#endif
+/**
+ * New in GL3:
+ * Set an integer-valued vertex attribute array.
+ * Note that these arrays DO NOT alias the conventional GL vertex arrays
+ * (position, normal, color, fog, texcoord, etc).
+ */
+void GLAPIENTRY
+_mesa_VertexAttribIPointer(GLuint index, GLint size, GLenum type,
+ GLboolean normalized,
+ GLsizei stride, const GLvoid *ptr)
+{
+ /* NOTE: until we have integer-valued vertex attributes, just
+ * route this through the regular glVertexAttribPointer() function.
+ */
+ _mesa_VertexAttribPointerARB(index, size, type, normalized, stride, ptr);
+}
+
+
+
void GLAPIENTRY
_mesa_VertexPointerEXT(GLint size, GLenum type, GLsizei stride,
GLsizei count, const GLvoid *ptr)
GLboolean normalized, GLsizei stride,
const GLvoid *pointer);
+void GLAPIENTRY
+_mesa_VertexAttribIPointer(GLuint index, GLint size, GLenum type,
+ GLboolean normalized,
+ GLsizei stride, const GLvoid *ptr);
+
extern void GLAPIENTRY
_mesa_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer);