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Added additional @NoErrorCheck annotations
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@ -75,35 +75,51 @@ public interface ARB_multitexture {
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void glActiveTextureARB(@GLenum int texture);
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@NoErrorCheck
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void glMultiTexCoord1fARB(@GLenum int target, float s);
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@NoErrorCheck
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void glMultiTexCoord1dARB(@GLenum int target, double s);
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@NoErrorCheck
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void glMultiTexCoord1iARB(@GLenum int target, int s);
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@NoErrorCheck
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void glMultiTexCoord1sARB(@GLenum int target, short s);
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@NoErrorCheck
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void glMultiTexCoord2fARB(@GLenum int target, float s, float t);
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@NoErrorCheck
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void glMultiTexCoord2dARB(@GLenum int target, double s, double t);
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@NoErrorCheck
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void glMultiTexCoord2iARB(@GLenum int target, int s, int t);
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@NoErrorCheck
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void glMultiTexCoord2sARB(@GLenum int target, short s, short t);
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@NoErrorCheck
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void glMultiTexCoord3fARB(@GLenum int target, float s, float t, float r);
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@NoErrorCheck
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void glMultiTexCoord3dARB(@GLenum int target, double s, double t, double r);
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@NoErrorCheck
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void glMultiTexCoord3iARB(@GLenum int target, int s, int t, int r);
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@NoErrorCheck
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void glMultiTexCoord3sARB(@GLenum int target, short s, short t, short r);
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@NoErrorCheck
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void glMultiTexCoord4fARB(@GLenum int target, float s, float t, float r, float q);
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@NoErrorCheck
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void glMultiTexCoord4dARB(@GLenum int target, double s, double t, double r, double q);
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@NoErrorCheck
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void glMultiTexCoord4iARB(@GLenum int target, int s, int t, int r, int q);
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@NoErrorCheck
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void glMultiTexCoord4sARB(@GLenum int target, short s, short t, short r, short q);
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}
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@ -755,10 +755,12 @@ public interface GL11 {
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@Check("textures.remaining()")
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@GLboolean ByteBuffer residences);
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@NoErrorCheck
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void glBegin(@GLenum int mode);
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void glEnd();
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@NoErrorCheck
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void glArrayElement(int i);
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void glClearDepth(@GLclampd double depth);
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@ -793,20 +795,28 @@ public interface GL11 {
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void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
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@NoErrorCheck
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void glColor3b(byte red, byte green, byte blue);
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@NoErrorCheck
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void glColor3f(float red, float green, float blue);
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@NoErrorCheck
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void glColor3d(double red, double green, double blue);
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@NoErrorCheck
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void glColor3ub(@GLubyte byte red, @GLubyte byte green, @GLubyte byte blue);
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@NoErrorCheck
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void glColor4b(byte red, byte green, byte blue, byte alpha);
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@NoErrorCheck
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void glColor4f(float red, float green, float blue, float alpha);
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@NoErrorCheck
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void glColor4d(double red, double green, double blue, double alpha);
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@NoErrorCheck
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void glColor4ub(@GLubyte byte red, @GLubyte byte green, @GLubyte byte blue, @GLubyte byte alpha);
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void glClipPlane(@GLenum int plane, @Check("4") @Const DoubleBuffer equation);
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@ -1118,12 +1128,16 @@ public interface GL11 {
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@GLfloat
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@GLdouble Buffer pointer);
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@NoErrorCheck
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void glNormal3b(byte nx, byte ny, byte nz);
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@NoErrorCheck
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void glNormal3f(float nx, float ny, float nz);
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@NoErrorCheck
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void glNormal3d(double nx, double ny, double nz);
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@NoErrorCheck
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void glNormal3i(int nx, int ny, int nz);
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void glNewList(@GLuint int list, @GLenum int mode);
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@ -1214,22 +1228,31 @@ public interface GL11 {
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@GLfloat
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@GLdouble Buffer pointer);
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@NoErrorCheck
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void glVertex2f(float x, float y);
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@NoErrorCheck
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void glVertex2d(double x, double y);
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@NoErrorCheck
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void glVertex2i(int x, int y);
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@NoErrorCheck
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void glVertex3f(float x, float y, float z);
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@NoErrorCheck
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void glVertex3d(double x, double y, double z);
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@NoErrorCheck
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void glVertex3i(int x, int y, int z);
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@NoErrorCheck
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void glVertex4f(float x, float y, float z, float w);
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@NoErrorCheck
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void glVertex4d(double x, double y, double z, double w);
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@NoErrorCheck
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void glVertex4i(int x, int y, int z, int w);
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void glTranslatef(float x, float y, float z);
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@ -1319,20 +1342,28 @@ public interface GL11 {
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@GLfloat
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@GLdouble Buffer pointer);
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@NoErrorCheck
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void glTexCoord1f(float s);
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@NoErrorCheck
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void glTexCoord1d(double s);
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@NoErrorCheck
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void glTexCoord2f(float s, float t);
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@NoErrorCheck
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void glTexCoord2d(double s, double t);
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@NoErrorCheck
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void glTexCoord3f(float s, float t, float r);
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@NoErrorCheck
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void glTexCoord3d(double s, double t, double r);
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@NoErrorCheck
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void glTexCoord4f(float s, float t, float r, float q);
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@NoErrorCheck
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void glTexCoord4d(double s, double t, double r, double q);
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void glStencilOp(@GLenum int fail, @GLenum int zfail, @GLenum int zpass);
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@ -218,20 +218,28 @@ public interface GL13 {
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@GLshort
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@GLint Buffer img);
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@NoErrorCheck
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void glMultiTexCoord1f(@GLenum int target, float s);
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@NoErrorCheck
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void glMultiTexCoord1d(@GLenum int target, double s);
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@NoErrorCheck
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void glMultiTexCoord2f(@GLenum int target, float s, float t);
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@NoErrorCheck
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void glMultiTexCoord2d(@GLenum int target, double s, double t);
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@NoErrorCheck
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void glMultiTexCoord3f(@GLenum int target, float s, float t, float r);
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@NoErrorCheck
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void glMultiTexCoord3d(@GLenum int target, double s, double t, double r);
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@NoErrorCheck
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void glMultiTexCoord4f(@GLenum int target, float s, float t, float r, float q);
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@NoErrorCheck
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void glMultiTexCoord4d(@GLenum int target, double s, double t, double r, double q);
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@StripPostfix("m")
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