bindings
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@@ -181,7 +181,25 @@ void GLExt_t::Load( LowLevelWindow *pWind )
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F( glDisableVertexAttribArrayARB ),
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F( glDisableVertexAttribArrayARB ),
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F( glVertexAttribPointerARB ),
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F( glVertexAttribPointerARB ),
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F( glGetUniformLocationARB ),
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F( glGetUniformLocationARB ),
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F( glUniform1fARB ),
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F( glUniform2fARB ),
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F( glUniform3fARB ),
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F( glUniform4fARB ),
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F( glUniform1iARB ),
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F( glUniform1iARB ),
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F( glUniform2iARB ),
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F( glUniform3iARB ),
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F( glUniform4iARB ),
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F( glUniform1fvARB ),
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F( glUniform2fvARB ),
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F( glUniform3fvARB ),
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F( glUniform4fvARB ),
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F( glUniform1ivARB ),
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F( glUniform2ivARB ),
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F( glUniform3ivARB ),
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F( glUniform4ivARB ),
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F( glUniformMatrix2fvARB ),
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F( glUniformMatrix2fvARB ),
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F( glUniformMatrix2fvARB ),
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{ NULL, NULL }
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{ NULL, NULL }
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};
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};
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@@ -99,7 +99,25 @@ struct GLExt_t
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PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArrayARB;
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PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArrayARB;
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PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointerARB;
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PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointerARB;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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PFNGLUNIFORM1FARBPROC glUniform1fARB;
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PFNGLUNIFORM2FARBPROC glUniform2fARB;
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PFNGLUNIFORM3FARBPROC glUniform3fARB;
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PFNGLUNIFORM4FARBPROC glUniform4fARB;
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PFNGLUNIFORM1IARBPROC glUniform1iARB;
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PFNGLUNIFORM1IARBPROC glUniform1iARB;
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PFNGLUNIFORM2IARBPROC glUniform2iARB;
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PFNGLUNIFORM3IARBPROC glUniform3iARB;
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PFNGLUNIFORM4IARBPROC glUniform4iARB;
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PFNGLUNIFORM1FVARBPROC glUniform1fvARB;
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PFNGLUNIFORM2FVARBPROC glUniform2fvARB;
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PFNGLUNIFORM3FVARBPROC glUniform3fvARB;
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PFNGLUNIFORM4FVARBPROC glUniform4fvARB;
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PFNGLUNIFORM1IVARBPROC glUniform1ivARB;
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PFNGLUNIFORM2IVARBPROC glUniform2ivARB;
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PFNGLUNIFORM3IVARBPROC glUniform3ivARB;
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PFNGLUNIFORM4IVARBPROC glUniform4ivARB;
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PFNGLUNIFORMMATRIX2FVARBPROC glUniformMatrix2fvARB;
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PFNGLUNIFORMMATRIX3FVARBPROC glUniformMatrix3fvARB;
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PFNGLUNIFORMMATRIX4FVARBPROC glUniformMatrix4fvARB;
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// GL_ARB_vertex_shader and GL_ARB_fragment_shader:
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// GL_ARB_vertex_shader and GL_ARB_fragment_shader:
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bool m_bGL_ARB_vertex_shader;
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bool m_bGL_ARB_vertex_shader;
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