#include "GLRenderer.h" // Command Buffers void GLRenderer::CBuffLockStaticCreations() {} int GLRenderer::CBuffSize(int) { return 0; } void GLRenderer::CBuffTick() {} void GLRenderer::CBuffDeferredModeStart() {} void GLRenderer::CBuffDeferredModeEnd() {} // Render States void GLRenderer::StateSetLightEnable(int, bool) {} void GLRenderer::StateSetEnableViewportClipPlanes(bool) {} void GLRenderer::StateSetForceLOD(int) {} void GLRenderer::StateSetTexGenCol(int, float, float, float, float, bool) {} // Textures void GLRenderer::TextureDynamicUpdateStart() {} void GLRenderer::TextureDynamicUpdateEnd() {} void GLRenderer::TextureGetStats() {} void* GLRenderer::TextureGetTexture(int) { return nullptr; } int GLRenderer::SaveTextureData(const char*, D3DXIMAGE_INFO*, int*) { return 0; } int GLRenderer::SaveTextureDataToMemory(void*, int, int*, int, int, int*) { return 0; } // Screen/Image Capturing void GLRenderer::DoScreenGrabOnNextPresent() {} void GLRenderer::CaptureThumbnail(ImageFileBuffer*) {} void GLRenderer::CaptureScreen(ImageFileBuffer*, XSOCIAL_PREVIEWIMAGE*) {} // Conditional Rendering & Events void GLRenderer::BeginConditionalSurvey(int) {} void GLRenderer::EndConditionalSurvey() {} void GLRenderer::BeginConditionalRendering(int) {} void GLRenderer::EndConditionalRendering() {} void GLRenderer::BeginEvent(const char*) {} void GLRenderer::EndEvent() {} void GLRenderer::Tick() {} // Lifecycle void GLRenderer::Suspend() {} bool GLRenderer::Suspended() { return false; } void GLRenderer::Resume() {}