text: #pragma once
  
  #include <glbinding/gl/nogl.h>
  
  #include <glbinding/gl/values.h>
  #include <glbinding/gl/boolean.h>
  
  namespace gl21
  {
  
  #include <glbinding/gl/types.inl>
  #include <glbinding/gl/boolean.inl>
  #include <glbinding/gl/values.inl>
  
  } // namespace gl21
  
  #include <glbinding/Binding.h>
  
  
  namespace gl21
  {
  
  inline void glAccum(GLenum op, GLfloat value)
  {
      return glbinding::Binding::Accum(op, value);
  }
  
  inline void glActiveTexture(GLenum texture)
  {
      return glbinding::Binding::ActiveTexture(texture);
  }
  
  inline void glAlphaFunc(GLenum func, GLfloat ref)
  {
      return glbinding::Binding::AlphaFunc(func, ref);
  }
  
  inline GLboolean glAreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences)
  {
      return glbinding::Binding::AreTexturesResident(n, textures, residences);
  }
  
  inline void glArrayElement(GLint i)
  {
      return glbinding::Binding::ArrayElement(i);
  }
  
  inline void glAttachShader(GLuint program, GLuint shader)
  {
      return glbinding::Binding::AttachShader(program, shader);
  }
  
  inline void glBegin(GLenum mode)
  {
      return glbinding::Binding::Begin(mode);
  }
  
  inline void glBeginQuery(GLenum target, GLuint id)
  {
      return glbinding::Binding::BeginQuery(target, id);
  }
  
  inline void glBindAttribLocation(GLuint program, GLuint index, const GLchar * name)
  {
      return glbinding::Binding::BindAttribLocation(program, index, name);
  }
  
  inline void glBindBuffer(GLenum target, GLuint buffer)
  {
      return glbinding::Binding::BindBuffer(target, buffer);
  }
  
  inline void glBindTexture(GLenum target, GLuint texture)
  {
      return glbinding::Binding::BindTexture(target, texture);
  }
  
  inline void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap)
  {
      return glbinding::Binding::Bitmap(width, height, xorig, yorig, xmove, ymove, bitmap);
  }
  
  inline void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
  {
      return glbinding::Binding::BlendColor(red, green, blue, alpha);
  }
  
  inline void glBlendEquation(GLenum mode)
  {
      return glbinding::Binding::BlendEquation(mode);
  }
  
  inline void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
  {
      return glbinding::Binding::BlendEquationSeparate(modeRGB, modeAlpha);
  }
  
  inline void glBlendFunc(GLenum sfactor, GLenum dfactor)
  {
      return glbinding::Binding::BlendFunc(sfactor, dfactor);
  }
  
  inline void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
  {
      return glbinding::Binding::BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
  }
  
  inline void glBufferData(GLenum target, GLsizeiptr size, const void * data, GLenum usage)
  {
      return glbinding::Binding::BufferData(target, size, data, usage);
  }
  
  inline void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void * data)
  {
      return glbinding::Binding::BufferSubData(target, offset, size, data);
  }
  
  inline void glCallList(GLuint list)
  {
      return glbinding::Binding::CallList(list);
  }
  
  inline void glCallLists(GLsizei n, GLenum type, const void * lists)
  {
      return glbinding::Binding::CallLists(n, type, lists);
  }
  
  inline void glClear(ClearBufferMask mask)
  {
      return glbinding::Binding::Clear(mask);
  }
  
  inline void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
  {
      return glbinding::Binding::ClearAccum(red, green, blue, alpha);
  }
  
  inline void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
  {
      return glbinding::Binding::ClearColor(red, green, blue, alpha);
  }
  
  inline void glClearDepth(GLdouble depth)
  {
      return glbinding::Binding::ClearDepth(depth);
  }
  
  inline void glClearIndex(GLfloat c)
  {
      return glbinding::Binding::ClearIndex(c);
  }
  
  inline void glClearStencil(GLint s)
  {
      return glbinding::Binding::ClearStencil(s);
  }
  
  inline void glClientActiveTexture(GLenum texture)
  {
      return glbinding::Binding::ClientActiveTexture(texture);
  }
  
  inline void glClipPlane(GLenum plane, const GLdouble * equation)
  {
      return glbinding::Binding::ClipPlane(plane, equation);
  }
  
  inline void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
  {
      return glbinding::Binding::Color3b(red, green, blue);
  }
  
  inline void glColor3bv(const GLbyte * v)
  {
      return glbinding::Binding::Color3bv(v);
  }
  
  inline void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
  {
      return glbinding::Binding::Color3d(red, green, blue);
  }
  
  inline void glColor3dv(const GLdouble * v)
  {
      return glbinding::Binding::Color3dv(v);
  }
  
  inline void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
  {
      return glbinding::Binding::Color3f(red, green, blue);
  }
  
  inline void glColor3fv(const GLfloat * v)
  {
      return glbinding::Binding::Color3fv(v);
  }
  
  inline void glColor3i(GLint red, GLint green, GLint blue)
  {
      return glbinding::Binding::Color3i(red, green, blue);
  }
  
  inline void glColor3iv(const GLint * v)
  {
      return glbinding::Binding::Color3iv(v);
  }
  
  inline void glColor3s(GLshort red, GLshort green, GLshort blue)
  {
      return glbinding::Binding::Color3s(red, green, blue);
  }
  
  inline void glColor3sv(const GLshort * v)
  {
      return glbinding::Binding::Color3sv(v);
  }
  
  inline void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
  {
      return glbinding::Binding::Color3ub(red, green, blue);
  }
  
  inline void glColor3ubv(const GLubyte * v)
  {
      return glbinding::Binding::Color3ubv(v);
  }
  
  inline void glColor3ui(GLuint red, GLuint green, GLuint blue)
  {
      return glbinding::Binding::Color3ui(red, green, blue);
  }
  
  inline void glColor3uiv(const GLuint * v)
  {
      return glbinding::Binding::Color3uiv(v);
  }
  
  inline void glColor3us(GLushort red, GLushort green, GLushort blue)
  {
      return glbinding::Binding::Color3us(red, green, blue);
  }
  
  inline void glColor3usv(const GLushort * v)
  {
      return glbinding::Binding::Color3usv(v);
  }
  
  inline void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
  {
      return glbinding::Binding::Color4b(red, green, blue, alpha);
  }
  
  inline void glColor4bv(const GLbyte * v)
  {
      return glbinding::Binding::Color4bv(v);
  }
  
  inline void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
  {
      return glbinding::Binding::Color4d(red, green, blue, alpha);
  }
  
  inline void glColor4dv(const GLdouble * v)
  {
      return glbinding::Binding::Color4dv(v);
  }
  
  inline void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
  {
      return glbinding::Binding::Color4f(red, green, blue, alpha);
  }
  
  inline void glColor4fv(const GLfloat * v)
  {
      return glbinding::Binding::Color4fv(v);
  }
  
  inline void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
  {
      return glbinding::Binding::Color4i(red, green, blue, alpha);
  }
  
  inline void glColor4iv(const GLint * v)
  {
      return glbinding::Binding::Color4iv(v);
  }
  
  inline void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
  {
      return glbinding::Binding::Color4s(red, green, blue, alpha);
  }
  
  inline void glColor4sv(const GLshort * v)
  {
      return glbinding::Binding::Color4sv(v);
  }
  
  inline void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
  {
      return glbinding::Binding::Color4ub(red, green, blue, alpha);
  }
  
  inline void glColor4ubv(const GLubyte * v)
  {
      return glbinding::Binding::Color4ubv(v);
  }
  
  inline void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
  {
      return glbinding::Binding::Color4ui(red, green, blue, alpha);
  }
  
  inline void glColor4uiv(const GLuint * v)
  {
      return glbinding::Binding::Color4uiv(v);
  }
  
  inline void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
  {
      return glbinding::Binding::Color4us(red, green, blue, alpha);
  }
  
  inline void glColor4usv(const GLushort * v)
  {
      return glbinding::Binding::Color4usv(v);
  }
  
  inline void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
  {
      return glbinding::Binding::ColorMask(red, green, blue, alpha);
  }
  
  inline void glColorMaterial(GLenum face, GLenum mode)
  {
      return glbinding::Binding::ColorMaterial(face, mode);
  }
  
  inline void glColorPointer(GLint size, GLenum type, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::ColorPointer(size, type, stride, pointer);
  }
  
  inline void glCompileShader(GLuint shader)
  {
      return glbinding::Binding::CompileShader(shader);
  }
  
  inline void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data)
  {
      return glbinding::Binding::CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
  }
  
  inline void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data)
  {
      return glbinding::Binding::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
  }
  
  inline void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data)
  {
      return glbinding::Binding::CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
  }
  
  inline void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data)
  {
      return glbinding::Binding::CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
  }
  
  inline void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data)
  {
      return glbinding::Binding::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
  }
  
  inline void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data)
  {
      return glbinding::Binding::CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
  }
  
  inline void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
  {
      return glbinding::Binding::CopyPixels(x, y, width, height, type);
  }
  
  inline void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
  {
      return glbinding::Binding::CopyTexImage1D(target, level, internalformat, x, y, width, border);
  }
  
  inline void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
  {
      return glbinding::Binding::CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
  }
  
  inline void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
  {
      return glbinding::Binding::CopyTexSubImage1D(target, level, xoffset, x, y, width);
  }
  
  inline void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
  {
      return glbinding::Binding::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
  }
  
  inline void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
  {
      return glbinding::Binding::CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
  }
  
  inline GLuint glCreateProgram()
  {
      return glbinding::Binding::CreateProgram();
  }
  
  inline GLuint glCreateShader(GLenum type)
  {
      return glbinding::Binding::CreateShader(type);
  }
  
  inline void glCullFace(GLenum mode)
  {
      return glbinding::Binding::CullFace(mode);
  }
  
  inline void glDeleteBuffers(GLsizei n, const GLuint * buffers)
  {
      return glbinding::Binding::DeleteBuffers(n, buffers);
  }
  
  inline void glDeleteLists(GLuint list, GLsizei range)
  {
      return glbinding::Binding::DeleteLists(list, range);
  }
  
  inline void glDeleteProgram(GLuint program)
  {
      return glbinding::Binding::DeleteProgram(program);
  }
  
  inline void glDeleteQueries(GLsizei n, const GLuint * ids)
  {
      return glbinding::Binding::DeleteQueries(n, ids);
  }
  
  inline void glDeleteShader(GLuint shader)
  {
      return glbinding::Binding::DeleteShader(shader);
  }
  
  inline void glDeleteTextures(GLsizei n, const GLuint * textures)
  {
      return glbinding::Binding::DeleteTextures(n, textures);
  }
  
  inline void glDepthFunc(GLenum func)
  {
      return glbinding::Binding::DepthFunc(func);
  }
  
  inline void glDepthMask(GLboolean flag)
  {
      return glbinding::Binding::DepthMask(flag);
  }
  
  inline void glDepthRange(GLdouble near_, GLdouble far_)
  {
      return glbinding::Binding::DepthRange(near_, far_);
  }
  
  inline void glDetachShader(GLuint program, GLuint shader)
  {
      return glbinding::Binding::DetachShader(program, shader);
  }
  
  inline void glDisable(GLenum cap)
  {
      return glbinding::Binding::Disable(cap);
  }
  
  inline void glDisableClientState(GLenum array)
  {
      return glbinding::Binding::DisableClientState(array);
  }
  
  inline void glDisableVertexAttribArray(GLuint index)
  {
      return glbinding::Binding::DisableVertexAttribArray(index);
  }
  
  inline void glDrawArrays(GLenum mode, GLint first, GLsizei count)
  {
      return glbinding::Binding::DrawArrays(mode, first, count);
  }
  
  inline void glDrawBuffer(GLenum buf)
  {
      return glbinding::Binding::DrawBuffer(buf);
  }
  
  inline void glDrawBuffers(GLsizei n, const GLenum * bufs)
  {
      return glbinding::Binding::DrawBuffers(n, bufs);
  }
  
  inline void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void * indices)
  {
      return glbinding::Binding::DrawElements(mode, count, type, indices);
  }
  
  inline void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels)
  {
      return glbinding::Binding::DrawPixels(width, height, format, type, pixels);
  }
  
  inline void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices)
  {
      return glbinding::Binding::DrawRangeElements(mode, start, end, count, type, indices);
  }
  
  inline void glEdgeFlag(GLboolean flag)
  {
      return glbinding::Binding::EdgeFlag(flag);
  }
  
  inline void glEdgeFlagPointer(GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::EdgeFlagPointer(stride, pointer);
  }
  
  inline void glEdgeFlagv(const GLboolean * flag)
  {
      return glbinding::Binding::EdgeFlagv(flag);
  }
  
  inline void glEnable(GLenum cap)
  {
      return glbinding::Binding::Enable(cap);
  }
  
  inline void glEnableClientState(GLenum array)
  {
      return glbinding::Binding::EnableClientState(array);
  }
  
  inline void glEnableVertexAttribArray(GLuint index)
  {
      return glbinding::Binding::EnableVertexAttribArray(index);
  }
  
  inline void glEnd()
  {
      return glbinding::Binding::End();
  }
  
  inline void glEndList()
  {
      return glbinding::Binding::EndList();
  }
  
  inline void glEndQuery(GLenum target)
  {
      return glbinding::Binding::EndQuery(target);
  }
  
  inline void glEvalCoord1d(GLdouble u)
  {
      return glbinding::Binding::EvalCoord1d(u);
  }
  
  inline void glEvalCoord1dv(const GLdouble * u)
  {
      return glbinding::Binding::EvalCoord1dv(u);
  }
  
  inline void glEvalCoord1f(GLfloat u)
  {
      return glbinding::Binding::EvalCoord1f(u);
  }
  
  inline void glEvalCoord1fv(const GLfloat * u)
  {
      return glbinding::Binding::EvalCoord1fv(u);
  }
  
  inline void glEvalCoord2d(GLdouble u, GLdouble v)
  {
      return glbinding::Binding::EvalCoord2d(u, v);
  }
  
  inline void glEvalCoord2dv(const GLdouble * u)
  {
      return glbinding::Binding::EvalCoord2dv(u);
  }
  
  inline void glEvalCoord2f(GLfloat u, GLfloat v)
  {
      return glbinding::Binding::EvalCoord2f(u, v);
  }
  
  inline void glEvalCoord2fv(const GLfloat * u)
  {
      return glbinding::Binding::EvalCoord2fv(u);
  }
  
  inline void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
  {
      return glbinding::Binding::EvalMesh1(mode, i1, i2);
  }
  
  inline void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
  {
      return glbinding::Binding::EvalMesh2(mode, i1, i2, j1, j2);
  }
  
  inline void glEvalPoint1(GLint i)
  {
      return glbinding::Binding::EvalPoint1(i);
  }
  
  inline void glEvalPoint2(GLint i, GLint j)
  {
      return glbinding::Binding::EvalPoint2(i, j);
  }
  
  inline void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer)
  {
      return glbinding::Binding::FeedbackBuffer(size, type, buffer);
  }
  
  inline void glFinish()
  {
      return glbinding::Binding::Finish();
  }
  
  inline void glFlush()
  {
      return glbinding::Binding::Flush();
  }
  
  inline void glFogCoordPointer(GLenum type, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::FogCoordPointer(type, stride, pointer);
  }
  
  inline void glFogCoordd(GLdouble coord)
  {
      return glbinding::Binding::FogCoordd(coord);
  }
  
  inline void glFogCoorddv(const GLdouble * coord)
  {
      return glbinding::Binding::FogCoorddv(coord);
  }
  
  inline void glFogCoordf(GLfloat coord)
  {
      return glbinding::Binding::FogCoordf(coord);
  }
  
  inline void glFogCoordfv(const GLfloat * coord)
  {
      return glbinding::Binding::FogCoordfv(coord);
  }
  
  inline void glFogf(GLenum pname, GLfloat param)
  {
      return glbinding::Binding::Fogf(pname, param);
  }
  
  inline void glFogfv(GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::Fogfv(pname, params);
  }
  
  inline void glFogi(GLenum pname, GLint param)
  {
      return glbinding::Binding::Fogi(pname, param);
  }
  
  inline void glFogiv(GLenum pname, const GLint * params)
  {
      return glbinding::Binding::Fogiv(pname, params);
  }
  
  inline void glFrontFace(GLenum mode)
  {
      return glbinding::Binding::FrontFace(mode);
  }
  
  inline void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
  {
      return glbinding::Binding::Frustum(left, right, bottom, top, zNear, zFar);
  }
  
  inline void glGenBuffers(GLsizei n, GLuint * buffers)
  {
      return glbinding::Binding::GenBuffers(n, buffers);
  }
  
  inline GLuint glGenLists(GLsizei range)
  {
      return glbinding::Binding::GenLists(range);
  }
  
  inline void glGenQueries(GLsizei n, GLuint * ids)
  {
      return glbinding::Binding::GenQueries(n, ids);
  }
  
  inline void glGenTextures(GLsizei n, GLuint * textures)
  {
      return glbinding::Binding::GenTextures(n, textures);
  }
  
  inline void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)
  {
      return glbinding::Binding::GetActiveAttrib(program, index, bufSize, length, size, type, name);
  }
  
  inline void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name)
  {
      return glbinding::Binding::GetActiveUniform(program, index, bufSize, length, size, type, name);
  }
  
  inline void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders)
  {
      return glbinding::Binding::GetAttachedShaders(program, maxCount, count, shaders);
  }
  
  inline GLint glGetAttribLocation(GLuint program, const GLchar * name)
  {
      return glbinding::Binding::GetAttribLocation(program, name);
  }
  
  inline void glGetBooleanv(GLenum pname, GLboolean * data)
  {
      return glbinding::Binding::GetBooleanv(pname, data);
  }
  
  inline void glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetBufferParameteriv(target, pname, params);
  }
  
  inline void glGetBufferPointerv(GLenum target, GLenum pname, void ** params)
  {
      return glbinding::Binding::GetBufferPointerv(target, pname, params);
  }
  
  inline void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void * data)
  {
      return glbinding::Binding::GetBufferSubData(target, offset, size, data);
  }
  
  inline void glGetClipPlane(GLenum plane, GLdouble * equation)
  {
      return glbinding::Binding::GetClipPlane(plane, equation);
  }
  
  inline void glGetCompressedTexImage(GLenum target, GLint level, void * img)
  {
      return glbinding::Binding::GetCompressedTexImage(target, level, img);
  }
  
  inline void glGetDoublev(GLenum pname, GLdouble * data)
  {
      return glbinding::Binding::GetDoublev(pname, data);
  }
  
  inline GLenum glGetError()
  {
      return static_cast<gl21::GLenum>(glbinding::Binding::GetError());
  }
  
  inline void glGetFloatv(GLenum pname, GLfloat * data)
  {
      return glbinding::Binding::GetFloatv(pname, data);
  }
  
  inline void glGetIntegerv(GLenum pname, GLint * data)
  {
      return glbinding::Binding::GetIntegerv(pname, data);
  }
  
  inline void glGetLightfv(GLenum light, GLenum pname, GLfloat * params)
  {
      return glbinding::Binding::GetLightfv(light, pname, params);
  }
  
  inline void glGetLightiv(GLenum light, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetLightiv(light, pname, params);
  }
  
  inline void glGetMapdv(GLenum target, GLenum query, GLdouble * v)
  {
      return glbinding::Binding::GetMapdv(target, query, v);
  }
  
  inline void glGetMapfv(GLenum target, GLenum query, GLfloat * v)
  {
      return glbinding::Binding::GetMapfv(target, query, v);
  }
  
  inline void glGetMapiv(GLenum target, GLenum query, GLint * v)
  {
      return glbinding::Binding::GetMapiv(target, query, v);
  }
  
  inline void glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params)
  {
      return glbinding::Binding::GetMaterialfv(face, pname, params);
  }
  
  inline void glGetMaterialiv(GLenum face, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetMaterialiv(face, pname, params);
  }
  
  inline void glGetPixelMapfv(GLenum map, GLfloat * values)
  {
      return glbinding::Binding::GetPixelMapfv(map, values);
  }
  
  inline void glGetPixelMapuiv(GLenum map, GLuint * values)
  {
      return glbinding::Binding::GetPixelMapuiv(map, values);
  }
  
  inline void glGetPixelMapusv(GLenum map, GLushort * values)
  {
      return glbinding::Binding::GetPixelMapusv(map, values);
  }
  
  inline void glGetPointerv(GLenum pname, void ** params)
  {
      return glbinding::Binding::GetPointerv(pname, params);
  }
  
  inline void glGetPolygonStipple(GLubyte * mask)
  {
      return glbinding::Binding::GetPolygonStipple(mask);
  }
  
  inline void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog)
  {
      return glbinding::Binding::GetProgramInfoLog(program, bufSize, length, infoLog);
  }
  
  inline void glGetProgramiv(GLuint program, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetProgramiv(program, pname, params);
  }
  
  inline void glGetQueryObjectiv(GLuint id, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetQueryObjectiv(id, pname, params);
  }
  
  inline void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params)
  {
      return glbinding::Binding::GetQueryObjectuiv(id, pname, params);
  }
  
  inline void glGetQueryiv(GLenum target, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetQueryiv(target, pname, params);
  }
  
  inline void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog)
  {
      return glbinding::Binding::GetShaderInfoLog(shader, bufSize, length, infoLog);
  }
  
  inline void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source)
  {
      return glbinding::Binding::GetShaderSource(shader, bufSize, length, source);
  }
  
  inline void glGetShaderiv(GLuint shader, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetShaderiv(shader, pname, params);
  }
  
  inline const GLubyte * glGetString(GLenum name)
  {
      return glbinding::Binding::GetString(name);
  }
  
  inline void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat * params)
  {
      return glbinding::Binding::GetTexEnvfv(target, pname, params);
  }
  
  inline void glGetTexEnviv(GLenum target, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetTexEnviv(target, pname, params);
  }
  
  inline void glGetTexGendv(GLenum coord, GLenum pname, GLdouble * params)
  {
      return glbinding::Binding::GetTexGendv(coord, pname, params);
  }
  
  inline void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat * params)
  {
      return glbinding::Binding::GetTexGenfv(coord, pname, params);
  }
  
  inline void glGetTexGeniv(GLenum coord, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetTexGeniv(coord, pname, params);
  }
  
  inline void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void * pixels)
  {
      return glbinding::Binding::GetTexImage(target, level, format, type, pixels);
  }
  
  inline void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params)
  {
      return glbinding::Binding::GetTexLevelParameterfv(target, level, pname, params);
  }
  
  inline void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetTexLevelParameteriv(target, level, pname, params);
  }
  
  inline void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params)
  {
      return glbinding::Binding::GetTexParameterfv(target, pname, params);
  }
  
  inline void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetTexParameteriv(target, pname, params);
  }
  
  inline GLint glGetUniformLocation(GLuint program, const GLchar * name)
  {
      return glbinding::Binding::GetUniformLocation(program, name);
  }
  
  inline void glGetUniformfv(GLuint program, GLint location, GLfloat * params)
  {
      return glbinding::Binding::GetUniformfv(program, location, params);
  }
  
  inline void glGetUniformiv(GLuint program, GLint location, GLint * params)
  {
      return glbinding::Binding::GetUniformiv(program, location, params);
  }
  
  inline void glGetVertexAttribPointerv(GLuint index, GLenum pname, void ** pointer)
  {
      return glbinding::Binding::GetVertexAttribPointerv(index, pname, pointer);
  }
  
  inline void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params)
  {
      return glbinding::Binding::GetVertexAttribdv(index, pname, params);
  }
  
  inline void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params)
  {
      return glbinding::Binding::GetVertexAttribfv(index, pname, params);
  }
  
  inline void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params)
  {
      return glbinding::Binding::GetVertexAttribiv(index, pname, params);
  }
  
  inline void glHint(GLenum target, GLenum mode)
  {
      return glbinding::Binding::Hint(target, mode);
  }
  
  inline void glIndexMask(GLuint mask)
  {
      return glbinding::Binding::IndexMask(mask);
  }
  
  inline void glIndexPointer(GLenum type, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::IndexPointer(type, stride, pointer);
  }
  
  inline void glIndexd(GLdouble c)
  {
      return glbinding::Binding::Indexd(c);
  }
  
  inline void glIndexdv(const GLdouble * c)
  {
      return glbinding::Binding::Indexdv(c);
  }
  
  inline void glIndexf(GLfloat c)
  {
      return glbinding::Binding::Indexf(c);
  }
  
  inline void glIndexfv(const GLfloat * c)
  {
      return glbinding::Binding::Indexfv(c);
  }
  
  inline void glIndexi(GLint c)
  {
      return glbinding::Binding::Indexi(c);
  }
  
  inline void glIndexiv(const GLint * c)
  {
      return glbinding::Binding::Indexiv(c);
  }
  
  inline void glIndexs(GLshort c)
  {
      return glbinding::Binding::Indexs(c);
  }
  
  inline void glIndexsv(const GLshort * c)
  {
      return glbinding::Binding::Indexsv(c);
  }
  
  inline void glIndexub(GLubyte c)
  {
      return glbinding::Binding::Indexub(c);
  }
  
  inline void glIndexubv(const GLubyte * c)
  {
      return glbinding::Binding::Indexubv(c);
  }
  
  inline void glInitNames()
  {
      return glbinding::Binding::InitNames();
  }
  
  inline void glInterleavedArrays(GLenum format, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::InterleavedArrays(format, stride, pointer);
  }
  
  inline GLboolean glIsBuffer(GLuint buffer)
  {
      return glbinding::Binding::IsBuffer(buffer);
  }
  
  inline GLboolean glIsEnabled(GLenum cap)
  {
      return glbinding::Binding::IsEnabled(cap);
  }
  
  inline GLboolean glIsList(GLuint list)
  {
      return glbinding::Binding::IsList(list);
  }
  
  inline GLboolean glIsProgram(GLuint program)
  {
      return glbinding::Binding::IsProgram(program);
  }
  
  inline GLboolean glIsQuery(GLuint id)
  {
      return glbinding::Binding::IsQuery(id);
  }
  
  inline GLboolean glIsShader(GLuint shader)
  {
      return glbinding::Binding::IsShader(shader);
  }
  
  inline GLboolean glIsTexture(GLuint texture)
  {
      return glbinding::Binding::IsTexture(texture);
  }
  
  inline void glLightModelf(GLenum pname, GLfloat param)
  {
      return glbinding::Binding::LightModelf(pname, param);
  }
  
  inline void glLightModelfv(GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::LightModelfv(pname, params);
  }
  
  inline void glLightModeli(GLenum pname, GLint param)
  {
      return glbinding::Binding::LightModeli(pname, param);
  }
  
  inline void glLightModeliv(GLenum pname, const GLint * params)
  {
      return glbinding::Binding::LightModeliv(pname, params);
  }
  
  inline void glLightf(GLenum light, GLenum pname, GLfloat param)
  {
      return glbinding::Binding::Lightf(light, pname, param);
  }
  
  inline void glLightfv(GLenum light, GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::Lightfv(light, pname, params);
  }
  
  inline void glLighti(GLenum light, GLenum pname, GLint param)
  {
      return glbinding::Binding::Lighti(light, pname, param);
  }
  
  inline void glLightiv(GLenum light, GLenum pname, const GLint * params)
  {
      return glbinding::Binding::Lightiv(light, pname, params);
  }
  
  inline void glLineStipple(GLint factor, GLushort pattern)
  {
      return glbinding::Binding::LineStipple(factor, pattern);
  }
  
  inline void glLineWidth(GLfloat width)
  {
      return glbinding::Binding::LineWidth(width);
  }
  
  inline void glLinkProgram(GLuint program)
  {
      return glbinding::Binding::LinkProgram(program);
  }
  
  inline void glListBase(GLuint base)
  {
      return glbinding::Binding::ListBase(base);
  }
  
  inline void glLoadIdentity()
  {
      return glbinding::Binding::LoadIdentity();
  }
  
  inline void glLoadMatrixd(const GLdouble * m)
  {
      return glbinding::Binding::LoadMatrixd(m);
  }
  
  inline void glLoadMatrixf(const GLfloat * m)
  {
      return glbinding::Binding::LoadMatrixf(m);
  }
  
  inline void glLoadName(GLuint name)
  {
      return glbinding::Binding::LoadName(name);
  }
  
  inline void glLoadTransposeMatrixd(const GLdouble * m)
  {
      return glbinding::Binding::LoadTransposeMatrixd(m);
  }
  
  inline void glLoadTransposeMatrixf(const GLfloat * m)
  {
      return glbinding::Binding::LoadTransposeMatrixf(m);
  }
  
  inline void glLogicOp(GLenum opcode)
  {
      return glbinding::Binding::LogicOp(opcode);
  }
  
  inline void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points)
  {
      return glbinding::Binding::Map1d(target, u1, u2, stride, order, points);
  }
  
  inline void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points)
  {
      return glbinding::Binding::Map1f(target, u1, u2, stride, order, points);
  }
  
  inline void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points)
  {
      return glbinding::Binding::Map2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
  }
  
  inline void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points)
  {
      return glbinding::Binding::Map2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
  }
  
  inline void * glMapBuffer(GLenum target, GLenum access)
  {
      return glbinding::Binding::MapBuffer(target, access);
  }
  
  inline void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
  {
      return glbinding::Binding::MapGrid1d(un, u1, u2);
  }
  
  inline void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
  {
      return glbinding::Binding::MapGrid1f(un, u1, u2);
  }
  
  inline void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
  {
      return glbinding::Binding::MapGrid2d(un, u1, u2, vn, v1, v2);
  }
  
  inline void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
  {
      return glbinding::Binding::MapGrid2f(un, u1, u2, vn, v1, v2);
  }
  
  inline void glMaterialf(GLenum face, GLenum pname, GLfloat param)
  {
      return glbinding::Binding::Materialf(face, pname, param);
  }
  
  inline void glMaterialfv(GLenum face, GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::Materialfv(face, pname, params);
  }
  
  inline void glMateriali(GLenum face, GLenum pname, GLint param)
  {
      return glbinding::Binding::Materiali(face, pname, param);
  }
  
  inline void glMaterialiv(GLenum face, GLenum pname, const GLint * params)
  {
      return glbinding::Binding::Materialiv(face, pname, params);
  }
  
  inline void glMatrixMode(GLenum mode)
  {
      return glbinding::Binding::MatrixMode(mode);
  }
  
  inline void glMultMatrixd(const GLdouble * m)
  {
      return glbinding::Binding::MultMatrixd(m);
  }
  
  inline void glMultMatrixf(const GLfloat * m)
  {
      return glbinding::Binding::MultMatrixf(m);
  }
  
  inline void glMultTransposeMatrixd(const GLdouble * m)
  {
      return glbinding::Binding::MultTransposeMatrixd(m);
  }
  
  inline void glMultTransposeMatrixf(const GLfloat * m)
  {
      return glbinding::Binding::MultTransposeMatrixf(m);
  }
  
  inline void glMultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount)
  {
      return glbinding::Binding::MultiDrawArrays(mode, first, count, drawcount);
  }
  
  inline void glMultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const void *const* indices, GLsizei drawcount)
  {
      return glbinding::Binding::MultiDrawElements(mode, count, type, indices, drawcount);
  }
  
  inline void glMultiTexCoord1d(GLenum target, GLdouble s)
  {
      return glbinding::Binding::MultiTexCoord1d(target, s);
  }
  
  inline void glMultiTexCoord1dv(GLenum target, const GLdouble * v)
  {
      return glbinding::Binding::MultiTexCoord1dv(target, v);
  }
  
  inline void glMultiTexCoord1f(GLenum target, GLfloat s)
  {
      return glbinding::Binding::MultiTexCoord1f(target, s);
  }
  
  inline void glMultiTexCoord1fv(GLenum target, const GLfloat * v)
  {
      return glbinding::Binding::MultiTexCoord1fv(target, v);
  }
  
  inline void glMultiTexCoord1i(GLenum target, GLint s)
  {
      return glbinding::Binding::MultiTexCoord1i(target, s);
  }
  
  inline void glMultiTexCoord1iv(GLenum target, const GLint * v)
  {
      return glbinding::Binding::MultiTexCoord1iv(target, v);
  }
  
  inline void glMultiTexCoord1s(GLenum target, GLshort s)
  {
      return glbinding::Binding::MultiTexCoord1s(target, s);
  }
  
  inline void glMultiTexCoord1sv(GLenum target, const GLshort * v)
  {
      return glbinding::Binding::MultiTexCoord1sv(target, v);
  }
  
  inline void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
  {
      return glbinding::Binding::MultiTexCoord2d(target, s, t);
  }
  
  inline void glMultiTexCoord2dv(GLenum target, const GLdouble * v)
  {
      return glbinding::Binding::MultiTexCoord2dv(target, v);
  }
  
  inline void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
  {
      return glbinding::Binding::MultiTexCoord2f(target, s, t);
  }
  
  inline void glMultiTexCoord2fv(GLenum target, const GLfloat * v)
  {
      return glbinding::Binding::MultiTexCoord2fv(target, v);
  }
  
  inline void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
  {
      return glbinding::Binding::MultiTexCoord2i(target, s, t);
  }
  
  inline void glMultiTexCoord2iv(GLenum target, const GLint * v)
  {
      return glbinding::Binding::MultiTexCoord2iv(target, v);
  }
  
  inline void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
  {
      return glbinding::Binding::MultiTexCoord2s(target, s, t);
  }
  
  inline void glMultiTexCoord2sv(GLenum target, const GLshort * v)
  {
      return glbinding::Binding::MultiTexCoord2sv(target, v);
  }
  
  inline void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
  {
      return glbinding::Binding::MultiTexCoord3d(target, s, t, r);
  }
  
  inline void glMultiTexCoord3dv(GLenum target, const GLdouble * v)
  {
      return glbinding::Binding::MultiTexCoord3dv(target, v);
  }
  
  inline void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
  {
      return glbinding::Binding::MultiTexCoord3f(target, s, t, r);
  }
  
  inline void glMultiTexCoord3fv(GLenum target, const GLfloat * v)
  {
      return glbinding::Binding::MultiTexCoord3fv(target, v);
  }
  
  inline void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
  {
      return glbinding::Binding::MultiTexCoord3i(target, s, t, r);
  }
  
  inline void glMultiTexCoord3iv(GLenum target, const GLint * v)
  {
      return glbinding::Binding::MultiTexCoord3iv(target, v);
  }
  
  inline void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
  {
      return glbinding::Binding::MultiTexCoord3s(target, s, t, r);
  }
  
  inline void glMultiTexCoord3sv(GLenum target, const GLshort * v)
  {
      return glbinding::Binding::MultiTexCoord3sv(target, v);
  }
  
  inline void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
  {
      return glbinding::Binding::MultiTexCoord4d(target, s, t, r, q);
  }
  
  inline void glMultiTexCoord4dv(GLenum target, const GLdouble * v)
  {
      return glbinding::Binding::MultiTexCoord4dv(target, v);
  }
  
  inline void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
  {
      return glbinding::Binding::MultiTexCoord4f(target, s, t, r, q);
  }
  
  inline void glMultiTexCoord4fv(GLenum target, const GLfloat * v)
  {
      return glbinding::Binding::MultiTexCoord4fv(target, v);
  }
  
  inline void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
  {
      return glbinding::Binding::MultiTexCoord4i(target, s, t, r, q);
  }
  
  inline void glMultiTexCoord4iv(GLenum target, const GLint * v)
  {
      return glbinding::Binding::MultiTexCoord4iv(target, v);
  }
  
  inline void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
  {
      return glbinding::Binding::MultiTexCoord4s(target, s, t, r, q);
  }
  
  inline void glMultiTexCoord4sv(GLenum target, const GLshort * v)
  {
      return glbinding::Binding::MultiTexCoord4sv(target, v);
  }
  
  inline void glNewList(GLuint list, GLenum mode)
  {
      return glbinding::Binding::NewList(list, mode);
  }
  
  inline void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
  {
      return glbinding::Binding::Normal3b(nx, ny, nz);
  }
  
  inline void glNormal3bv(const GLbyte * v)
  {
      return glbinding::Binding::Normal3bv(v);
  }
  
  inline void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
  {
      return glbinding::Binding::Normal3d(nx, ny, nz);
  }
  
  inline void glNormal3dv(const GLdouble * v)
  {
      return glbinding::Binding::Normal3dv(v);
  }
  
  inline void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
  {
      return glbinding::Binding::Normal3f(nx, ny, nz);
  }
  
  inline void glNormal3fv(const GLfloat * v)
  {
      return glbinding::Binding::Normal3fv(v);
  }
  
  inline void glNormal3i(GLint nx, GLint ny, GLint nz)
  {
      return glbinding::Binding::Normal3i(nx, ny, nz);
  }
  
  inline void glNormal3iv(const GLint * v)
  {
      return glbinding::Binding::Normal3iv(v);
  }
  
  inline void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
  {
      return glbinding::Binding::Normal3s(nx, ny, nz);
  }
  
  inline void glNormal3sv(const GLshort * v)
  {
      return glbinding::Binding::Normal3sv(v);
  }
  
  inline void glNormalPointer(GLenum type, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::NormalPointer(type, stride, pointer);
  }
  
  inline void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
  {
      return glbinding::Binding::Ortho(left, right, bottom, top, zNear, zFar);
  }
  
  inline void glPassThrough(GLfloat token)
  {
      return glbinding::Binding::PassThrough(token);
  }
  
  inline void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values)
  {
      return glbinding::Binding::PixelMapfv(map, mapsize, values);
  }
  
  inline void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values)
  {
      return glbinding::Binding::PixelMapuiv(map, mapsize, values);
  }
  
  inline void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values)
  {
      return glbinding::Binding::PixelMapusv(map, mapsize, values);
  }
  
  inline void glPixelStoref(GLenum pname, GLfloat param)
  {
      return glbinding::Binding::PixelStoref(pname, param);
  }
  
  inline void glPixelStorei(GLenum pname, GLint param)
  {
      return glbinding::Binding::PixelStorei(pname, param);
  }
  
  inline void glPixelTransferf(GLenum pname, GLfloat param)
  {
      return glbinding::Binding::PixelTransferf(pname, param);
  }
  
  inline void glPixelTransferi(GLenum pname, GLint param)
  {
      return glbinding::Binding::PixelTransferi(pname, param);
  }
  
  inline void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
  {
      return glbinding::Binding::PixelZoom(xfactor, yfactor);
  }
  
  inline void glPointParameterf(GLenum pname, GLfloat param)
  {
      return glbinding::Binding::PointParameterf(pname, param);
  }
  
  inline void glPointParameterfv(GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::PointParameterfv(pname, params);
  }
  
  inline void glPointParameteri(GLenum pname, GLint param)
  {
      return glbinding::Binding::PointParameteri(pname, param);
  }
  
  inline void glPointParameteriv(GLenum pname, const GLint * params)
  {
      return glbinding::Binding::PointParameteriv(pname, params);
  }
  
  inline void glPointSize(GLfloat size)
  {
      return glbinding::Binding::PointSize(size);
  }
  
  inline void glPolygonMode(GLenum face, GLenum mode)
  {
      return glbinding::Binding::PolygonMode(face, mode);
  }
  
  inline void glPolygonOffset(GLfloat factor, GLfloat units)
  {
      return glbinding::Binding::PolygonOffset(factor, units);
  }
  
  inline void glPolygonStipple(const GLubyte * mask)
  {
      return glbinding::Binding::PolygonStipple(mask);
  }
  
  inline void glPopAttrib()
  {
      return glbinding::Binding::PopAttrib();
  }
  
  inline void glPopClientAttrib()
  {
      return glbinding::Binding::PopClientAttrib();
  }
  
  inline void glPopMatrix()
  {
      return glbinding::Binding::PopMatrix();
  }
  
  inline void glPopName()
  {
      return glbinding::Binding::PopName();
  }
  
  inline void glPrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities)
  {
      return glbinding::Binding::PrioritizeTextures(n, textures, priorities);
  }
  
  inline void glPushAttrib(AttribMask mask)
  {
      return glbinding::Binding::PushAttrib(mask);
  }
  
  inline void glPushClientAttrib(ClientAttribMask mask)
  {
      return glbinding::Binding::PushClientAttrib(mask);
  }
  
  inline void glPushMatrix()
  {
      return glbinding::Binding::PushMatrix();
  }
  
  inline void glPushName(GLuint name)
  {
      return glbinding::Binding::PushName(name);
  }
  
  inline void glRasterPos2d(GLdouble x, GLdouble y)
  {
      return glbinding::Binding::RasterPos2d(x, y);
  }
  
  inline void glRasterPos2dv(const GLdouble * v)
  {
      return glbinding::Binding::RasterPos2dv(v);
  }
  
  inline void glRasterPos2f(GLfloat x, GLfloat y)
  {
      return glbinding::Binding::RasterPos2f(x, y);
  }
  
  inline void glRasterPos2fv(const GLfloat * v)
  {
      return glbinding::Binding::RasterPos2fv(v);
  }
  
  inline void glRasterPos2i(GLint x, GLint y)
  {
      return glbinding::Binding::RasterPos2i(x, y);
  }
  
  inline void glRasterPos2iv(const GLint * v)
  {
      return glbinding::Binding::RasterPos2iv(v);
  }
  
  inline void glRasterPos2s(GLshort x, GLshort y)
  {
      return glbinding::Binding::RasterPos2s(x, y);
  }
  
  inline void glRasterPos2sv(const GLshort * v)
  {
      return glbinding::Binding::RasterPos2sv(v);
  }
  
  inline void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
  {
      return glbinding::Binding::RasterPos3d(x, y, z);
  }
  
  inline void glRasterPos3dv(const GLdouble * v)
  {
      return glbinding::Binding::RasterPos3dv(v);
  }
  
  inline void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
  {
      return glbinding::Binding::RasterPos3f(x, y, z);
  }
  
  inline void glRasterPos3fv(const GLfloat * v)
  {
      return glbinding::Binding::RasterPos3fv(v);
  }
  
  inline void glRasterPos3i(GLint x, GLint y, GLint z)
  {
      return glbinding::Binding::RasterPos3i(x, y, z);
  }
  
  inline void glRasterPos3iv(const GLint * v)
  {
      return glbinding::Binding::RasterPos3iv(v);
  }
  
  inline void glRasterPos3s(GLshort x, GLshort y, GLshort z)
  {
      return glbinding::Binding::RasterPos3s(x, y, z);
  }
  
  inline void glRasterPos3sv(const GLshort * v)
  {
      return glbinding::Binding::RasterPos3sv(v);
  }
  
  inline void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
  {
      return glbinding::Binding::RasterPos4d(x, y, z, w);
  }
  
  inline void glRasterPos4dv(const GLdouble * v)
  {
      return glbinding::Binding::RasterPos4dv(v);
  }
  
  inline void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
  {
      return glbinding::Binding::RasterPos4f(x, y, z, w);
  }
  
  inline void glRasterPos4fv(const GLfloat * v)
  {
      return glbinding::Binding::RasterPos4fv(v);
  }
  
  inline void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
  {
      return glbinding::Binding::RasterPos4i(x, y, z, w);
  }
  
  inline void glRasterPos4iv(const GLint * v)
  {
      return glbinding::Binding::RasterPos4iv(v);
  }
  
  inline void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
  {
      return glbinding::Binding::RasterPos4s(x, y, z, w);
  }
  
  inline void glRasterPos4sv(const GLshort * v)
  {
      return glbinding::Binding::RasterPos4sv(v);
  }
  
  inline void glReadBuffer(GLenum src)
  {
      return glbinding::Binding::ReadBuffer(src);
  }
  
  inline void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels)
  {
      return glbinding::Binding::ReadPixels(x, y, width, height, format, type, pixels);
  }
  
  inline void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
  {
      return glbinding::Binding::Rectd(x1, y1, x2, y2);
  }
  
  inline void glRectdv(const GLdouble * v1, const GLdouble * v2)
  {
      return glbinding::Binding::Rectdv(v1, v2);
  }
  
  inline void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
  {
      return glbinding::Binding::Rectf(x1, y1, x2, y2);
  }
  
  inline void glRectfv(const GLfloat * v1, const GLfloat * v2)
  {
      return glbinding::Binding::Rectfv(v1, v2);
  }
  
  inline void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
  {
      return glbinding::Binding::Recti(x1, y1, x2, y2);
  }
  
  inline void glRectiv(const GLint * v1, const GLint * v2)
  {
      return glbinding::Binding::Rectiv(v1, v2);
  }
  
  inline void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
  {
      return glbinding::Binding::Rects(x1, y1, x2, y2);
  }
  
  inline void glRectsv(const GLshort * v1, const GLshort * v2)
  {
      return glbinding::Binding::Rectsv(v1, v2);
  }
  
  inline GLint glRenderMode(GLenum mode)
  {
      return glbinding::Binding::RenderMode(mode);
  }
  
  inline void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
  {
      return glbinding::Binding::Rotated(angle, x, y, z);
  }
  
  inline void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
  {
      return glbinding::Binding::Rotatef(angle, x, y, z);
  }
  
  inline void glSampleCoverage(GLfloat value, GLboolean invert)
  {
      return glbinding::Binding::SampleCoverage(value, invert);
  }
  
  inline void glScaled(GLdouble x, GLdouble y, GLdouble z)
  {
      return glbinding::Binding::Scaled(x, y, z);
  }
  
  inline void glScalef(GLfloat x, GLfloat y, GLfloat z)
  {
      return glbinding::Binding::Scalef(x, y, z);
  }
  
  inline void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
  {
      return glbinding::Binding::Scissor(x, y, width, height);
  }
  
  inline void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
  {
      return glbinding::Binding::SecondaryColor3b(red, green, blue);
  }
  
  inline void glSecondaryColor3bv(const GLbyte * v)
  {
      return glbinding::Binding::SecondaryColor3bv(v);
  }
  
  inline void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
  {
      return glbinding::Binding::SecondaryColor3d(red, green, blue);
  }
  
  inline void glSecondaryColor3dv(const GLdouble * v)
  {
      return glbinding::Binding::SecondaryColor3dv(v);
  }
  
  inline void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
  {
      return glbinding::Binding::SecondaryColor3f(red, green, blue);
  }
  
  inline void glSecondaryColor3fv(const GLfloat * v)
  {
      return glbinding::Binding::SecondaryColor3fv(v);
  }
  
  inline void glSecondaryColor3i(GLint red, GLint green, GLint blue)
  {
      return glbinding::Binding::SecondaryColor3i(red, green, blue);
  }
  
  inline void glSecondaryColor3iv(const GLint * v)
  {
      return glbinding::Binding::SecondaryColor3iv(v);
  }
  
  inline void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
  {
      return glbinding::Binding::SecondaryColor3s(red, green, blue);
  }
  
  inline void glSecondaryColor3sv(const GLshort * v)
  {
      return glbinding::Binding::SecondaryColor3sv(v);
  }
  
  inline void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
  {
      return glbinding::Binding::SecondaryColor3ub(red, green, blue);
  }
  
  inline void glSecondaryColor3ubv(const GLubyte * v)
  {
      return glbinding::Binding::SecondaryColor3ubv(v);
  }
  
  inline void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
  {
      return glbinding::Binding::SecondaryColor3ui(red, green, blue);
  }
  
  inline void glSecondaryColor3uiv(const GLuint * v)
  {
      return glbinding::Binding::SecondaryColor3uiv(v);
  }
  
  inline void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
  {
      return glbinding::Binding::SecondaryColor3us(red, green, blue);
  }
  
  inline void glSecondaryColor3usv(const GLushort * v)
  {
      return glbinding::Binding::SecondaryColor3usv(v);
  }
  
  inline void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::SecondaryColorPointer(size, type, stride, pointer);
  }
  
  inline void glSelectBuffer(GLsizei size, GLuint * buffer)
  {
      return glbinding::Binding::SelectBuffer(size, buffer);
  }
  
  inline void glShadeModel(GLenum mode)
  {
      return glbinding::Binding::ShadeModel(mode);
  }
  
  inline void glShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint * length)
  {
      return glbinding::Binding::ShaderSource(shader, count, string, length);
  }
  
  inline void glStencilFunc(GLenum func, GLint ref, GLuint mask)
  {
      return glbinding::Binding::StencilFunc(func, ref, mask);
  }
  
  inline void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
  {
      return glbinding::Binding::StencilFuncSeparate(face, func, ref, mask);
  }
  
  inline void glStencilMask(GLuint mask)
  {
      return glbinding::Binding::StencilMask(mask);
  }
  
  inline void glStencilMaskSeparate(GLenum face, GLuint mask)
  {
      return glbinding::Binding::StencilMaskSeparate(face, mask);
  }
  
  inline void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
  {
      return glbinding::Binding::StencilOp(fail, zfail, zpass);
  }
  
  inline void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
  {
      return glbinding::Binding::StencilOpSeparate(face, sfail, dpfail, dppass);
  }
  
  inline void glTexCoord1d(GLdouble s)
  {
      return glbinding::Binding::TexCoord1d(s);
  }
  
  inline void glTexCoord1dv(const GLdouble * v)
  {
      return glbinding::Binding::TexCoord1dv(v);
  }
  
  inline void glTexCoord1f(GLfloat s)
  {
      return glbinding::Binding::TexCoord1f(s);
  }
  
  inline void glTexCoord1fv(const GLfloat * v)
  {
      return glbinding::Binding::TexCoord1fv(v);
  }
  
  inline void glTexCoord1i(GLint s)
  {
      return glbinding::Binding::TexCoord1i(s);
  }
  
  inline void glTexCoord1iv(const GLint * v)
  {
      return glbinding::Binding::TexCoord1iv(v);
  }
  
  inline void glTexCoord1s(GLshort s)
  {
      return glbinding::Binding::TexCoord1s(s);
  }
  
  inline void glTexCoord1sv(const GLshort * v)
  {
      return glbinding::Binding::TexCoord1sv(v);
  }
  
  inline void glTexCoord2d(GLdouble s, GLdouble t)
  {
      return glbinding::Binding::TexCoord2d(s, t);
  }
  
  inline void glTexCoord2dv(const GLdouble * v)
  {
      return glbinding::Binding::TexCoord2dv(v);
  }
  
  inline void glTexCoord2f(GLfloat s, GLfloat t)
  {
      return glbinding::Binding::TexCoord2f(s, t);
  }
  
  inline void glTexCoord2fv(const GLfloat * v)
  {
      return glbinding::Binding::TexCoord2fv(v);
  }
  
  inline void glTexCoord2i(GLint s, GLint t)
  {
      return glbinding::Binding::TexCoord2i(s, t);
  }
  
  inline void glTexCoord2iv(const GLint * v)
  {
      return glbinding::Binding::TexCoord2iv(v);
  }
  
  inline void glTexCoord2s(GLshort s, GLshort t)
  {
      return glbinding::Binding::TexCoord2s(s, t);
  }
  
  inline void glTexCoord2sv(const GLshort * v)
  {
      return glbinding::Binding::TexCoord2sv(v);
  }
  
  inline void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
  {
      return glbinding::Binding::TexCoord3d(s, t, r);
  }
  
  inline void glTexCoord3dv(const GLdouble * v)
  {
      return glbinding::Binding::TexCoord3dv(v);
  }
  
  inline void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
  {
      return glbinding::Binding::TexCoord3f(s, t, r);
  }
  
  inline void glTexCoord3fv(const GLfloat * v)
  {
      return glbinding::Binding::TexCoord3fv(v);
  }
  
  inline void glTexCoord3i(GLint s, GLint t, GLint r)
  {
      return glbinding::Binding::TexCoord3i(s, t, r);
  }
  
  inline void glTexCoord3iv(const GLint * v)
  {
      return glbinding::Binding::TexCoord3iv(v);
  }
  
  inline void glTexCoord3s(GLshort s, GLshort t, GLshort r)
  {
      return glbinding::Binding::TexCoord3s(s, t, r);
  }
  
  inline void glTexCoord3sv(const GLshort * v)
  {
      return glbinding::Binding::TexCoord3sv(v);
  }
  
  inline void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
  {
      return glbinding::Binding::TexCoord4d(s, t, r, q);
  }
  
  inline void glTexCoord4dv(const GLdouble * v)
  {
      return glbinding::Binding::TexCoord4dv(v);
  }
  
  inline void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
  {
      return glbinding::Binding::TexCoord4f(s, t, r, q);
  }
  
  inline void glTexCoord4fv(const GLfloat * v)
  {
      return glbinding::Binding::TexCoord4fv(v);
  }
  
  inline void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
  {
      return glbinding::Binding::TexCoord4i(s, t, r, q);
  }
  
  inline void glTexCoord4iv(const GLint * v)
  {
      return glbinding::Binding::TexCoord4iv(v);
  }
  
  inline void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
  {
      return glbinding::Binding::TexCoord4s(s, t, r, q);
  }
  
  inline void glTexCoord4sv(const GLshort * v)
  {
      return glbinding::Binding::TexCoord4sv(v);
  }
  
  inline void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::TexCoordPointer(size, type, stride, pointer);
  }
  
  inline void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
  {
      return glbinding::Binding::TexEnvf(target, pname, param);
  }
  
  inline void glTexEnvfv(GLenum target, GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::TexEnvfv(target, pname, params);
  }
  
  inline void glTexEnvi(GLenum target, GLenum pname, GLint param)
  {
      return glbinding::Binding::TexEnvi(target, pname, param);
  }
  
  inline void glTexEnviv(GLenum target, GLenum pname, const GLint * params)
  {
      return glbinding::Binding::TexEnviv(target, pname, params);
  }
  
  inline void glTexGend(GLenum coord, GLenum pname, GLdouble param)
  {
      return glbinding::Binding::TexGend(coord, pname, param);
  }
  
  inline void glTexGendv(GLenum coord, GLenum pname, const GLdouble * params)
  {
      return glbinding::Binding::TexGendv(coord, pname, params);
  }
  
  inline void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
  {
      return glbinding::Binding::TexGenf(coord, pname, param);
  }
  
  inline void glTexGenfv(GLenum coord, GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::TexGenfv(coord, pname, params);
  }
  
  inline void glTexGeni(GLenum coord, GLenum pname, GLint param)
  {
      return glbinding::Binding::TexGeni(coord, pname, param);
  }
  
  inline void glTexGeniv(GLenum coord, GLenum pname, const GLint * params)
  {
      return glbinding::Binding::TexGeniv(coord, pname, params);
  }
  
  inline void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels)
  {
      return glbinding::Binding::TexImage1D(target, level, internalformat, width, border, format, type, pixels);
  }
  
  inline void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels)
  {
      return glbinding::Binding::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
  }
  
  inline void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels)
  {
      return glbinding::Binding::TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
  }
  
  inline void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
  {
      return glbinding::Binding::TexParameterf(target, pname, param);
  }
  
  inline void glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params)
  {
      return glbinding::Binding::TexParameterfv(target, pname, params);
  }
  
  inline void glTexParameteri(GLenum target, GLenum pname, GLint param)
  {
      return glbinding::Binding::TexParameteri(target, pname, param);
  }
  
  inline void glTexParameteriv(GLenum target, GLenum pname, const GLint * params)
  {
      return glbinding::Binding::TexParameteriv(target, pname, params);
  }
  
  inline void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels)
  {
      return glbinding::Binding::TexSubImage1D(target, level, xoffset, width, format, type, pixels);
  }
  
  inline void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels)
  {
      return glbinding::Binding::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
  }
  
  inline void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels)
  {
      return glbinding::Binding::TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
  }
  
  inline void glTranslated(GLdouble x, GLdouble y, GLdouble z)
  {
      return glbinding::Binding::Translated(x, y, z);
  }
  
  inline void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
  {
      return glbinding::Binding::Translatef(x, y, z);
  }
  
  inline void glUniform1f(GLint location, GLfloat v0)
  {
      return glbinding::Binding::Uniform1f(location, v0);
  }
  
  inline void glUniform1fv(GLint location, GLsizei count, const GLfloat * value)
  {
      return glbinding::Binding::Uniform1fv(location, count, value);
  }
  
  inline void glUniform1i(GLint location, GLint v0)
  {
      return glbinding::Binding::Uniform1i(location, v0);
  }
  
  inline void glUniform1iv(GLint location, GLsizei count, const GLint * value)
  {
      return glbinding::Binding::Uniform1iv(location, count, value);
  }
  
  inline void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
  {
      return glbinding::Binding::Uniform2f(location, v0, v1);
  }
  
  inline void glUniform2fv(GLint location, GLsizei count, const GLfloat * value)
  {
      return glbinding::Binding::Uniform2fv(location, count, value);
  }
  
  inline void glUniform2i(GLint location, GLint v0, GLint v1)
  {
      return glbinding::Binding::Uniform2i(location, v0, v1);
  }
  
  inline void glUniform2iv(GLint location, GLsizei count, const GLint * value)
  {
      return glbinding::Binding::Uniform2iv(location, count, value);
  }
  
  inline void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
  {
      return glbinding::Binding::Uniform3f(location, v0, v1, v2);
  }
  
  inline void glUniform3fv(GLint location, GLsizei count, const GLfloat * value)
  {
      return glbinding::Binding::Uniform3fv(location, count, value);
  }
  
  inline void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
  {
      return glbinding::Binding::Uniform3i(location, v0, v1, v2);
  }
  
  inline void glUniform3iv(GLint location, GLsizei count, const GLint * value)
  {
      return glbinding::Binding::Uniform3iv(location, count, value);
  }
  
  inline void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
  {
      return glbinding::Binding::Uniform4f(location, v0, v1, v2, v3);
  }
  
  inline void glUniform4fv(GLint location, GLsizei count, const GLfloat * value)
  {
      return glbinding::Binding::Uniform4fv(location, count, value);
  }
  
  inline void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
  {
      return glbinding::Binding::Uniform4i(location, v0, v1, v2, v3);
  }
  
  inline void glUniform4iv(GLint location, GLsizei count, const GLint * value)
  {
      return glbinding::Binding::Uniform4iv(location, count, value);
  }
  
  inline void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix2fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix2x3fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix2x4fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix3fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix3x2fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix3x4fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix4fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix4x2fv(location, count, transpose, value);
  }
  
  inline void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value)
  {
      return glbinding::Binding::UniformMatrix4x3fv(location, count, transpose, value);
  }
  
  inline GLboolean glUnmapBuffer(GLenum target)
  {
      return glbinding::Binding::UnmapBuffer(target);
  }
  
  inline void glUseProgram(GLuint program)
  {
      return glbinding::Binding::UseProgram(program);
  }
  
  inline void glValidateProgram(GLuint program)
  {
      return glbinding::Binding::ValidateProgram(program);
  }
  
  inline void glVertex2d(GLdouble x, GLdouble y)
  {
      return glbinding::Binding::Vertex2d(x, y);
  }
  
  inline void glVertex2dv(const GLdouble * v)
  {
      return glbinding::Binding::Vertex2dv(v);
  }
  
  inline void glVertex2f(GLfloat x, GLfloat y)
  {
      return glbinding::Binding::Vertex2f(x, y);
  }
  
  inline void glVertex2fv(const GLfloat * v)
  {
      return glbinding::Binding::Vertex2fv(v);
  }
  
  inline void glVertex2i(GLint x, GLint y)
  {
      return glbinding::Binding::Vertex2i(x, y);
  }
  
  inline void glVertex2iv(const GLint * v)
  {
      return glbinding::Binding::Vertex2iv(v);
  }
  
  inline void glVertex2s(GLshort x, GLshort y)
  {
      return glbinding::Binding::Vertex2s(x, y);
  }
  
  inline void glVertex2sv(const GLshort * v)
  {
      return glbinding::Binding::Vertex2sv(v);
  }
  
  inline void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
  {
      return glbinding::Binding::Vertex3d(x, y, z);
  }
  
  inline void glVertex3dv(const GLdouble * v)
  {
      return glbinding::Binding::Vertex3dv(v);
  }
  
  inline void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
  {
      return glbinding::Binding::Vertex3f(x, y, z);
  }
  
  inline void glVertex3fv(const GLfloat * v)
  {
      return glbinding::Binding::Vertex3fv(v);
  }
  
  inline void glVertex3i(GLint x, GLint y, GLint z)
  {
      return glbinding::Binding::Vertex3i(x, y, z);
  }
  
  inline void glVertex3iv(const GLint * v)
  {
      return glbinding::Binding::Vertex3iv(v);
  }
  
  inline void glVertex3s(GLshort x, GLshort y, GLshort z)
  {
      return glbinding::Binding::Vertex3s(x, y, z);
  }
  
  inline void glVertex3sv(const GLshort * v)
  {
      return glbinding::Binding::Vertex3sv(v);
  }
  
  inline void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
  {
      return glbinding::Binding::Vertex4d(x, y, z, w);
  }
  
  inline void glVertex4dv(const GLdouble * v)
  {
      return glbinding::Binding::Vertex4dv(v);
  }
  
  inline void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
  {
      return glbinding::Binding::Vertex4f(x, y, z, w);
  }
  
  inline void glVertex4fv(const GLfloat * v)
  {
      return glbinding::Binding::Vertex4fv(v);
  }
  
  inline void glVertex4i(GLint x, GLint y, GLint z, GLint w)
  {
      return glbinding::Binding::Vertex4i(x, y, z, w);
  }
  
  inline void glVertex4iv(const GLint * v)
  {
      return glbinding::Binding::Vertex4iv(v);
  }
  
  inline void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
  {
      return glbinding::Binding::Vertex4s(x, y, z, w);
  }
  
  inline void glVertex4sv(const GLshort * v)
  {
      return glbinding::Binding::Vertex4sv(v);
  }
  
  inline void glVertexAttrib1d(GLuint index, GLdouble x)
  {
      return glbinding::Binding::VertexAttrib1d(index, x);
  }
  
  inline void glVertexAttrib1dv(GLuint index, const GLdouble * v)
  {
      return glbinding::Binding::VertexAttrib1dv(index, v);
  }
  
  inline void glVertexAttrib1f(GLuint index, GLfloat x)
  {
      return glbinding::Binding::VertexAttrib1f(index, x);
  }
  
  inline void glVertexAttrib1fv(GLuint index, const GLfloat * v)
  {
      return glbinding::Binding::VertexAttrib1fv(index, v);
  }
  
  inline void glVertexAttrib1s(GLuint index, GLshort x)
  {
      return glbinding::Binding::VertexAttrib1s(index, x);
  }
  
  inline void glVertexAttrib1sv(GLuint index, const GLshort * v)
  {
      return glbinding::Binding::VertexAttrib1sv(index, v);
  }
  
  inline void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
  {
      return glbinding::Binding::VertexAttrib2d(index, x, y);
  }
  
  inline void glVertexAttrib2dv(GLuint index, const GLdouble * v)
  {
      return glbinding::Binding::VertexAttrib2dv(index, v);
  }
  
  inline void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
  {
      return glbinding::Binding::VertexAttrib2f(index, x, y);
  }
  
  inline void glVertexAttrib2fv(GLuint index, const GLfloat * v)
  {
      return glbinding::Binding::VertexAttrib2fv(index, v);
  }
  
  inline void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
  {
      return glbinding::Binding::VertexAttrib2s(index, x, y);
  }
  
  inline void glVertexAttrib2sv(GLuint index, const GLshort * v)
  {
      return glbinding::Binding::VertexAttrib2sv(index, v);
  }
  
  inline void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
  {
      return glbinding::Binding::VertexAttrib3d(index, x, y, z);
  }
  
  inline void glVertexAttrib3dv(GLuint index, const GLdouble * v)
  {
      return glbinding::Binding::VertexAttrib3dv(index, v);
  }
  
  inline void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
  {
      return glbinding::Binding::VertexAttrib3f(index, x, y, z);
  }
  
  inline void glVertexAttrib3fv(GLuint index, const GLfloat * v)
  {
      return glbinding::Binding::VertexAttrib3fv(index, v);
  }
  
  inline void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
  {
      return glbinding::Binding::VertexAttrib3s(index, x, y, z);
  }
  
  inline void glVertexAttrib3sv(GLuint index, const GLshort * v)
  {
      return glbinding::Binding::VertexAttrib3sv(index, v);
  }
  
  inline void glVertexAttrib4Nbv(GLuint index, const GLbyte * v)
  {
      return glbinding::Binding::VertexAttrib4Nbv(index, v);
  }
  
  inline void glVertexAttrib4Niv(GLuint index, const GLint * v)
  {
      return glbinding::Binding::VertexAttrib4Niv(index, v);
  }
  
  inline void glVertexAttrib4Nsv(GLuint index, const GLshort * v)
  {
      return glbinding::Binding::VertexAttrib4Nsv(index, v);
  }
  
  inline void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
  {
      return glbinding::Binding::VertexAttrib4Nub(index, x, y, z, w);
  }
  
  inline void glVertexAttrib4Nubv(GLuint index, const GLubyte * v)
  {
      return glbinding::Binding::VertexAttrib4Nubv(index, v);
  }
  
  inline void glVertexAttrib4Nuiv(GLuint index, const GLuint * v)
  {
      return glbinding::Binding::VertexAttrib4Nuiv(index, v);
  }
  
  inline void glVertexAttrib4Nusv(GLuint index, const GLushort * v)
  {
      return glbinding::Binding::VertexAttrib4Nusv(index, v);
  }
  
  inline void glVertexAttrib4bv(GLuint index, const GLbyte * v)
  {
      return glbinding::Binding::VertexAttrib4bv(index, v);
  }
  
  inline void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
  {
      return glbinding::Binding::VertexAttrib4d(index, x, y, z, w);
  }
  
  inline void glVertexAttrib4dv(GLuint index, const GLdouble * v)
  {
      return glbinding::Binding::VertexAttrib4dv(index, v);
  }
  
  inline void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
  {
      return glbinding::Binding::VertexAttrib4f(index, x, y, z, w);
  }
  
  inline void glVertexAttrib4fv(GLuint index, const GLfloat * v)
  {
      return glbinding::Binding::VertexAttrib4fv(index, v);
  }
  
  inline void glVertexAttrib4iv(GLuint index, const GLint * v)
  {
      return glbinding::Binding::VertexAttrib4iv(index, v);
  }
  
  inline void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
  {
      return glbinding::Binding::VertexAttrib4s(index, x, y, z, w);
  }
  
  inline void glVertexAttrib4sv(GLuint index, const GLshort * v)
  {
      return glbinding::Binding::VertexAttrib4sv(index, v);
  }
  
  inline void glVertexAttrib4ubv(GLuint index, const GLubyte * v)
  {
      return glbinding::Binding::VertexAttrib4ubv(index, v);
  }
  
  inline void glVertexAttrib4uiv(GLuint index, const GLuint * v)
  {
      return glbinding::Binding::VertexAttrib4uiv(index, v);
  }
  
  inline void glVertexAttrib4usv(GLuint index, const GLushort * v)
  {
      return glbinding::Binding::VertexAttrib4usv(index, v);
  }
  
  inline void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::VertexAttribPointer(index, size, type, normalized, stride, pointer);
  }
  
  inline void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void * pointer)
  {
      return glbinding::Binding::VertexPointer(size, type, stride, pointer);
  }
  
  inline void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
  {
      return glbinding::Binding::Viewport(x, y, width, height);
  }
  
  inline void glWindowPos2d(GLdouble x, GLdouble y)
  {
      return glbinding::Binding::WindowPos2d(x, y);
  }
  
  inline void glWindowPos2dv(const GLdouble * v)
  {
      return glbinding::Binding::WindowPos2dv(v);
  }
  
  inline void glWindowPos2f(GLfloat x, GLfloat y)
  {
      return glbinding::Binding::WindowPos2f(x, y);
  }
  
  inline void glWindowPos2fv(const GLfloat * v)
  {
      return glbinding::Binding::WindowPos2fv(v);
  }
  
  inline void glWindowPos2i(GLint x, GLint y)
  {
      return glbinding::Binding::WindowPos2i(x, y);
  }
  
  inline void glWindowPos2iv(const GLint * v)
  {
      return glbinding::Binding::WindowPos2iv(v);
  }
  
  inline void glWindowPos2s(GLshort x, GLshort y)
  {
      return glbinding::Binding::WindowPos2s(x, y);
  }
  
  inline void glWindowPos2sv(const GLshort * v)
  {
      return glbinding::Binding::WindowPos2sv(v);
  }
  
  inline void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
  {
      return glbinding::Binding::WindowPos3d(x, y, z);
  }
  
  inline void glWindowPos3dv(const GLdouble * v)
  {
      return glbinding::Binding::WindowPos3dv(v);
  }
  
  inline void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
  {
      return glbinding::Binding::WindowPos3f(x, y, z);
  }
  
  inline void glWindowPos3fv(const GLfloat * v)
  {
      return glbinding::Binding::WindowPos3fv(v);
  }
  
  inline void glWindowPos3i(GLint x, GLint y, GLint z)
  {
      return glbinding::Binding::WindowPos3i(x, y, z);
  }
  
  inline void glWindowPos3iv(const GLint * v)
  {
      return glbinding::Binding::WindowPos3iv(v);
  }
  
  inline void glWindowPos3s(GLshort x, GLshort y, GLshort z)
  {
      return glbinding::Binding::WindowPos3s(x, y, z);
  }
  
  inline void glWindowPos3sv(const GLshort * v)
  {
      return glbinding::Binding::WindowPos3sv(v);
  }
  
  
  } // namespace gl21
  