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.gitignore

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#ignore thumbnails created by windows
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Thumbs.db
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#Ignore files build by Visual Studio
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*.user
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*.aps
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*.pch
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*.vspscc
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*_i.c
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*_p.c
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*.ncb
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*.suo
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*.bak
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*.cache
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*.ilk
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*.log
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*.pyc
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temp

AUTHORS

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# Authors in no particular order
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Rebecca Ann Heineman <becky@burgerbecky.com>
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Mark Adler <madler@alumni.caltech.edu>
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Jean-loup Gailly <jloup@gailly.net>
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Gary S. Brown <randem@vt.edu>
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Josef W. Wankerl <jwankerl@artsiness.com>

LICENSE

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The gist of the license... Have fun using this code, I won't sue you
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and you can't sue me. However, please be nice about it and give me a
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credit in your software that you used my code in.
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Please?
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--------------------------------------------
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Copyright (c) 1995-2014 Rebecca Ann Heineman
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--------------------------------------------
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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1. The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Rebecca Ann Heineman
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becky@burgerbecky.com
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.

README.md

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KitchenSink
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===========
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Main Build environment for Olde Sküül projects
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This repository contains all of the build scripts,
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Xcode/Visual Studio/Watcom etc config files and
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prebuilt libraries and headers for linking
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all projects that depend on the Burgerlib suite
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of libraries.
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The environment variable SDKS needs to be set to
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the folder this file is occupying. All projects
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use this as the root and will point to the
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requested folders they desire from it.
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Setting up for the building of the code.
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----------------------------------------
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Run setuppc.bat for PC hosts and setupmac.sh for mac
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hosts so that environment variables are properly set
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up and prerequiste software is detected.
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PC software prerequisites
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-------------------------
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Perforce client and the environment variable PERFORCE set to the path (Example PERFORCE=C:\Program Files\Perforce)
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Visual Studio 2010 and the environment variable VS100COMNTOOLS (Set up by default with the installation of Visual Studio 2010)
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Doxygen and the environment variable DOXYGEN (Example DOXYGEN=C:\Program Files\doxygen)
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Graphviz and the environment variable GRAPHVIZ (Example GRAPHVIZ=C:\Program Files (x86)\Graphviz 2.28)
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Python 2.7.3 (Or higher) from Python.org and .py files associated with it
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Optional installs
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The Xbox 360 XDK
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The Xbox ONE XDK
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The Xbox XDK and Visual Studio 2003
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Codewarrior 9.2 for Windows
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Codewarrior for Wii
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Codewarrior for Nintendo DS
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The PS3 SDK
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The PS4 SDK
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The nVidia Shield SDK
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The OUYA SDK
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The Android NDK
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Watcom C from http://www.openwatcom.org
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Environent variables that the build tools use (And detect)
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DOXYGEN=C:\Program Files\doxygen
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GRAPHVIZ=C:\Program Files (x86)\GraphViz2.38
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PYTHON=C:\Python27
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P4CONFIG=p4config
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XDK=C:\Program Files (x86)\Microsoft Xbox SDK
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XEDK=C:\Program Files (x86)\Microsoft Xbox 360 SDK
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VS100COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\Tools\
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VS110COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\Tools\
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VS71COMNTOOLS=c:\Program Files (x86)\Microsoft Visual Studio .NET 2003\Common7\Tools\
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VS80COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\Tools\
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VS90COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 9.0\Common7\Tools\
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WATCOM=C:\WATCOM
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CWFolder=C:\Program Files (x86)\Metrowerks\CodeWarrior
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NV=c:\nvpack
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PERFORCE=C:\Program Files\Perforce
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_NT_SYMBOL_PATH=symsrv*symsrv.dll*%TEMP%\localsymbols*http://msdl.microsoft.com/download/symbols
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Mac OSX software prerequisites
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------------------------------
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Doxygen in the Applications folder
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XCode 5 in the Applications folder
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Python 2.7.3 (Or higher) from Python.org and .py files associated with it
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Optional installs
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XCode 3.1.4 in the /XCode 3.1.4 folder (For building PowerPC code)
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Codeblocks from http://www.codeblocks.org
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Perforce integration
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--------------------
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The parent source tree is hosted on a Perforce server and then
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pushed to Git hosted on SourceForge and GitHub
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p4config contains the information for perforce's automated scripts to update the source repository.
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Modify these three entries to contain the local machines credentials.
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Note: On Mac OSX and Linux hosts, make sure that the p4config file uses Linux/Unix style line feeds
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or the p4 tool will silently fail.
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p4port=
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p4user=
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p4passwd=
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p4client=
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Feedback
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--------
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BurgerLib is copyright 1995-2014 by Rebecca Ann Heineman <becky@burgerbecky.com>.
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Send all suggestions, corrections, optimizations and insults to her and she'll be eternally grateful.

sdks/android/burgerlib/brgl.h

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/***************************************
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OpenGL inclusion
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Copyright (c) 1995-2015 by Rebecca Ann Heineman <becky@burgerbecky.com>
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It is released under an MIT Open Source license. Please see LICENSE
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for license details. Yes, you can use it in a
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commercial title without paying anything, just give me a credit.
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Please? It's not like I'm asking you for money!
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***************************************/
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#ifndef __BRGL_H__
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#define __BRGL_H__
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#ifndef __BURGER__
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#include <burger.h>
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#endif
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// iOS uses OpenGLES
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#if defined(BURGER_IOS)
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#ifndef __gl_es20_h_
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#include <OpenGLES/ES2/gl.h>
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#endif
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// Mac OS Carbon/Classic
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#elif defined(BURGER_MAC)
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#ifndef __gl_h__
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#include <gl.h>
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#endif
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// MacOSX used an OpenGL Framework
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#elif __CF_USE_FRAMEWORK_INCLUDES__ || defined(BURGER_MACOSX)
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#ifndef __gl_h_
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#include <OpenGL/gl.h> // gl.h for MacOS X
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#endif
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// Windows requires windows.h before gl.h
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#elif defined(BURGER_WINDOWS)
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#if !defined(WIN32_LEAN_AND_MEAN)
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#define WIN32_LEAN_AND_MEAN
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#endif
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#ifndef _WINDOWS_
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#include <windows.h> // Needed before #include <gl.h> in windows
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#endif
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#ifndef __gl_h__
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#include <gl.h> // OpenGL for all other platforms
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#endif
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// Android / Ouya / Shield
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#elif defined(BURGER_SHIELD)
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#ifndef __gl2_h_
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#include <gles2/gl2.h>
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#endif
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#define BURGER_OPENGLES
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#endif
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//
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// Cover values that may not be defined on some platform headers
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//
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#ifndef GL_STACK_OVERFLOW
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#define GL_STACK_OVERFLOW 0x0503
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#endif
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#ifndef GL_STACK_UNDERFLOW
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#define GL_STACK_UNDERFLOW 0x0504
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#endif
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#ifndef GL_OUT_OF_MEMORY
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#define GL_OUT_OF_MEMORY 0x0505
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#endif
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#ifndef GL_TABLE_TOO_LARGE
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#define GL_TABLE_TOO_LARGE 0x8031
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#endif
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#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
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#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
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#endif
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#ifndef GL_FRAMEBUFFER_UNSUPPORTED
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#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
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#endif
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#if defined(BURGER_OPENGLES)
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#define glClearDepth glClearDepthf
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#endif
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#endif

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