}
void __stdcall _Lazy_glBindFramebuffer(GLenum target, GLuint framebuffer)                 {if (GLeeInit()) glBindFramebuffer(target, framebuffer);}
void __stdcall _Lazy_glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers)         {if (GLeeInit()) glDeleteFramebuffers(n, framebuffers);}
void __stdcall _Lazy_glGenFramebuffers(GLsizei n, GLuint * framebuffers)                  {if (GLeeInit()) glGenFramebuffers(n, framebuffers);}
GLenum __stdcall _Lazy_glCheckFramebufferStatus(GLenum target)                            {if (GLeeInit()) return glCheckFramebufferStatus(target); return (GLenum)0;}