- glDeleteObjectARB=reinterpret_cast<PFNGLDELETEOBJECTARBPROC>(get_proc_address("glDeleteObjectARB"));
- glGetHandleARB=reinterpret_cast<PFNGLGETHANDLEARBPROC>(get_proc_address("glGetHandleARB"));
- glDetachObjectARB=reinterpret_cast<PFNGLDETACHOBJECTARBPROC>(get_proc_address("glDetachObjectARB"));
- glCreateShaderObjectARB=reinterpret_cast<PFNGLCREATESHADEROBJECTARBPROC>(get_proc_address("glCreateShaderObjectARB"));
- glShaderSourceARB=reinterpret_cast<PFNGLSHADERSOURCEARBPROC>(get_proc_address("glShaderSourceARB"));
- glCompileShaderARB=reinterpret_cast<PFNGLCOMPILESHADERARBPROC>(get_proc_address("glCompileShaderARB"));
- glCreateProgramObjectARB=reinterpret_cast<PFNGLCREATEPROGRAMOBJECTARBPROC>(get_proc_address("glCreateProgramObjectARB"));
- glAttachObjectARB=reinterpret_cast<PFNGLATTACHOBJECTARBPROC>(get_proc_address("glAttachObjectARB"));
- glLinkProgramARB=reinterpret_cast<PFNGLLINKPROGRAMARBPROC>(get_proc_address("glLinkProgramARB"));
- glUseProgramObjectARB=reinterpret_cast<PFNGLUSEPROGRAMOBJECTARBPROC>(get_proc_address("glUseProgramObjectARB"));
- glValidateProgramARB=reinterpret_cast<PFNGLVALIDATEPROGRAMARBPROC>(get_proc_address("glValidateProgramARB"));
- glUniform1fARB=reinterpret_cast<PFNGLUNIFORM1FARBPROC>(get_proc_address("glUniform1fARB"));
- glUniform2fARB=reinterpret_cast<PFNGLUNIFORM2FARBPROC>(get_proc_address("glUniform2fARB"));
- glUniform3fARB=reinterpret_cast<PFNGLUNIFORM3FARBPROC>(get_proc_address("glUniform3fARB"));
- glUniform4fARB=reinterpret_cast<PFNGLUNIFORM4FARBPROC>(get_proc_address("glUniform4fARB"));
- glUniform1iARB=reinterpret_cast<PFNGLUNIFORM1IARBPROC>(get_proc_address("glUniform1iARB"));
- glUniform2iARB=reinterpret_cast<PFNGLUNIFORM2IARBPROC>(get_proc_address("glUniform2iARB"));
- glUniform3iARB=reinterpret_cast<PFNGLUNIFORM3IARBPROC>(get_proc_address("glUniform3iARB"));
- glUniform4iARB=reinterpret_cast<PFNGLUNIFORM4IARBPROC>(get_proc_address("glUniform4iARB"));
- glUniform1fvARB=reinterpret_cast<PFNGLUNIFORM1FVARBPROC>(get_proc_address("glUniform1fvARB"));
- glUniform2fvARB=reinterpret_cast<PFNGLUNIFORM2FVARBPROC>(get_proc_address("glUniform2fvARB"));
- glUniform3fvARB=reinterpret_cast<PFNGLUNIFORM3FVARBPROC>(get_proc_address("glUniform3fvARB"));
- glUniform4fvARB=reinterpret_cast<PFNGLUNIFORM4FVARBPROC>(get_proc_address("glUniform4fvARB"));
- glUniform1ivARB=reinterpret_cast<PFNGLUNIFORM1IVARBPROC>(get_proc_address("glUniform1ivARB"));
- glUniform2ivARB=reinterpret_cast<PFNGLUNIFORM2IVARBPROC>(get_proc_address("glUniform2ivARB"));
- glUniform3ivARB=reinterpret_cast<PFNGLUNIFORM3IVARBPROC>(get_proc_address("glUniform3ivARB"));
- glUniform4ivARB=reinterpret_cast<PFNGLUNIFORM4IVARBPROC>(get_proc_address("glUniform4ivARB"));
- glUniformMatrix2fvARB=reinterpret_cast<PFNGLUNIFORMMATRIX2FVARBPROC>(get_proc_address("glUniformMatrix2fvARB"));
- glUniformMatrix3fvARB=reinterpret_cast<PFNGLUNIFORMMATRIX3FVARBPROC>(get_proc_address("glUniformMatrix3fvARB"));
- glUniformMatrix4fvARB=reinterpret_cast<PFNGLUNIFORMMATRIX4FVARBPROC>(get_proc_address("glUniformMatrix4fvARB"));
- glGetObjectParameterfvARB=reinterpret_cast<PFNGLGETOBJECTPARAMETERFVARBPROC>(get_proc_address("glGetObjectParameterfvARB"));
- glGetObjectParameterivARB=reinterpret_cast<PFNGLGETOBJECTPARAMETERIVARBPROC>(get_proc_address("glGetObjectParameterivARB"));
- glGetInfoLogARB=reinterpret_cast<PFNGLGETINFOLOGARBPROC>(get_proc_address("glGetInfoLogARB"));
- glGetAttachedObjectsARB=reinterpret_cast<PFNGLGETATTACHEDOBJECTSARBPROC>(get_proc_address("glGetAttachedObjectsARB"));
- glGetUniformLocationARB=reinterpret_cast<PFNGLGETUNIFORMLOCATIONARBPROC>(get_proc_address("glGetUniformLocationARB"));
- glGetActiveUniformARB=reinterpret_cast<PFNGLGETACTIVEUNIFORMARBPROC>(get_proc_address("glGetActiveUniformARB"));
- glGetUniformfvARB=reinterpret_cast<PFNGLGETUNIFORMFVARBPROC>(get_proc_address("glGetUniformfvARB"));
- glGetUniformivARB=reinterpret_cast<PFNGLGETUNIFORMIVARBPROC>(get_proc_address("glGetUniformivARB"));
- glGetShaderSourceARB=reinterpret_cast<PFNGLGETSHADERSOURCEARBPROC>(get_proc_address("glGetShaderSourceARB"));
+ glDeleteObjectARB = reinterpret_cast<PFNGLDELETEOBJECTARBPROC>(get_proc_address("glDeleteObjectARB"));
+ glGetHandleARB = reinterpret_cast<PFNGLGETHANDLEARBPROC>(get_proc_address("glGetHandleARB"));
+ glDetachObjectARB = reinterpret_cast<PFNGLDETACHOBJECTARBPROC>(get_proc_address("glDetachObjectARB"));
+ glCreateShaderObjectARB = reinterpret_cast<PFNGLCREATESHADEROBJECTARBPROC>(get_proc_address("glCreateShaderObjectARB"));
+ glShaderSourceARB = reinterpret_cast<PFNGLSHADERSOURCEARBPROC>(get_proc_address("glShaderSourceARB"));
+ glCompileShaderARB = reinterpret_cast<PFNGLCOMPILESHADERARBPROC>(get_proc_address("glCompileShaderARB"));
+ glCreateProgramObjectARB = reinterpret_cast<PFNGLCREATEPROGRAMOBJECTARBPROC>(get_proc_address("glCreateProgramObjectARB"));
+ glAttachObjectARB = reinterpret_cast<PFNGLATTACHOBJECTARBPROC>(get_proc_address("glAttachObjectARB"));
+ glLinkProgramARB = reinterpret_cast<PFNGLLINKPROGRAMARBPROC>(get_proc_address("glLinkProgramARB"));
+ glUseProgramObjectARB = reinterpret_cast<PFNGLUSEPROGRAMOBJECTARBPROC>(get_proc_address("glUseProgramObjectARB"));
+ glValidateProgramARB = reinterpret_cast<PFNGLVALIDATEPROGRAMARBPROC>(get_proc_address("glValidateProgramARB"));
+ glUniform1fARB = reinterpret_cast<PFNGLUNIFORM1FARBPROC>(get_proc_address("glUniform1fARB"));
+ glUniform2fARB = reinterpret_cast<PFNGLUNIFORM2FARBPROC>(get_proc_address("glUniform2fARB"));
+ glUniform3fARB = reinterpret_cast<PFNGLUNIFORM3FARBPROC>(get_proc_address("glUniform3fARB"));
+ glUniform4fARB = reinterpret_cast<PFNGLUNIFORM4FARBPROC>(get_proc_address("glUniform4fARB"));
+ glUniform1iARB = reinterpret_cast<PFNGLUNIFORM1IARBPROC>(get_proc_address("glUniform1iARB"));
+ glUniform2iARB = reinterpret_cast<PFNGLUNIFORM2IARBPROC>(get_proc_address("glUniform2iARB"));
+ glUniform3iARB = reinterpret_cast<PFNGLUNIFORM3IARBPROC>(get_proc_address("glUniform3iARB"));
+ glUniform4iARB = reinterpret_cast<PFNGLUNIFORM4IARBPROC>(get_proc_address("glUniform4iARB"));
+ glUniform1fvARB = reinterpret_cast<PFNGLUNIFORM1FVARBPROC>(get_proc_address("glUniform1fvARB"));
+ glUniform2fvARB = reinterpret_cast<PFNGLUNIFORM2FVARBPROC>(get_proc_address("glUniform2fvARB"));
+ glUniform3fvARB = reinterpret_cast<PFNGLUNIFORM3FVARBPROC>(get_proc_address("glUniform3fvARB"));
+ glUniform4fvARB = reinterpret_cast<PFNGLUNIFORM4FVARBPROC>(get_proc_address("glUniform4fvARB"));
+ glUniform1ivARB = reinterpret_cast<PFNGLUNIFORM1IVARBPROC>(get_proc_address("glUniform1ivARB"));
+ glUniform2ivARB = reinterpret_cast<PFNGLUNIFORM2IVARBPROC>(get_proc_address("glUniform2ivARB"));
+ glUniform3ivARB = reinterpret_cast<PFNGLUNIFORM3IVARBPROC>(get_proc_address("glUniform3ivARB"));
+ glUniform4ivARB = reinterpret_cast<PFNGLUNIFORM4IVARBPROC>(get_proc_address("glUniform4ivARB"));
+ glUniformMatrix2fvARB = reinterpret_cast<PFNGLUNIFORMMATRIX2FVARBPROC>(get_proc_address("glUniformMatrix2fvARB"));
+ glUniformMatrix3fvARB = reinterpret_cast<PFNGLUNIFORMMATRIX3FVARBPROC>(get_proc_address("glUniformMatrix3fvARB"));
+ glUniformMatrix4fvARB = reinterpret_cast<PFNGLUNIFORMMATRIX4FVARBPROC>(get_proc_address("glUniformMatrix4fvARB"));
+ glGetObjectParameterfvARB = reinterpret_cast<PFNGLGETOBJECTPARAMETERFVARBPROC>(get_proc_address("glGetObjectParameterfvARB"));
+ glGetObjectParameterivARB = reinterpret_cast<PFNGLGETOBJECTPARAMETERIVARBPROC>(get_proc_address("glGetObjectParameterivARB"));
+ glGetInfoLogARB = reinterpret_cast<PFNGLGETINFOLOGARBPROC>(get_proc_address("glGetInfoLogARB"));
+ glGetAttachedObjectsARB = reinterpret_cast<PFNGLGETATTACHEDOBJECTSARBPROC>(get_proc_address("glGetAttachedObjectsARB"));
+ glGetUniformLocationARB = reinterpret_cast<PFNGLGETUNIFORMLOCATIONARBPROC>(get_proc_address("glGetUniformLocationARB"));
+ glGetActiveUniformARB = reinterpret_cast<PFNGLGETACTIVEUNIFORMARBPROC>(get_proc_address("glGetActiveUniformARB"));
+ glGetUniformfvARB = reinterpret_cast<PFNGLGETUNIFORMFVARBPROC>(get_proc_address("glGetUniformfvARB"));
+ glGetUniformivARB = reinterpret_cast<PFNGLGETUNIFORMIVARBPROC>(get_proc_address("glGetUniformivARB"));
+ glGetShaderSourceARB = reinterpret_cast<PFNGLGETSHADERSOURCEARBPROC>(get_proc_address("glGetShaderSourceARB"));