#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 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