namespace rw { namespace gl3 { #ifdef RW_OPENGL extern uint32 im2DVbo, im2DIbo; void openIm2D(void); void closeIm2D(void); void im2DRenderLine(void *vertices, int32 numVertices, int32 vert1, int32 vert2); void im2DRenderTriangle(void *vertices, int32 numVertices, int32 vert1, int32 vert2, int32 vert3); void im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices); void im2DRenderIndexedPrimitive(PrimitiveType primType, void *vertices, int32 numVertices, void *indices, int32 numIndices); void openIm3D(void); void closeIm3D(void); void im3DTransform(void *vertices, int32 numVertices, Matrix *world); void im3DRenderIndexed(PrimitiveType primType, void *indices, int32 numIndices); void im3DEnd(void); #endif Raster *rasterCreate(Raster *raster); uint8 *rasterLock(Raster*, int32 level, int32 lockMode); void rasterUnlock(Raster*, int32); int32 rasterNumLevels(Raster*); bool32 imageFindRasterFormat(Image *img, int32 type, int32 *width, int32 *height, int32 *depth, int32 *format); bool32 rasterFromImage(Raster *raster, Image *image); } }