package jake2.render.opengl; import java.nio.*; public class DummyGL implements QGL { private static QGL self = new DummyGL(); private DummyGL() { // singleton } public static QGL getInstance() { return self; } public void glAlphaFunc(int func, float ref) { // do nothing } public void glBegin(int mode) { // do nothing } public void glBindTexture(int target, int texture) { // do nothing } public void glBlendFunc(int sfactor, int dfactor) { // do nothing } public void glClear(int mask) { // do nothing } public void glClearColor(float red, float green, float blue, float alpha) { // do nothing } public void glColor3f(float red, float green, float blue) { // do nothing } public void glColor3ub(byte red, byte green, byte blue) { // do nothing } public void glColor4f(float red, float green, float blue, float alpha) { // do nothing } public void glColor4ub(byte red, byte green, byte blue, byte alpha) { // do nothing } public void glColorPointer(int size, boolean unsigned, int stride, ByteBuffer pointer) { // do nothing } public void glColorPointer(int size, int stride, FloatBuffer pointer) { // do nothing } public void glCullFace(int mode) { // do nothing } public void glDeleteTextures(IntBuffer textures) { // do nothing } public void glDepthFunc(int func) { // do nothing } public void glDepthMask(boolean flag) { // do nothing } public void glDepthRange(double zNear, double zFar) { // do nothing } public void glDisable(int cap) { // do nothing } public void glDisableClientState(int cap) { // do nothing } public void glDrawArrays(int mode, int first, int count) { // do nothing } public void glDrawBuffer(int mode) { // do nothing } public void glDrawElements(int mode, IntBuffer indices) { // do nothing } public void glEnable(int cap) { // do nothing } public void glEnableClientState(int cap) { // do nothing } public void glEnd() { // do nothing } public void glFinish() { // do nothing } public void glFlush() { // do nothing } public void glFrustum(double left, double right, double bottom, double top, double zNear, double zFar) { // do nothing } public int glGetError() { return GL_NO_ERROR; } public void glGetFloat(int pname, FloatBuffer params) { // do nothing } public String glGetString(int name) { switch (name) { case GL_EXTENSIONS: return "GL_ARB_multitexture"; default: return ""; } } public void glInterleavedArrays(int format, int stride, FloatBuffer pointer) { // do nothing } public void glLoadIdentity() { // do nothing } public void glLoadMatrix(FloatBuffer m) { // do nothing } public void glMatrixMode(int mode) { // do nothing } public void glOrtho(double left, double right, double bottom, double top, double zNear, double zFar) { // do nothing } public void glPixelStorei(int pname, int param) { // do nothing } public void glPointSize(float size) { // do nothing } public void glPolygonMode(int face, int mode) { // do nothing } public void glPopMatrix() { // do nothing } public void glPushMatrix() { // do nothing } public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer pixels) { // do nothing } public void glRotatef(float angle, float x, float y, float z) { // do nothing } public void glScalef(float x, float y, float z) { // do nothing } public void glScissor(int x, int y, int width, int height) { // do nothing } public void glShadeModel(int mode) { // do nothing } public void glTexCoord2f(float s, float t) { // do nothing } public void glTexCoordPointer(int size, int stride, FloatBuffer pointer) { // do nothing } public void glTexEnvi(int target, int pname, int param) { // do nothing } public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, ByteBuffer pixels) { // do nothing } public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, IntBuffer pixels) { // do nothing } public void glTexParameterf(int target, int pname, float param) { // do nothing } public void glTexParameteri(int target, int pname, int param) { // do nothing } public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, IntBuffer pixels) { // do nothing } public void glTranslatef(float x, float y, float z) { // do nothing } public void glVertex2f(float x, float y) { // do nothing } public void glVertex3f(float x, float y, float z) { // do nothing } public void glVertexPointer(int size, int stride, FloatBuffer pointer) { // do nothing } public void glViewport(int x, int y, int width, int height) { // do nothing } public void glColorTable(int target, int internalFormat, int width, int format, int type, ByteBuffer data) { // do nothing } public void glActiveTextureARB(int texture) { // do nothing } public void glClientActiveTextureARB(int texture) { // do nothing } public void glPointParameterEXT(int pname, FloatBuffer pfParams) { // do nothing } public void glPointParameterfEXT(int pname, float param) { // do nothing } public void glLockArraysEXT(int first, int count) { // do nothing } public void glArrayElement(int index) { // do nothing } public void glUnlockArraysEXT() { // do nothing } public void glMultiTexCoord2f(int target, float s, float t) { // do nothing } }