public IntPtr GetProcAddress(string procName) => _glInterface.GetProcAddress(procName);
public GlInterfaceEx(GlInterface GL) : base(GL.ContextInfo.Version, GL.GetProcAddress) { GetIntegerva = GL.GetProcAddress <GlGetIntegerva>("glGetIntegerv"); BlendFuncSeparate = GL.GetProcAddress <GlBlendFuncSeparate>("glBlendFuncSeparate"); Disable = GL.GetProcAddress <GlDisable>("glDisable"); FrontFace = GL.GetProcAddress <GlFrontFace>("glFrontFace"); ColorMask = GL.GetProcAddress <GlColorMask>("glColorMask"); Uniform4f = GL.GetProcAddress <GlUniform4f>("glUniform4f"); IsEnabled = GL.GetProcAddress <GlIsEnabled>("glIsEnabled"); GetVertexAttribiv = GL.GetProcAddress <GlGetVertexAttribiv>("glGetVertexAttribiv"); DisableVertexAttribArray = GL.GetProcAddress <GlDisableVertexAttribArray>("glDisableVertexAttribArray"); PixelStorei = GL.GetProcAddress <GlPixelStorei>("glPixelStorei"); Uniform1i = GL.GetProcAddress <GlUniform1i>("glUniform1i"); DebugMessageCallback = GL.GetProcAddress <GlDebugMessageCallback>("glDebugMessageCallback"); GenVertexArrays = GL.GetProcAddress <GlGenVertexArrays>("glGenVertexArrays"); BindVertexArray = GL.GetProcAddress <GlBindVertexArray>("glBindVertexArray"); DeleteVertexArrays = GL.GetProcAddress <GlDeleteVertexArrays>("glDeleteVertexArrays"); PolygonMode = GL.GetProcAddress <GlPolygonMode>("glPolygonMode"); }