#include "mtypes.h"
-extern void
+extern void GLAPIENTRY
_mesa_ShadeModel( GLenum mode );
#if _HAVE_FULL_GL
-extern void
+extern void GLAPIENTRY
_mesa_ColorMaterial( GLenum face, GLenum mode );
-extern void
+extern void GLAPIENTRY
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param );
-extern void
+extern void GLAPIENTRY
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params );
-extern void
+extern void GLAPIENTRY
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params );
-extern void
+extern void GLAPIENTRY
_mesa_Lighti( GLenum light, GLenum pname, GLint param );
-extern void
+extern void GLAPIENTRY
_mesa_LightModelf( GLenum pname, GLfloat param );
-extern void
+extern void GLAPIENTRY
_mesa_LightModelfv( GLenum pname, const GLfloat *params );
-extern void
+extern void GLAPIENTRY
_mesa_LightModeli( GLenum pname, GLint param );
-extern void
+extern void GLAPIENTRY
_mesa_LightModeliv( GLenum pname, const GLint *params );
-extern void
+extern void GLAPIENTRY
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params );
-extern void
+extern void GLAPIENTRY
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params );
-extern void
+extern void GLAPIENTRY
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params );
-extern void
+extern void GLAPIENTRY
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
+extern void
+_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params);
+
+
/* Lerp between adjacent values in the f(x) lookup table, giving a
* continuous function, with adequeate overall accuracy. (Though
* still pretty good compared to a straight lookup).
extern void _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state );
extern void _mesa_update_material( GLcontext *ctx,
- const struct gl_material src[2],
GLuint bitmask );
-extern void _mesa_copy_material_pairs( struct gl_material dst[2],
- const struct gl_material src[2],
- GLuint bitmask );
+extern void _mesa_copy_materials( struct gl_material *dst,
+ const struct gl_material *src,
+ GLuint bitmask );
extern void _mesa_update_color_material( GLcontext *ctx,
const GLfloat rgba[4] );