public void GlScalef(float x, float y, float z) { GL11.GlScalef(x, y, z); }
public void GlDepthFunc(int func) { GL11.GlDepthFunc(func); }
public void GlDepthRange(double zNear, double zFar) { GL11.GlDepthRange(zNear, zFar); }
public void GlColorPointer(int size, bool unsigned, int stride, ByteBuffer pointer) { GL11.GlColorPointer(size, unsigned, stride, pointer); }
public void GlCullFace(int mode) { GL11.GlCullFace(mode); }
public void GlColor3f(float red, float green, float blue) { GL11.GlColor3f(red, green, blue); }
public void GlColor4f(float red, float green, float blue, float alpha) { GL11.GlColor4f(red, green, blue, alpha); }
public void GlTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Int32Buffer pixels) { GL11.GlTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); }
public void GlTexParameterf(int target, int pname, float param) { GL11.GlTexParameterf(target, pname, param); }
public void GlTexCoord2f(float s, float t) { GL11.GlTexCoord2f(s, t); }
public void GlTexCoordPointer(int size, int stride, SingleBuffer pointer) { GL11.GlTexCoordPointer(size, stride, pointer); }
public void GlShadeModel(int mode) { GL11.GlShadeModel(mode); }
public void GlBindTexture(int target, int texture) { GL11.GlBindTexture(target, texture); }
public void GlScissor(int x, int y, int width, int height) { GL11.GlScissor(x, y, width, height); }
public void GlClear(int mask) { GL11.GlClear(mask); }
public void GlTexParameteri(int target, int pname, int param) { GL11.GlTexParameteri(target, pname, param); }
public void GlArrayElement(int index) { GL11.GlArrayElement(index); }
public void GlTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Int32Buffer pixels) { GL11.GlTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); }
public void GlColor3ub(byte red, byte green, byte blue) { GL11.GlColor3ub(red, green, blue); }
public void GlTranslatef(float x, float y, float z) { GL11.GlTranslatef(x, y, z); }
public void GlColor4ub(byte red, byte green, byte blue, byte alpha) { GL11.GlColor4ub(red, green, blue, alpha); }
public void GlBlendFunc(int sfactor, int dfactor) { GL11.GlBlendFunc(sfactor, dfactor); }
public void GlColorPointer(int size, int stride, SingleBuffer pointer) { GL11.GlColorPointer(size, stride, pointer); }
public void GlVertex2f(float x, float y) { GL11.GlVertex2f(x, y); }
public void GlDeleteTextures(Int32Buffer textures) { GL11.GlDeleteTextures(textures); }
public void GlVertex3f(float x, float y, float z) { GL11.GlVertex3f(x, y, z); }
public void GlDepthMask(bool flag) { GL11.GlDepthMask(flag); }
public void GlViewport(int x, int y, int width, int height) { GL11.GlViewport(x, y, width, height); }
public void GlDisable(int cap) { GL11.GlDisable(cap); }
public void GlRotatef(float angle, float x, float y, float z) { GL11.GlRotatef(angle, x, y, z); }