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#include "stdafx.h"
void glReadPixels(int,int, int, int, int, int, ByteBuffer *)
{
}
void glClearDepth(double)
{
}
void glVertexPointer(int, int, int, int)
{
}
void glVertexPointer(int, int, FloatBuffer *)
{
}
void glTexCoordPointer(int, int, int, int)
{
}
void glTexCoordPointer(int, int, FloatBuffer *)
{
}
void glNormalPointer(int, int, int)
{
}
void glNormalPointer(int, ByteBuffer *)
{
}
void glEnableClientState(int)
{
}
void glDisableClientState(int)
{
}
void glColorPointer(int, int, int, int)
{
}
void glColorPointer(int, bool, int, ByteBuffer *)
{
}
void glDrawArrays(int,int,int)
{
}
void glNormal3f(float,float,float)
{
}
void glGenQueriesARB(IntBuffer *)
{
}
void glBeginQueryARB(int,int)
{
}
void glEndQueryARB(int)
{
}
void glGetQueryObjectuARB(int,int,IntBuffer *)
{
}
void glShadeModel(int)
{
}
void glColorMaterial(int,int)
{
}
//1.8.2
void glClientActiveTexture(int)
{
}
void glActiveTexture(int)
{
}
void glFlush()
{
}
void glTexGeni(int,int,int)
{
}
#ifdef _XBOX
// 4J Stu - Added these to stop us needing to pull in loads of media libraries just to use Qnet
#include <xcam.h>
DWORD XCamInitialize(){ return 0; }
VOID XCamShutdown() {}
DWORD XCamCreateStreamEngine(
CONST XCAM_STREAM_ENGINE_INIT_PARAMS *pParams,
PIXCAMSTREAMENGINE *ppEngine
) { return 0; }
DWORD XCamSetView(
XCAMZOOMFACTOR ZoomFactor,
LONG XCenter,
LONG YCenter,
PXOVERLAPPED pOverlapped
) { return 0; }
XCAMDEVICESTATE XCamGetStatus() { return XCAMDEVICESTATE_DISCONNECTED; }
#endif
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