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glDepthRange needs to come from the dll hooks for windows
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@@ -40,6 +40,7 @@ struct GLHookSet
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PFNGLCULLFACEPROC glCullFace;
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PFNGLDEPTHFUNCPROC glDepthFunc;
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PFNGLDEPTHMASKPROC glDepthMask;
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PFNGLDEPTHRANGEPROC glDepthRange;
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PFNGLSTENCILFUNCPROC glStencilFunc;
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PFNGLSTENCILMASKPROC glStencilMask;
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PFNGLSTENCILOPPROC glStencilOp;
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@@ -248,7 +249,6 @@ struct GLHookSet
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PFNGLSAMPLEMASKIPROC glSampleMaski;
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PFNGLSAMPLECOVERAGEPROC glSampleCoverage;
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PFNGLMINSAMPLESHADINGPROC glMinSampleShading; // aliases glMinSampleShadingARB
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PFNGLDEPTHRANGEPROC glDepthRange;
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PFNGLDEPTHRANGEFPROC glDepthRangef;
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PFNGLDEPTHRANGEINDEXEDPROC glDepthRangeIndexed;
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PFNGLDEPTHRANGEARRAYVPROC glDepthRangeArrayv;
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@@ -41,6 +41,7 @@
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HookInit(glCullFace); \
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HookInit(glDepthFunc); \
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HookInit(glDepthMask); \
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HookInit(glDepthRange); \
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HookInit(glStencilFunc); \
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HookInit(glStencilMask); \
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HookInit(glStencilOp); \
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@@ -284,7 +285,6 @@
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HookExtension(PFNGLSAMPLECOVERAGEPROC, glSampleCoverage); \
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HookExtension(PFNGLMINSAMPLESHADINGPROC, glMinSampleShading); \
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HookExtensionAlias(PFNGLMINSAMPLESHADINGPROC, glMinSampleShading, glMinSampleShadingARB); \
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HookExtension(PFNGLDEPTHRANGEPROC, glDepthRange); \
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HookExtension(PFNGLDEPTHRANGEFPROC, glDepthRangef); \
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HookExtension(PFNGLDEPTHRANGEINDEXEDPROC, glDepthRangeIndexed); \
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HookExtension(PFNGLDEPTHRANGEARRAYVPROC, glDepthRangeArrayv); \
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@@ -789,6 +789,7 @@
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HookWrapper1(void, glCullFace, GLenum, mode); \
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HookWrapper1(void, glDepthFunc, GLenum, func); \
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HookWrapper1(void, glDepthMask, GLboolean, flag); \
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HookWrapper2(void, glDepthRange, GLdouble, near, GLdouble, far); \
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HookWrapper3(void, glStencilFunc, GLenum, func, GLint, ref, GLuint, mask); \
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HookWrapper1(void, glStencilMask, GLuint, mask); \
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HookWrapper3(void, glStencilOp, GLenum, fail, GLenum, zfail, GLenum, zpass); \
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@@ -999,7 +1000,6 @@
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HookWrapper2(void, glSampleMaski, GLuint, maskNumber, GLbitfield, mask); \
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HookWrapper2(void, glSampleCoverage, GLfloat, value, GLboolean, invert); \
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HookWrapper1(void, glMinSampleShading, GLfloat, value); \
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HookWrapper2(void, glDepthRange, GLdouble, near, GLdouble, far); \
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HookWrapper2(void, glDepthRangef, GLfloat, n, GLfloat, f); \
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HookWrapper3(void, glDepthRangeIndexed, GLuint, index, GLdouble, n, GLdouble, f); \
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HookWrapper3(void, glDepthRangeArrayv, GLuint, first, GLsizei, count, const GLdouble *, v); \
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