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@ -1044,6 +1044,7 @@ PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; |
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PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; |
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PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; |
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PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL; |
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PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL; |
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PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL; |
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PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL; |
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PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV = NULL; |
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PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; |
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PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL; |
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PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; |
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PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; |
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PFNGLDISABLEPROC glad_glDisable = NULL; |
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PFNGLDISABLEPROC glad_glDisable = NULL; |
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@ -7971,6 +7972,7 @@ static void load_GL_NV_depth_buffer_float(GLADloadproc load) { |
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glad_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)load("glDepthRangedNV"); |
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glad_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)load("glDepthRangedNV"); |
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glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV"); |
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glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV"); |
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glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV"); |
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glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV"); |
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glad_glDepthRangeIndexeddNV = (PFNGLDEPTHRANGEINDEXEDDNVPROC)load("glDepthRangeIndexeddNV"); |
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} |
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} |
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static void load_GL_NV_draw_texture(GLADloadproc load) { |
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static void load_GL_NV_draw_texture(GLADloadproc load) { |
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if(!GLAD_GL_NV_draw_texture) return; |
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if(!GLAD_GL_NV_draw_texture) return; |
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