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https://github.com/Ed94/Odin.git
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Update default field value syntax; Use more declaration groupings
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+50
-48
@@ -52,65 +52,67 @@ proc get_proc_address(name: string) -> proc() #cc_c {
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return res;
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}
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var GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
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var GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
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var GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
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var DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
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var BindBuffer: proc(target: i32, buffer: u32) #cc_c;
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var BindVertexArray: proc(buffer: u32) #cc_c;
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var DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
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var BindSampler: proc(position: i32, sampler: u32) #cc_c;
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var BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
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var BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
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var (
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GenBuffers: proc(count: i32, buffers: ^u32) #cc_c;
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GenVertexArrays: proc(count: i32, buffers: ^u32) #cc_c;
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GenSamplers: proc(count: i32, buffers: ^u32) #cc_c;
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DeleteBuffers: proc(count: i32, buffers: ^u32) #cc_c;
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BindBuffer: proc(target: i32, buffer: u32) #cc_c;
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BindVertexArray: proc(buffer: u32) #cc_c;
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DeleteVertexArrays: proc(count: i32, arrays: ^u32) #cc_c;
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BindSampler: proc(position: i32, sampler: u32) #cc_c;
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BufferData: proc(target: i32, size: int, data: rawptr, usage: i32) #cc_c;
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BufferSubData: proc(target: i32, offset, size: int, data: rawptr) #cc_c;
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var DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
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var DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
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DrawArrays: proc(mode, first: i32, count: u32) #cc_c;
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DrawElements: proc(mode: i32, count: u32, type_: i32, indices: rawptr) #cc_c;
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var MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
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var UnmapBuffer: proc(target: i32) #cc_c;
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MapBuffer: proc(target, access: i32) -> rawptr #cc_c;
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UnmapBuffer: proc(target: i32) #cc_c;
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var VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
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var EnableVertexAttribArray: proc(index: u32) #cc_c;
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VertexAttribPointer: proc(index: u32, size, type_: i32, normalized: i32, stride: u32, pointer: rawptr) #cc_c;
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EnableVertexAttribArray: proc(index: u32) #cc_c;
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var CreateShader: proc(shader_type: i32) -> u32 #cc_c;
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var ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
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var CompileShader: proc(shader: u32) #cc_c;
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var CreateProgram: proc() -> u32 #cc_c;
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var AttachShader: proc(program, shader: u32) #cc_c;
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var DetachShader: proc(program, shader: u32) #cc_c;
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var DeleteShader: proc(shader: u32) #cc_c;
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var LinkProgram: proc(program: u32) #cc_c;
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var UseProgram: proc(program: u32) #cc_c;
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var DeleteProgram: proc(program: u32) #cc_c;
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CreateShader: proc(shader_type: i32) -> u32 #cc_c;
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ShaderSource: proc(shader: u32, count: u32, str: ^^u8, length: ^i32) #cc_c;
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CompileShader: proc(shader: u32) #cc_c;
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CreateProgram: proc() -> u32 #cc_c;
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AttachShader: proc(program, shader: u32) #cc_c;
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DetachShader: proc(program, shader: u32) #cc_c;
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DeleteShader: proc(shader: u32) #cc_c;
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LinkProgram: proc(program: u32) #cc_c;
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UseProgram: proc(program: u32) #cc_c;
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DeleteProgram: proc(program: u32) #cc_c;
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var GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
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var GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
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var GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
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var GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
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GetShaderiv: proc(shader: u32, pname: i32, params: ^i32) #cc_c;
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GetProgramiv: proc(program: u32, pname: i32, params: ^i32) #cc_c;
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GetShaderInfoLog: proc(shader: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
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GetProgramInfoLog: proc(program: u32, max_length: u32, length: ^u32, info_long: ^u8) #cc_c;
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var ActiveTexture: proc(texture: i32) #cc_c;
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var GenerateMipmap: proc(target: i32) #cc_c;
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ActiveTexture: proc(texture: i32) #cc_c;
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GenerateMipmap: proc(target: i32) #cc_c;
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var SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
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var SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
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var SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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var SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
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var SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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var SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
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SamplerParameteri: proc(sampler: u32, pname: i32, param: i32) #cc_c;
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SamplerParameterf: proc(sampler: u32, pname: i32, param: f32) #cc_c;
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SamplerParameteriv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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SamplerParameterfv: proc(sampler: u32, pname: i32, params: ^f32) #cc_c;
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SamplerParameterIiv: proc(sampler: u32, pname: i32, params: ^i32) #cc_c;
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SamplerParameterIuiv: proc(sampler: u32, pname: i32, params: ^u32) #cc_c;
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var Uniform1i: proc(loc: i32, v0: i32) #cc_c;
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var Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
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var Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
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var Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
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var Uniform1f: proc(loc: i32, v0: f32) #cc_c;
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var Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
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var Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
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var Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
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var UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
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Uniform1i: proc(loc: i32, v0: i32) #cc_c;
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Uniform2i: proc(loc: i32, v0, v1: i32) #cc_c;
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Uniform3i: proc(loc: i32, v0, v1, v2: i32) #cc_c;
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Uniform4i: proc(loc: i32, v0, v1, v2, v3: i32) #cc_c;
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Uniform1f: proc(loc: i32, v0: f32) #cc_c;
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Uniform2f: proc(loc: i32, v0, v1: f32) #cc_c;
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Uniform3f: proc(loc: i32, v0, v1, v2: f32) #cc_c;
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Uniform4f: proc(loc: i32, v0, v1, v2, v3: f32) #cc_c;
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UniformMatrix4fv: proc(loc: i32, count: u32, transpose: i32, value: ^f32) #cc_c;
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var GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
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GetUniformLocation: proc(program: u32, name: ^u8) -> i32 #cc_c;
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)
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proc init() {
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proc set_proc_address(p: rawptr, name: string) #inline {
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