
; Storm C Compiler
; Work2:Mesa3/Mesa-3.0/src/pointers.c
	mc68030
	mc68881
	XREF	_gl_WindowPos4fMESA
	XREF	_gl_End
	XREF	_gl_Begin
	XREF	_gl_vertex3fv_nop
	XREF	_gl_vertex4f_nop
	XREF	_gl_vertex3f_nop
	XREF	_gl_vertex2f_nop
	XREF	_gl_EdgeFlag
	XREF	_gl_MultiTexCoord4f
	XREF	_gl_TexCoord4f
	XREF	_gl_TexCoord2f
	XREF	_gl_Color4ubv
	XREF	_gl_Color4ub
	XREF	_gl_Color4fv
	XREF	_gl_Color4f
	XREF	_gl_Color3fv
	XREF	_gl_Color3f
	XREF	_gl_Indexi
	XREF	_gl_Indexf
	XREF	_gl_Normal3fv
	XREF	_gl_Normal3f
	XREF	_gl_save_DrawRangeElements
	XREF	_gl_DrawRangeElements
	XREF	_gl_save_InterleavedArrays
	XREF	_gl_InterleavedArrays
	XREF	_gl_save_DrawElements
	XREF	_gl_DrawElements
	XREF	_gl_save_DrawArrays
	XREF	_gl_DrawArrays
	XREF	_gl_save_ArrayElement
	XREF	_gl_ArrayElement
	XREF	_gl_GetPointerv
	XREF	_gl_EdgeFlagPointer
	XREF	_gl_InterleavedTextureCoordSets
	XREF	_gl_MultiTexCoordPointer
	XREF	_gl_TexCoordPointer
	XREF	_gl_IndexPointer
	XREF	_gl_ColorPointer
	XREF	_gl_NormalPointer
	XREF	_gl_VertexPointer
	XREF	_gl_SelectTextureTransform
	XREF	_gl_SelectTextureCoordSet
	XREF	_gl_SelectTexture
	XREF	_gl_SelectTextureSGIS
	XREF	_gl_TexGenfv
	XREF	_gl_TexParameterfv
	XREF	_gl_TexEnvfv
	XREF	_gl_GetTexParameteriv
	XREF	_gl_GetTexParameterfv
	XREF	_gl_GetTexLevelParameteriv
	XREF	_gl_GetTexLevelParameterfv
	XREF	_gl_GetTexGeniv
	XREF	_gl_GetTexGenfv
	XREF	_gl_GetTexGendv
	XREF	_gl_GetTexEnviv
	XREF	_gl_GetTexEnvfv
	XREF	_gl_IsTexture
	XREF	_gl_AreTexturesResident
	XREF	_gl_PrioritizeTextures
	XREF	_gl_BindTexture
	XREF	_gl_DeleteTextures
	XREF	_gl_GenTextures
	XREF	_gl_CopyTexSubImage3DEXT
	XREF	_gl_CopyTexSubImage2D
	XREF	_gl_CopyTexSubImage1D
	XREF	_gl_CopyTexImage2D
	XREF	_gl_CopyTexImage1D
	XREF	_gl_TexSubImage3DEXT
	XREF	_gl_TexSubImage2D
	XREF	_gl_TexSubImage1D
	XREF	_gl_GetTexImage
	XREF	_gl_TexImage3DEXT
	XREF	_gl_TexImage2D
	XREF	_gl_TexImage1D
	XREF	_gl_StencilOp
	XREF	_gl_StencilMask
	XREF	_gl_StencilFunc
	XREF	_gl_ClearStencil
	XREF	_gl_Scissor
	XREF	_gl_Rectf
	XREF	_gl_ReadPixels
	XREF	_gl_RasterPos4f
	XREF	_gl_GetPolygonStipple
	XREF	_gl_PolygonStipple
	XREF	_gl_PolygonOffset
	XREF	_gl_PolygonMode
	XREF	_gl_FrontFace
	XREF	_gl_CullFace
	XREF	_gl_PointParameterfvEXT
	XREF	_gl_PointSize
	XREF	_gl_PixelZoom
	XREF	_gl_PixelTransferf
	XREF	_gl_PixelStorei
	XREF	_gl_PixelMapfv
	XREF	_gl_GetPixelMapusv
	XREF	_gl_GetPixelMapuiv
	XREF	_gl_GetPixelMapfv
	XREF	_gl_ReadBuffer
	XREF	_gl_DrawBuffer
	XREF	_gl_Hint
	XREF	_gl_Flush
	XREF	_gl_Finish
	XREF	_gl_GetString
	XREF	_gl_Clear
	XREF	_gl_ClearColor
	XREF	_gl_ClearIndex
	XREF	_gl_DepthRange
	XREF	_gl_Viewport
	XREF	_gl_Translatef
	XREF	_gl_Scalef
	XREF	_gl_Rotatef
	XREF	_gl_MultMatrixf
	XREF	_gl_MatrixMode
	XREF	_gl_LoadMatrixf
	XREF	_gl_LoadIdentity
	XREF	_gl_PopMatrix
	XREF	_gl_PushMatrix
	XREF	_gl_Ortho
	XREF	_gl_Frustum
	XREF	_gl_ColorMask
	XREF	_gl_IndexMask
	XREF	_gl_LogicOp
	XREF	_gl_save_SelectTextureTransform
	XREF	_gl_save_SelectTextureCoordSet
	XREF	_gl_save_SelectTexture
	XREF	_gl_save_SelectTextureSGIS
	XREF	_gl_save_MultiTexCoord4f
	XREF	_gl_save_WindowPos4fMESA
	XREF	_gl_save_Viewport
	XREF	_gl_save_Vertex3fv
	XREF	_gl_save_Vertex4f
	XREF	_gl_save_Vertex3f
	XREF	_gl_save_Vertex2f
	XREF	_gl_save_Translatef
	XREF	_gl_save_TexSubImage3DEXT
	XREF	_gl_save_TexSubImage2D
	XREF	_gl_save_TexSubImage1D
	XREF	_gl_save_TexImage3DEXT
	XREF	_gl_save_TexImage2D
	XREF	_gl_save_TexImage1D
	XREF	_gl_save_TexGenfv
	XREF	_gl_save_TexParameterfv
	XREF	_gl_save_TexEnvfv
	XREF	_gl_save_TexCoord4f
	XREF	_gl_save_TexCoord2f
	XREF	_gl_save_StencilOp
	XREF	_gl_save_StencilMask
	XREF	_gl_save_StencilFunc
	XREF	_gl_save_ShadeModel
	XREF	_gl_save_Scissor
	XREF	_gl_save_Scalef
	XREF	_gl_save_Rotatef
	XREF	_gl_save_Rectf
	XREF	_gl_save_ReadBuffer
	XREF	_gl_save_RasterPos4f
	XREF	_gl_save_PushName
	XREF	_gl_save_PushMatrix
	XREF	_gl_save_PushAttrib
	XREF	_gl_save_PrioritizeTextures
	XREF	_gl_save_PopName
	XREF	_gl_save_PopMatrix
	XREF	_gl_save_PopAttrib
	XREF	_gl_save_PolygonOffset
	XREF	_gl_save_PolygonStipple
	XREF	_gl_save_PolygonMode
	XREF	_gl_save_PointSize
	XREF	_gl_save_PointParameterfvEXT
	XREF	_gl_save_PixelZoom
	XREF	_gl_save_PixelTransferf
	XREF	_gl_save_PixelMapfv
	XREF	_gl_save_PassThrough
	XREF	_gl_save_Ortho
	XREF	_gl_save_Normal3f
	XREF	_gl_save_Normal3fv
	XREF	_gl_save_NewList
	XREF	_gl_save_MultMatrixf
	XREF	_gl_save_MatrixMode
	XREF	_gl_save_Materialfv
	XREF	_gl_save_MapGrid2f
	XREF	_gl_save_MapGrid1f
	XREF	_gl_save_Map2f
	XREF	_gl_save_Map1f
	XREF	_gl_save_LogicOp
	XREF	_gl_save_LoadName
	XREF	_gl_save_LoadMatrixf
	XREF	_gl_save_LoadIdentity
	XREF	_gl_save_ListBase
	XREF	_gl_save_LineStipple
	XREF	_gl_save_LineWidth
	XREF	_gl_save_LightModelfv
	XREF	_gl_save_Lightfv
	XREF	_gl_save_InitNames
	XREF	_gl_save_IndexMask
	XREF	_gl_save_Indexi
	XREF	_gl_save_Indexf
	XREF	_gl_save_Hint
	XREF	_gl_save_Frustum
	XREF	_gl_save_FrontFace
	XREF	_gl_save_Fogfv
	XREF	_gl_save_EvalPoint2
	XREF	_gl_save_EvalPoint1
	XREF	_gl_save_EvalMesh2
	XREF	_gl_save_EvalMesh1
	XREF	_gl_save_EvalCoord2f
	XREF	_gl_save_EvalCoord1f
	XREF	_gl_save_End
	XREF	_gl_save_Enable
	XREF	_gl_save_EdgeFlag
	XREF	_gl_save_DrawPixels
	XREF	_gl_save_DrawBuffer
	XREF	_gl_save_Disable
	XREF	_gl_save_DepthRange
	XREF	_gl_save_DepthMask
	XREF	_gl_save_DepthFunc
	XREF	_gl_save_CullFace
	XREF	_gl_save_CopyTexSubImage3DEXT
	XREF	_gl_save_CopyTexSubImage2D
	XREF	_gl_save_CopyTexSubImage1D
	XREF	_gl_save_CopyTexImage2D
	XREF	_gl_save_CopyTexImage1D
	XREF	_gl_save_CopyPixels
	XREF	_gl_save_ColorSubTable
	XREF	_gl_save_ColorTable
	XREF	_gl_save_ColorMaterial
	XREF	_gl_save_ColorMask
	XREF	_gl_save_Color4ubv
	XREF	_gl_save_Color4ub
	XREF	_gl_save_Color4fv
	XREF	_gl_save_Color4f
	XREF	_gl_save_Color3fv
	XREF	_gl_save_Color3f
	XREF	_gl_save_ClipPlane
	XREF	_gl_save_ClearStencil
	XREF	_gl_save_ClearIndex
	XREF	_gl_save_ClearDepth
	XREF	_gl_save_ClearColor
	XREF	_gl_save_ClearAccum
	XREF	_gl_save_Clear
	XREF	_gl_save_CallLists
	XREF	_gl_save_CallList
	XREF	_gl_save_Bitmap
	XREF	_gl_save_BindTexture
	XREF	_gl_save_Begin
	XREF	_gl_save_BlendFunc
	XREF	_gl_save_BlendEquation
	XREF	_gl_save_BlendColor
	XREF	_gl_save_AlphaFunc
	XREF	_gl_save_Accum
	XREF	_gl_NewList
	XREF	_gl_ListBase
	XREF	_gl_IsList
	XREF	_gl_GenLists
	XREF	_gl_EndList
	XREF	_gl_DeleteLists
	XREF	_gl_CallLists
	XREF	_gl_CallList
	XREF	_gl_LineStipple
	XREF	_gl_LineWidth
	XREF	_gl_GetMaterialiv
	XREF	_gl_GetMaterialfv
	XREF	_gl_GetLightiv
	XREF	_gl_GetLightfv
	XREF	_gl_Materialfv
	XREF	_gl_LightModelfv
	XREF	_gl_Lightfv
	XREF	_gl_ColorMaterial
	XREF	_gl_ShadeModel
	XREF	_gl_GetIntegerv
	XREF	_gl_GetFloatv
	XREF	_gl_GetDoublev
	XREF	_gl_GetBooleanv
	XREF	_gl_Fogfv
	XREF	_gl_RenderMode
	XREF	_gl_PopName
	XREF	_gl_PushName
	XREF	_gl_LoadName
	XREF	_gl_InitNames
	XREF	_gl_SelectBuffer
	XREF	_gl_FeedbackBuffer
	XREF	_gl_PassThrough
	XREF	_gl_EvalMesh2
	XREF	_gl_EvalMesh1
	XREF	_gl_EvalPoint2
	XREF	_gl_EvalPoint1
	XREF	_gl_GetMapiv
	XREF	_gl_GetMapfv
	XREF	_gl_GetMapdv
	XREF	_gl_MapGrid2f
	XREF	_gl_MapGrid1f
	XREF	_gl_EvalCoord2f
	XREF	_gl_EvalCoord1f
	XREF	_gl_Map2f
	XREF	_gl_Map1f
	XREF	_gl_DisableClientState
	XREF	_gl_EnableClientState
	XREF	_gl_IsEnabled
	XREF	_gl_Enable
	XREF	_gl_Disable
	XREF	_gl_DrawPixels
	XREF	_gl_DepthMask
	XREF	_gl_DepthFunc
	XREF	_gl_ClearDepth
	XREF	_gl_CopyPixels
	XREF	_gl_GetColorTableParameteriv
	XREF	_gl_GetColorTable
	XREF	_gl_ColorSubTable
	XREF	_gl_ColorTable
	XREF	_gl_GetError
	XREF	_gl_problem
	XREF	_gl_ResizeBuffersMESA
	XREF	_gl_GetClipPlane
	XREF	_gl_ClipPlane
	XREF	_gl_BlendColor
	XREF	_gl_BlendEquation
	XREF	_gl_BlendFunc
	XREF	_gl_Bitmap
	XREF	_gl_PopClientAttrib
	XREF	_gl_PushClientAttrib
	XREF	_gl_PopAttrib
	XREF	_gl_PushAttrib
	XREF	_gl_AlphaFunc
	XREF	_gl_ClearAccum
	XREF	_gl_Accum
	XREF	_printf
	XREF	_std__in
	XREF	_std__out
	XREF	_std__err
	XREF	_CC

	SECTION "_check_pointers:0",CODE


;static void check_pointers( struct gl_api_table *table )
_check_pointers
	movem.l	d2/d3/a2,-(a7)
	move.l	$10(a7),a0
L7
;   int numentries = sizeof( struct gl_api_table ) / sizeof(void*);
	move.l	#$BF,d3
;   entry = (void **) table;
	move.l	a0,a2
;   for (i=0;
	moveq	#0,d2
	bra.b	L11
L8
;      if (!entry[i]) 
	tst.l	0(a2,d2.l*4)
	bne.b	L10
L9
;         printf("found uninitialized function pointer at %d
	move.l	d2,-(a7)
	move.l	#L5,-(a7)
	jsr	_printf
	addq.w	#$8,a7
;         gl_problem(NULL, "Missing pointer in pointers.c");
	move.l	#L6,-(a7)
	clr.l	-(a7)
	jsr	_gl_problem
	addq.w	#$8,a7
L10
	addq.l	#1,d2
L11
	cmp.l	d3,d2
	blt.b	L8
L12
	movem.l	(a7)+,d2/d3/a2
	rts

L6
	dc.b	'Missing pointer in pointers.c',0
L5
	dc.b	'found uninitialized function pointer at %d',$A,0

	SECTION "_init_execution_pointers:0",CODE

	rts

;static void init_execution_pointers( struct gl_api_table *table )
_init_execution_pointers
	move.l	4(a7),a0
L13
;   table->Accum = gl_Accum;
	move.l	#_gl_Accum,(a0)
;   table->AlphaFunc = gl_AlphaFunc;
	move.l	#_gl_AlphaFunc,4(a0)
;   table->AreTexturesResident = gl_AreTexturesResident;
	move.l	#_gl_AreTexturesResident,$8(a0)
;   table->ArrayElement = gl_ArrayElement;
	move.l	#_gl_ArrayElement,$C(a0)
;   table->Begin = gl_Begin;
	move.l	#_gl_Begin,$10(a0)
;   table->BindTexture = gl_BindTexture;
	move.l	#_gl_BindTexture,$14(a0)
;   table->Bitmap = gl_Bitmap;
	move.l	#_gl_Bitmap,$18(a0)
;   table->BlendColor = gl_BlendColor;
	move.l	#_gl_BlendColor,$1C(a0)
;   table->BlendEquation = gl_BlendEquation;
	move.l	#_gl_BlendEquation,$20(a0)
;   table->BlendFunc = gl_BlendFunc;
	move.l	#_gl_BlendFunc,$24(a0)
;   table->CallList = gl_CallList;
	move.l	#_gl_CallList,$28(a0)
;   table->CallLists = gl_CallLists;
	move.l	#_gl_CallLists,$2C(a0)
;   table->Clear = gl_Clear;
	move.l	#_gl_Clear,$30(a0)
;   table->ClearAccum = gl_ClearAccum;
	move.l	#_gl_ClearAccum,$34(a0)
;   table->ClearColor = gl_ClearColor;
	move.l	#_gl_ClearColor,$38(a0)
;   table->ClearDepth = gl_ClearDepth;
	move.l	#_gl_ClearDepth,$3C(a0)
;   table->ClearIndex = gl_ClearIndex;
	move.l	#_gl_ClearIndex,$40(a0)
;   table->ClearStencil = gl_ClearStencil;
	move.l	#_gl_ClearStencil,$44(a0)
;   table->ClipPlane = gl_ClipPlane;
	move.l	#_gl_ClipPlane,$48(a0)
;   table->Color3f = gl_Color3f;
	move.l	#_gl_Color3f,$4C(a0)
;   table->Color3fv = gl_Color3fv;
	move.l	#_gl_Color3fv,$50(a0)
;   table->Color4f = gl_Color4f;
	move.l	#_gl_Color4f,$54(a0)
;   table->Color4fv = gl_Color4fv;
	move.l	#_gl_Color4fv,$58(a0)
;   table->Color4ub = gl_Color4ub;
	move.l	#_gl_Color4ub,$5C(a0)
;   table->Color4ubv = gl_Color4ubv;
	move.l	#_gl_Color4ubv,$60(a0)
;   table->ColorMask = gl_ColorMask;
	move.l	#_gl_ColorMask,$64(a0)
;   table->ColorMaterial = gl_ColorMaterial;
	move.l	#_gl_ColorMaterial,$68(a0)
;   table->ColorPointer = gl_ColorPointer;
	move.l	#_gl_ColorPointer,$6C(a0)
;   table->ColorTable = gl_ColorTable;
	move.l	#_gl_ColorTable,$70(a0)
;   table->ColorSubTable = gl_ColorSubTable;
	move.l	#_gl_ColorSubTable,$74(a0)
;   table->CopyPixels = gl_CopyPixels;
	move.l	#_gl_CopyPixels,$78(a0)
;   table->CopyTexImage1D = gl_CopyTexImage1D;
	move.l	#_gl_CopyTexImage1D,$7C(a0)
;   table->CopyTexImage2D = gl_CopyTexImage2D;
	move.l	#_gl_CopyTexImage2D,$80(a0)
;   table->CopyTexSubImage1D = gl_CopyTexSubImage1D;
	move.l	#_gl_CopyTexSubImage1D,$84(a0)
;   table->CopyTexSubImage2D = gl_CopyTexSubImage2D;
	move.l	#_gl_CopyTexSubImage2D,$88(a0)
;   table->CopyTexSubImage3DEXT = gl_CopyTexSubImage3DEXT;
	move.l	#_gl_CopyTexSubImage3DEXT,$8C(a0)
;   table->CullFace = gl_CullFace;
	move.l	#_gl_CullFace,$90(a0)
;   table->DeleteLists = gl_DeleteLists;
	move.l	#_gl_DeleteLists,$94(a0)
;   table->DeleteTextures = gl_DeleteTextures;
	move.l	#_gl_DeleteTextures,$98(a0)
;   table->DepthFunc = gl_DepthFunc;
	move.l	#_gl_DepthFunc,$9C(a0)
;   table->DepthMask = gl_DepthMask;
	move.l	#_gl_DepthMask,$A0(a0)
;   table->DepthRange = gl_DepthRange;
	move.l	#_gl_DepthRange,$A4(a0)
;   table->Disable = gl_Disable;
	move.l	#_gl_Disable,$A8(a0)
;   table->DisableClientState = gl_DisableClientState;
	move.l	#_gl_DisableClientState,$AC(a0)
;   table->DrawArrays = gl_DrawArrays;
	move.l	#_gl_DrawArrays,$B0(a0)
;   table->DrawBuffer = gl_DrawBuffer;
	move.l	#_gl_DrawBuffer,$B4(a0)
;   table->DrawElements = gl_DrawElements;
	move.l	#_gl_DrawElements,$B8(a0)
;   table->DrawPixels = gl_DrawPixels;
	move.l	#_gl_DrawPixels,$BC(a0)
;   table->DrawRangeElements = gl_DrawRangeElements;
	move.l	#_gl_DrawRangeElements,$C0(a0)
;   table->EdgeFlag = gl_EdgeFlag;
	move.l	#_gl_EdgeFlag,$C4(a0)
;   table->EdgeFlagPointer = gl_EdgeFlagPointer;
	move.l	#_gl_EdgeFlagPointer,$C8(a0)
;   table->Enable = gl_Enable;
	move.l	#_gl_Enable,$CC(a0)
;   table->EnableClientState = gl_EnableClientState;
	move.l	#_gl_EnableClientState,$D0(a0)
;   table->End = gl_End;
	move.l	#_gl_End,$D4(a0)
;   table->EndList = gl_EndList;
	move.l	#_gl_EndList,$D8(a0)
;   table->EvalCoord1f = gl_EvalCoord1f;
	move.l	#_gl_EvalCoord1f,$DC(a0)
;   table->EvalCoord2f = gl_EvalCoord2f;
	move.l	#_gl_EvalCoord2f,$E0(a0)
;   table->EvalMesh1 = gl_EvalMesh1;
	move.l	#_gl_EvalMesh1,$E4(a0)
;   table->EvalMesh2 = gl_EvalMesh2;
	move.l	#_gl_EvalMesh2,$E8(a0)
;   table->EvalPoint1 = gl_EvalPoint1;
	move.l	#_gl_EvalPoint1,$EC(a0)
;   table->EvalPoint2 = gl_EvalPoint2;
	move.l	#_gl_EvalPoint2,$F0(a0)
;   table->FeedbackBuffer = gl_FeedbackBuffer;
	move.l	#_gl_FeedbackBuffer,$F4(a0)
;   table->Finish = gl_Finish;
	move.l	#_gl_Finish,$F8(a0)
;   table->Flush = gl_Flush;
	move.l	#_gl_Flush,$FC(a0)
;   table->Fogfv = gl_Fogfv;
	move.l	#_gl_Fogfv,$100(a0)
;   table->FrontFace = gl_FrontFace;
	move.l	#_gl_FrontFace,$104(a0)
;   table->Frustum = gl_Frustum;
	move.l	#_gl_Frustum,$108(a0)
;   table->GenLists = gl_GenLists;
	move.l	#_gl_GenLists,$10C(a0)
;   table->GenTextures = gl_GenTextures;
	move.l	#_gl_GenTextures,$110(a0)
;   table->GetBooleanv = gl_GetBooleanv;
	move.l	#_gl_GetBooleanv,$114(a0)
;   table->GetClipPlane = gl_GetClipPlane;
	move.l	#_gl_GetClipPlane,$118(a0)
;   table->GetColorTable = gl_GetColorTable;
	move.l	#_gl_GetColorTable,$11C(a0)
;   table->GetColorTableParameteriv = gl_GetColorTableParameteriv;
	move.l	#_gl_GetColorTableParameteriv,$120(a0)
;   table->GetDoublev = gl_GetDoublev;
	move.l	#_gl_GetDoublev,$124(a0)
;   table->GetError = gl_GetError;
	move.l	#_gl_GetError,$128(a0)
;   table->GetFloatv = gl_GetFloatv;
	move.l	#_gl_GetFloatv,$12C(a0)
;   table->GetIntegerv = gl_GetIntegerv;
	move.l	#_gl_GetIntegerv,$130(a0)
;   table->GetPointerv = gl_GetPointerv;
	move.l	#_gl_GetPointerv,$160(a0)
;   table->GetLightfv = gl_GetLightfv;
	move.l	#_gl_GetLightfv,$138(a0)
;   table->GetLightiv = gl_GetLightiv;
	move.l	#_gl_GetLightiv,$13C(a0)
;   table->GetMapdv = gl_GetMapdv;
	move.l	#_gl_GetMapdv,$140(a0)
;   table->GetMapfv = gl_GetMapfv;
	move.l	#_gl_GetMapfv,$144(a0)
;   table->GetMapiv = gl_GetMapiv;
	move.l	#_gl_GetMapiv,$148(a0)
;   table->GetMaterialfv = gl_GetMaterialfv;
	move.l	#_gl_GetMaterialfv,$14C(a0)
;   table->GetMaterialiv = gl_GetMaterialiv;
	move.l	#_gl_GetMaterialiv,$150(a0)
;   table->GetPixelMapfv = gl_GetPixelMapfv;
	move.l	#_gl_GetPixelMapfv,$154(a0)
;   table->GetPixelMapuiv = gl_GetPixelMapuiv;
	move.l	#_gl_GetPixelMapuiv,$158(a0)
;   table->GetPixelMapusv = gl_GetPixelMapusv;
	move.l	#_gl_GetPixelMapusv,$15C(a0)
;   table->GetPolygonStipple = gl_GetPolygonStipple;
	move.l	#_gl_GetPolygonStipple,$164(a0)
;   table->GetString = gl_GetString;
	move.l	#_gl_GetString,$134(a0)
;   table->GetTexEnvfv = gl_GetTexEnvfv;
	move.l	#_gl_GetTexEnvfv,$16C(a0)
;   table->GetTexEnviv = gl_GetTexEnviv;
	move.l	#_gl_GetTexEnviv,$170(a0)
;   table->GetTexGendv = gl_GetTexGendv;
	move.l	#_gl_GetTexGendv,$174(a0)
;   table->GetTexGenfv = gl_GetTexGenfv;
	move.l	#_gl_GetTexGenfv,$178(a0)
;   table->GetTexGeniv = gl_GetTexGeniv;
	move.l	#_gl_GetTexGeniv,$17C(a0)
;   table->GetTexImage = gl_GetTexImage;
	move.l	#_gl_GetTexImage,$180(a0)
;   table->GetTexLevelParameterfv = gl_GetTexLevelParameterfv;
	move.l	#_gl_GetTexLevelParameterfv,$184(a0)
;   table->GetTexLevelParameteriv = gl_GetTexLevelParameteriv;
	move.l	#_gl_GetTexLevelParameteriv,$188(a0)
;   table->GetTexParameterfv = gl_GetTexParameterfv;
	move.l	#_gl_GetTexParameterfv,$18C(a0)
;   table->GetTexParameteriv = gl_GetTexParameteriv;
	move.l	#_gl_GetTexParameteriv,$190(a0)
;   table->Hint = gl_Hint;
	move.l	#_gl_Hint,$194(a0)
;   table->Indexf = gl_Indexf;
	move.l	#_gl_Indexf,$19C(a0)
;   table->Indexi = gl_Indexi;
	move.l	#_gl_Indexi,$1A0(a0)
;   table->IndexMask = gl_IndexMask;
	move.l	#_gl_IndexMask,$198(a0)
;   table->IndexPointer = gl_IndexPointer;
	move.l	#_gl_IndexPointer,$1A4(a0)
;   table->InitNames = gl_InitNames;
	move.l	#_gl_InitNames,$1A8(a0)
;   table->InterleavedArrays = gl_InterleavedArrays;
	move.l	#_gl_InterleavedArrays,$1AC(a0)
;   table->IsEnabled = gl_IsEnabled;
	move.l	#_gl_IsEnabled,$1B0(a0)
;   table->IsList = gl_IsList;
	move.l	#_gl_IsList,$1B4(a0)
;   table->IsTexture = gl_IsTexture;
	move.l	#_gl_IsTexture,$1B8(a0)
;   table->LightModelfv = gl_LightModelfv;
	move.l	#_gl_LightModelfv,$1BC(a0)
;   table->Lightfv = gl_Lightfv;
	move.l	#_gl_Lightfv,$1C0(a0)
;   table->LineStipple = gl_LineStipple;
	move.l	#_gl_LineStipple,$1C4(a0)
;   table->LineWidth = gl_LineWidth;
	move.l	#_gl_LineWidth,$1C8(a0)
;   table->ListBase = gl_ListBase;
	move.l	#_gl_ListBase,$1CC(a0)
;   table->LoadIdentity = gl_LoadIdentity;
	move.l	#_gl_LoadIdentity,$1D0(a0)
;   table->LoadMatrixf = gl_LoadMatrixf;
	move.l	#_gl_LoadMatrixf,$1D4(a0)
;   table->LoadName = gl_LoadName;
	move.l	#_gl_LoadName,$1D8(a0)
;   table->LogicOp = gl_LogicOp;
	move.l	#_gl_LogicOp,$1DC(a0)
;   table->Map1f = gl_Map1f;
	move.l	#_gl_Map1f,$1E0(a0)
;   table->Map2f = gl_Map2f;
	move.l	#_gl_Map2f,$1E4(a0)
;   table->MapGrid1f = gl_MapGrid1f;
	move.l	#_gl_MapGrid1f,$1E8(a0)
;   table->MapGrid2f = gl_MapGrid2f;
	move.l	#_gl_MapGrid2f,$1EC(a0)
;   table->Materialfv = gl_Materialfv;
	move.l	#_gl_Materialfv,$1F0(a0)
;   table->MatrixMode = gl_MatrixMode;
	move.l	#_gl_MatrixMode,$1F4(a0)
;   table->MultMatrixf = gl_MultMatrixf;
	move.l	#_gl_MultMatrixf,$1F8(a0)
;   table->NewList = gl_NewList;
	move.l	#_gl_NewList,$1FC(a0)
;   table->Normal3f = gl_Normal3f;
	move.l	#_gl_Normal3f,$200(a0)
;   table->NormalPointer = gl_NormalPointer;
	move.l	#_gl_NormalPointer,$208(a0)
;   table->Normal3fv = gl_Normal3fv;
	move.l	#_gl_Normal3fv,$204(a0)
;   table->Ortho = gl_Ortho;
	move.l	#_gl_Ortho,$20C(a0)
;   table->PassThrough = gl_PassThrough;
	move.l	#_gl_PassThrough,$210(a0)
;   table->PixelMapfv = gl_PixelMapfv;
	move.l	#_gl_PixelMapfv,$214(a0)
;   table->PixelStorei = gl_PixelStorei;
	move.l	#_gl_PixelStorei,$218(a0)
;   table->PixelTransferf = gl_PixelTransferf;
	move.l	#_gl_PixelTransferf,$21C(a0)
;   table->PixelZoom = gl_PixelZoom;
	move.l	#_gl_PixelZoom,$220(a0)
;   table->PointSize = gl_PointSize;
	move.l	#_gl_PointSize,$228(a0)
;   table->PolygonMode = gl_PolygonMode;
	move.l	#_gl_PolygonMode,$22C(a0)
;   table->PolygonOffset = gl_PolygonOffset;
	move.l	#_gl_PolygonOffset,$230(a0)
;   table->PolygonStipple = gl_PolygonStipple;
	move.l	#_gl_PolygonStipple,$234(a0)
;   table->PopAttrib = gl_PopAttrib;
	move.l	#_gl_PopAttrib,$238(a0)
;   table->PopClientAttrib = gl_PopClientAttrib;
	move.l	#_gl_PopClientAttrib,$23C(a0)
;   table->PopMatrix = gl_PopMatrix;
	move.l	#_gl_PopMatrix,$240(a0)
;   table->PopName = gl_PopName;
	move.l	#_gl_PopName,$244(a0)
;   table->PrioritizeTextures = gl_PrioritizeTextures;
	move.l	#_gl_PrioritizeTextures,$168(a0)
;   table->PushAttrib = gl_PushAttrib;
	move.l	#_gl_PushAttrib,$248(a0)
;   table->PushClientAttrib = gl_PushClientAttrib;
	move.l	#_gl_PushClientAttrib,$24C(a0)
;   table->PushMatrix = gl_PushMatrix;
	move.l	#_gl_PushMatrix,$250(a0)
;   table->PushName = gl_PushName;
	move.l	#_gl_PushName,$254(a0)
;   table->RasterPos4f = gl_RasterPos4f;
	move.l	#_gl_RasterPos4f,$258(a0)
;   table->ReadBuffer = gl_ReadBuffer;
	move.l	#_gl_ReadBuffer,$25C(a0)
;   table->ReadPixels = gl_ReadPixels;
	move.l	#_gl_ReadPixels,$260(a0)
;   table->Rectf = gl_Rectf;
	move.l	#_gl_Rectf,$264(a0)
;   table->RenderMode = gl_RenderMode;
	move.l	#_gl_RenderMode,$268(a0)
;   table->Rotatef = gl_Rotatef;
	move.l	#_gl_Rotatef,$26C(a0)
;   table->Scalef = gl_Scalef;
	move.l	#_gl_Scalef,$270(a0)
;   table->Scissor = gl_Scissor;
	move.l	#_gl_Scissor,$274(a0)
;   table->SelectBuffer = gl_SelectBuffer;
	move.l	#_gl_SelectBuffer,$278(a0)
;   table->ShadeModel = gl_ShadeModel;
	move.l	#_gl_ShadeModel,$27C(a0)
;   table->StencilFunc = gl_StencilFunc;
	move.l	#_gl_StencilFunc,$280(a0)
;   table->StencilMask = gl_StencilMask;
	move.l	#_gl_StencilMask,$284(a0)
;   table->StencilOp = gl_StencilOp;
	move.l	#_gl_StencilOp,$288(a0)
;   table->TexCoord2f = gl_TexCoord2f;
	move.l	#_gl_TexCoord2f,$28C(a0)
;   table->TexCoord4f = gl_TexCoord4f;
	move.l	#_gl_TexCoord4f,$290(a0)
;   table->TexCoordPointer = gl_TexCoordPointer;
	move.l	#_gl_TexCoordPointer,$294(a0)
;   table->TexEnvfv = gl_TexEnvfv;
	move.l	#_gl_TexEnvfv,$298(a0)
;   table->TexGenfv = gl_TexGenfv;
	move.l	#_gl_TexGenfv,$29C(a0)
;   table->TexImage1D = gl_TexImage1D;
	move.l	#_gl_TexImage1D,$2A0(a0)
;   table->TexImage2D = gl_TexImage2D;
	move.l	#_gl_TexImage2D,$2A4(a0)
;   table->TexImage3DEXT = gl_TexImage3DEXT;
	move.l	#_gl_TexImage3DEXT,$2B0(a0)
;   table->TexSubImage1D = gl_TexSubImage1D;
	move.l	#_gl_TexSubImage1D,$2A8(a0)
;   table->TexSubImage2D = gl_TexSubImage2D;
	move.l	#_gl_TexSubImage2D,$2AC(a0)
;   table->TexSubImage3DEXT = gl_TexSubImage3DEXT;
	move.l	#_gl_TexSubImage3DEXT,$2B4(a0)
;   table->PointParameterfvEXT = gl_PointParameterfvEXT;
	move.l	#_gl_PointParameterfvEXT,$224(a0)
;   table->TexParameterfv = gl_TexParameterfv;
	move.l	#_gl_TexParameterfv,$2B8(a0)
;   table->Translatef = gl_Translatef;
	move.l	#_gl_Translatef,$2BC(a0)
;   table->Vertex2f = gl_vertex2f_nop;
	move.l	#_gl_vertex2f_nop,$2C0(a0)
;   table->Vertex3f = gl_vertex3f_nop;
	move.l	#_gl_vertex3f_nop,$2C4(a0)
;   table->Vertex4f = gl_vertex4f_nop;
	move.l	#_gl_vertex4f_nop,$2C8(a0)
;   table->Vertex3fv = gl_vertex3fv_nop;
	move.l	#_gl_vertex3fv_nop,$2CC(a0)
;   table->VertexPointer = gl_VertexPointer;
	move.l	#_gl_VertexPointer,$2D0(a0)
;   table->Viewport = gl_Viewport;
	move.l	#_gl_Viewport,$2D4(a0)
;   table->WindowPos4fMESA = gl_WindowPos4fMESA;
	move.l	#_gl_WindowPos4fMESA,$2D8(a0)
;   table->ResizeBuffersMESA = gl_ResizeBuffersMESA;
	move.l	#_gl_ResizeBuffersMESA,$2DC(a0)
;   table->MultiTexCoord4f = gl_MultiTexCoord4f;
	move.l	#_gl_MultiTexCoord4f,$2E0(a0)
;   table->MultiTexCoordPointer = gl_MultiTexCoordPointer;
	move.l	#_gl_MultiTexCoordPointer,$2E4(a0)
;   table->InterleavedTextureCoordSets = gl_InterleavedTextureCoor
	move.l	#_gl_InterleavedTextureCoordSets,$2E8(a0)
;   table->SelectTextureSGIS = gl_SelectTextureSGIS;
	move.l	#_gl_SelectTextureSGIS,$2EC(a0)
;   table->SelectTexture = gl_SelectTexture;
	move.l	#_gl_SelectTexture,$2F0(a0)
;   table->SelectTextureCoordSet = gl_SelectTextureCoordSet;
	move.l	#_gl_SelectTextureCoordSet,$2F4(a0)
;   table->SelectTextureTransform = gl_SelectTextureTransform;
	move.l	#_gl_SelectTextureTransform,$2F8(a0)
	rts

	SECTION "_init_dlist_pointers:0",CODE


;static void init_dlist_pointers( struct gl_api_table *table )
_init_dlist_pointers
	move.l	4(a7),a0
L14
;   table->Accum = gl_save_Accum;
	move.l	#_gl_save_Accum,(a0)
;   table->AlphaFunc = gl_save_AlphaFunc;
	move.l	#_gl_save_AlphaFunc,4(a0)
;   table->AreTexturesResident = gl_AreTexturesResident;
	move.l	#_gl_AreTexturesResident,$8(a0)
;   table->ArrayElement = gl_save_ArrayElement;
	move.l	#_gl_save_ArrayElement,$C(a0)
;   table->Begin = gl_save_Begin;
	move.l	#_gl_save_Begin,$10(a0)
;   table->BindTexture = gl_save_BindTexture;
	move.l	#_gl_save_BindTexture,$14(a0)
;   table->Bitmap = gl_save_Bitmap;
	move.l	#_gl_save_Bitmap,$18(a0)
;   table->BlendColor = gl_save_BlendColor;
	move.l	#_gl_save_BlendColor,$1C(a0)
;   table->BlendEquation = gl_save_BlendEquation;
	move.l	#_gl_save_BlendEquation,$20(a0)
;   table->BlendFunc = gl_save_BlendFunc;
	move.l	#_gl_save_BlendFunc,$24(a0)
;   table->CallList = gl_save_CallList;
	move.l	#_gl_save_CallList,$28(a0)
;   table->CallLists = gl_save_CallLists;
	move.l	#_gl_save_CallLists,$2C(a0)
;   table->Clear = gl_save_Clear;
	move.l	#_gl_save_Clear,$30(a0)
;   table->ClearAccum = gl_save_ClearAccum;
	move.l	#_gl_save_ClearAccum,$34(a0)
;   table->ClearColor = gl_save_ClearColor;
	move.l	#_gl_save_ClearColor,$38(a0)
;   table->ClearDepth = gl_save_ClearDepth;
	move.l	#_gl_save_ClearDepth,$3C(a0)
;   table->ClearIndex = gl_save_ClearIndex;
	move.l	#_gl_save_ClearIndex,$40(a0)
;   table->ClearStencil = gl_save_ClearStencil;
	move.l	#_gl_save_ClearStencil,$44(a0)
;   table->ClipPlane = gl_save_ClipPlane;
	move.l	#_gl_save_ClipPlane,$48(a0)
;   table->Color3f = gl_save_Color3f;
	move.l	#_gl_save_Color3f,$4C(a0)
;   table->Color3fv = gl_save_Color3fv;
	move.l	#_gl_save_Color3fv,$50(a0)
;   table->Color4f = gl_save_Color4f;
	move.l	#_gl_save_Color4f,$54(a0)
;   table->Color4fv = gl_save_Color4fv;
	move.l	#_gl_save_Color4fv,$58(a0)
;   table->Color4ub = gl_save_Color4ub;
	move.l	#_gl_save_Color4ub,$5C(a0)
;   table->Color4ubv = gl_save_Color4ubv;
	move.l	#_gl_save_Color4ubv,$60(a0)
;   table->ColorMask = gl_save_ColorMask;
	move.l	#_gl_save_ColorMask,$64(a0)
;   table->ColorMaterial = gl_save_ColorMaterial;
	move.l	#_gl_save_ColorMaterial,$68(a0)
;   table->ColorPointer = gl_ColorPointer;
	move.l	#_gl_ColorPointer,$6C(a0)
;   table->ColorTable = gl_save_ColorTable;
	move.l	#_gl_save_ColorTable,$70(a0)
;   table->ColorSubTable = gl_save_ColorSubTable;
	move.l	#_gl_save_ColorSubTable,$74(a0)
;   table->CopyPixels = gl_save_CopyPixels;
	move.l	#_gl_save_CopyPixels,$78(a0)
;   table->CopyTexImage1D = gl_save_CopyTexImage1D;
	move.l	#_gl_save_CopyTexImage1D,$7C(a0)
;   table->CopyTexImage2D = gl_save_CopyTexImage2D;
	move.l	#_gl_save_CopyTexImage2D,$80(a0)
;   table->CopyTexSubImage1D = gl_save_CopyTexSubImage1D;
	move.l	#_gl_save_CopyTexSubImage1D,$84(a0)
;   table->CopyTexSubImage2D = gl_save_CopyTexSubImage2D;
	move.l	#_gl_save_CopyTexSubImage2D,$88(a0)
;   table->CopyTexSubImage3DEXT = gl_save_CopyTexSubImage3DEXT;
	move.l	#_gl_save_CopyTexSubImage3DEXT,$8C(a0)
;   table->CullFace = gl_save_CullFace;
	move.l	#_gl_save_CullFace,$90(a0)
;   table->DeleteLists = gl_DeleteLists;
	move.l	#_gl_DeleteLists,$94(a0)
;   table->DeleteTextures = gl_DeleteTextures;
	move.l	#_gl_DeleteTextures,$98(a0)
;   table->DepthFunc = gl_save_DepthFunc;
	move.l	#_gl_save_DepthFunc,$9C(a0)
;   table->DepthMask = gl_save_DepthMask;
	move.l	#_gl_save_DepthMask,$A0(a0)
;   table->DepthRange = gl_save_DepthRange;
	move.l	#_gl_save_DepthRange,$A4(a0)
;   table->Disable = gl_save_Disable;
	move.l	#_gl_save_Disable,$A8(a0)
;   table->DisableClientState = gl_DisableClientState;
	move.l	#_gl_DisableClientState,$AC(a0)
;   table->DrawArrays = gl_save_DrawArrays;
	move.l	#_gl_save_DrawArrays,$B0(a0)
;   table->DrawBuffer = gl_save_DrawBuffer;
	move.l	#_gl_save_DrawBuffer,$B4(a0)
;   table->DrawElements = gl_save_DrawElements;
	move.l	#_gl_save_DrawElements,$B8(a0)
;   table->DrawPixels = gl_save_DrawPixels;
	move.l	#_gl_save_DrawPixels,$BC(a0)
;   table->DrawRangeElements = gl_save_DrawRangeElements;
	move.l	#_gl_save_DrawRangeElements,$C0(a0)
;   table->EdgeFlag = gl_save_EdgeFlag;
	move.l	#_gl_save_EdgeFlag,$C4(a0)
;   table->EdgeFlagPointer = gl_EdgeFlagPointer;
	move.l	#_gl_EdgeFlagPointer,$C8(a0)
;   table->Enable = gl_save_Enable;
	move.l	#_gl_save_Enable,$CC(a0)
;   table->EnableClientState = gl_EnableClientState;
	move.l	#_gl_EnableClientState,$D0(a0)
;   table->End = gl_save_End;
	move.l	#_gl_save_End,$D4(a0)
;   table->EndList = gl_EndList;
	move.l	#_gl_EndList,$D8(a0)
;   table->EvalCoord1f = gl_save_EvalCoord1f;
	move.l	#_gl_save_EvalCoord1f,$DC(a0)
;   table->EvalCoord2f = gl_save_EvalCoord2f;
	move.l	#_gl_save_EvalCoord2f,$E0(a0)
;   table->EvalMesh1 = gl_save_EvalMesh1;
	move.l	#_gl_save_EvalMesh1,$E4(a0)
;   table->EvalMesh2 = gl_save_EvalMesh2;
	move.l	#_gl_save_EvalMesh2,$E8(a0)
;   table->EvalPoint1 = gl_save_EvalPoint1;
	move.l	#_gl_save_EvalPoint1,$EC(a0)
;   table->EvalPoint2 = gl_save_EvalPoint2;
	move.l	#_gl_save_EvalPoint2,$F0(a0)
;   table->FeedbackBuffer = gl_FeedbackBuffer;
	move.l	#_gl_FeedbackBuffer,$F4(a0)
;   table->Finish = gl_Finish;
	move.l	#_gl_Finish,$F8(a0)
;   table->Flush = gl_Flush;
	move.l	#_gl_Flush,$FC(a0)
;   table->Fogfv = gl_save_Fogfv;
	move.l	#_gl_save_Fogfv,$100(a0)
;   table->FrontFace = gl_save_FrontFace;
	move.l	#_gl_save_FrontFace,$104(a0)
;   table->Frustum = gl_save_Frustum;
	move.l	#_gl_save_Frustum,$108(a0)
;   table->GenLists = gl_GenLists;
	move.l	#_gl_GenLists,$10C(a0)
;   table->GenTextures = gl_GenTextures;
	move.l	#_gl_GenTextures,$110(a0)
;   table->GetBooleanv = gl_GetBooleanv;
	move.l	#_gl_GetBooleanv,$114(a0)
;   table->GetClipPlane = gl_GetClipPlane;
	move.l	#_gl_GetClipPlane,$118(a0)
;   table->GetColorTable = gl_GetColorTable;
	move.l	#_gl_GetColorTable,$11C(a0)
;   table->GetColorTableParameteriv = gl_GetColorTableParameteriv;
	move.l	#_gl_GetColorTableParameteriv,$120(a0)
;   table->GetDoublev = gl_GetDoublev;
	move.l	#_gl_GetDoublev,$124(a0)
;   table->GetError = gl_GetError;
	move.l	#_gl_GetError,$128(a0)
;   table->GetFloatv = gl_GetFloatv;
	move.l	#_gl_GetFloatv,$12C(a0)
;   table->GetIntegerv = gl_GetIntegerv;
	move.l	#_gl_GetIntegerv,$130(a0)
;   table->GetString = gl_GetString;
	move.l	#_gl_GetString,$134(a0)
;   table->GetLightfv = gl_GetLightfv;
	move.l	#_gl_GetLightfv,$138(a0)
;   table->GetLightiv = gl_GetLightiv;
	move.l	#_gl_GetLightiv,$13C(a0)
;   table->GetMapdv = gl_GetMapdv;
	move.l	#_gl_GetMapdv,$140(a0)
;   table->GetMapfv = gl_GetMapfv;
	move.l	#_gl_GetMapfv,$144(a0)
;   table->GetMapiv = gl_GetMapiv;
	move.l	#_gl_GetMapiv,$148(a0)
;   table->GetMaterialfv = gl_GetMaterialfv;
	move.l	#_gl_GetMaterialfv,$14C(a0)
;   table->GetMaterialiv = gl_GetMaterialiv;
	move.l	#_gl_GetMaterialiv,$150(a0)
;   table->GetPixelMapfv = gl_GetPixelMapfv;
	move.l	#_gl_GetPixelMapfv,$154(a0)
;   table->GetPixelMapuiv = gl_GetPixelMapuiv;
	move.l	#_gl_GetPixelMapuiv,$158(a0)
;   table->GetPixelMapusv = gl_GetPixelMapusv;
	move.l	#_gl_GetPixelMapusv,$15C(a0)
;   table->GetPointerv = gl_GetPointerv;
	move.l	#_gl_GetPointerv,$160(a0)
;   table->GetPolygonStipple = gl_GetPolygonStipple;
	move.l	#_gl_GetPolygonStipple,$164(a0)
;   table->GetTexEnvfv = gl_GetTexEnvfv;
	move.l	#_gl_GetTexEnvfv,$16C(a0)
;   table->GetTexEnviv = gl_GetTexEnviv;
	move.l	#_gl_GetTexEnviv,$170(a0)
;   table->GetTexGendv = gl_GetTexGendv;
	move.l	#_gl_GetTexGendv,$174(a0)
;   table->GetTexGenfv = gl_GetTexGenfv;
	move.l	#_gl_GetTexGenfv,$178(a0)
;   table->GetTexGeniv = gl_GetTexGeniv;
	move.l	#_gl_GetTexGeniv,$17C(a0)
;   table->GetTexImage = gl_GetTexImage;
	move.l	#_gl_GetTexImage,$180(a0)
;   table->GetTexLevelParameterfv = gl_GetTexLevelParameterfv;
	move.l	#_gl_GetTexLevelParameterfv,$184(a0)
;   table->GetTexLevelParameteriv = gl_GetTexLevelParameteriv;
	move.l	#_gl_GetTexLevelParameteriv,$188(a0)
;   table->GetTexParameterfv = gl_GetTexParameterfv;
	move.l	#_gl_GetTexParameterfv,$18C(a0)
;   table->GetTexParameteriv = gl_GetTexParameteriv;
	move.l	#_gl_GetTexParameteriv,$190(a0)
;   table->Hint = gl_save_Hint;
	move.l	#_gl_save_Hint,$194(a0)
;   table->IndexMask = gl_save_IndexMask;
	move.l	#_gl_save_IndexMask,$198(a0)
;   table->Indexf = gl_save_Indexf;
	move.l	#_gl_save_Indexf,$19C(a0)
;   table->Indexi = gl_save_Indexi;
	move.l	#_gl_save_Indexi,$1A0(a0)
;   table->IndexPointer = gl_IndexPointer;
	move.l	#_gl_IndexPointer,$1A4(a0)
;   table->InitNames = gl_save_InitNames;
	move.l	#_gl_save_InitNames,$1A8(a0)
;   table->InterleavedArrays = gl_save_InterleavedArrays;
	move.l	#_gl_save_InterleavedArrays,$1AC(a0)
;   table->IsEnabled = gl_IsEnabled;
	move.l	#_gl_IsEnabled,$1B0(a0)
;   table->IsTexture = gl_IsTexture;
	move.l	#_gl_IsTexture,$1B8(a0)
;   table->IsList = gl_IsList;
	move.l	#_gl_IsList,$1B4(a0)
;   table->LightModelfv = gl_save_LightModelfv;
	move.l	#_gl_save_LightModelfv,$1BC(a0)
;   table->Lightfv = gl_save_Lightfv;
	move.l	#_gl_save_Lightfv,$1C0(a0)
;   table->LineStipple = gl_save_LineStipple;
	move.l	#_gl_save_LineStipple,$1C4(a0)
;   table->LineWidth = gl_save_LineWidth;
	move.l	#_gl_save_LineWidth,$1C8(a0)
;   table->ListBase = gl_save_ListBase;
	move.l	#_gl_save_ListBase,$1CC(a0)
;   table->LoadIdentity = gl_save_LoadIdentity;
	move.l	#_gl_save_LoadIdentity,$1D0(a0)
;   table->LoadMatrixf = gl_save_LoadMatrixf;
	move.l	#_gl_save_LoadMatrixf,$1D4(a0)
;   table->LoadName = gl_save_LoadName;
	move.l	#_gl_save_LoadName,$1D8(a0)
;   table->LogicOp = gl_save_LogicOp;
	move.l	#_gl_save_LogicOp,$1DC(a0)
;   table->Map1f = gl_save_Map1f;
	move.l	#_gl_save_Map1f,$1E0(a0)
;   table->Map2f = gl_save_Map2f;
	move.l	#_gl_save_Map2f,$1E4(a0)
;   table->MapGrid1f = gl_save_MapGrid1f;
	move.l	#_gl_save_MapGrid1f,$1E8(a0)
;   table->MapGrid2f = gl_save_MapGrid2f;
	move.l	#_gl_save_MapGrid2f,$1EC(a0)
;   table->Materialfv = gl_save_Materialfv;
	move.l	#_gl_save_Materialfv,$1F0(a0)
;   table->MatrixMode = gl_save_MatrixMode;
	move.l	#_gl_save_MatrixMode,$1F4(a0)
;   table->MultMatrixf = gl_save_MultMatrixf;
	move.l	#_gl_save_MultMatrixf,$1F8(a0)
;   table->NewList = gl_save_NewList;
	move.l	#_gl_save_NewList,$1FC(a0)
;   table->Normal3f = gl_save_Normal3f;
	move.l	#_gl_save_Normal3f,$200(a0)
;   table->Normal3fv = gl_save_Normal3fv;
	move.l	#_gl_save_Normal3fv,$204(a0)
;   table->NormalPointer = gl_NormalPointer;
	move.l	#_gl_NormalPointer,$208(a0)
;   table->Ortho = gl_save_Ortho;
	move.l	#_gl_save_Ortho,$20C(a0)
;   table->PointParameterfvEXT = gl_save_PointParameterfvEXT;
	move.l	#_gl_save_PointParameterfvEXT,$224(a0)
;   table->PassThrough = gl_save_PassThrough;
	move.l	#_gl_save_PassThrough,$210(a0)
;   table->PixelMapfv = gl_save_PixelMapfv;
	move.l	#_gl_save_PixelMapfv,$214(a0)
;   table->PixelStorei = gl_PixelStorei;
	move.l	#_gl_PixelStorei,$218(a0)
;   table->PixelTransferf = gl_save_PixelTransferf;
	move.l	#_gl_save_PixelTransferf,$21C(a0)
;   table->PixelZoom = gl_save_PixelZoom;
	move.l	#_gl_save_PixelZoom,$220(a0)
;   table->PointSize = gl_save_PointSize;
	move.l	#_gl_save_PointSize,$228(a0)
;   table->PolygonMode = gl_save_PolygonMode;
	move.l	#_gl_save_PolygonMode,$22C(a0)
;   table->PolygonOffset = gl_save_PolygonOffset;
	move.l	#_gl_save_PolygonOffset,$230(a0)
;   table->PolygonStipple = gl_save_PolygonStipple;
	move.l	#_gl_save_PolygonStipple,$234(a0)
;   table->PopAttrib = gl_save_PopAttrib;
	move.l	#_gl_save_PopAttrib,$238(a0)
;   table->PopClientAttrib = gl_PopClientAttrib;
	move.l	#_gl_PopClientAttrib,$23C(a0)
;   table->PopMatrix = gl_save_PopMatrix;
	move.l	#_gl_save_PopMatrix,$240(a0)
;   table->PopName = gl_save_PopName;
	move.l	#_gl_save_PopName,$244(a0)
;   table->PrioritizeTextures = gl_save_PrioritizeTextures;
	move.l	#_gl_save_PrioritizeTextures,$168(a0)
;   table->PushAttrib = gl_save_PushAttrib;
	move.l	#_gl_save_PushAttrib,$248(a0)
;   table->PushClientAttrib = gl_PushClientAttrib;
	move.l	#_gl_PushClientAttrib,$24C(a0)
;   table->PushMatrix = gl_save_PushMatrix;
	move.l	#_gl_save_PushMatrix,$250(a0)
;   table->PushName = gl_save_PushName;
	move.l	#_gl_save_PushName,$254(a0)
;   table->RasterPos4f = gl_save_RasterPos4f;
	move.l	#_gl_save_RasterPos4f,$258(a0)
;   table->ReadBuffer = gl_save_ReadBuffer;
	move.l	#_gl_save_ReadBuffer,$25C(a0)
;   table->ReadPixels = gl_ReadPixels;
	move.l	#_gl_ReadPixels,$260(a0)
;   table->Rectf = gl_save_Rectf;
	move.l	#_gl_save_Rectf,$264(a0)
;   table->RenderMode = gl_RenderMode;
	move.l	#_gl_RenderMode,$268(a0)
;   table->Rotatef = gl_save_Rotatef;
	move.l	#_gl_save_Rotatef,$26C(a0)
;   table->Scalef = gl_save_Scalef;
	move.l	#_gl_save_Scalef,$270(a0)
;   table->Scissor = gl_save_Scissor;
	move.l	#_gl_save_Scissor,$274(a0)
;   table->SelectBuffer = gl_SelectBuffer;
	move.l	#_gl_SelectBuffer,$278(a0)
;   table->ShadeModel = gl_save_ShadeModel;
	move.l	#_gl_save_ShadeModel,$27C(a0)
;   table->StencilFunc = gl_save_StencilFunc;
	move.l	#_gl_save_StencilFunc,$280(a0)
;   table->StencilMask = gl_save_StencilMask;
	move.l	#_gl_save_StencilMask,$284(a0)
;   table->StencilOp = gl_save_StencilOp;
	move.l	#_gl_save_StencilOp,$288(a0)
;   table->TexCoord2f = gl_save_TexCoord2f;
	move.l	#_gl_save_TexCoord2f,$28C(a0)
;   table->TexCoord4f = gl_save_TexCoord4f;
	move.l	#_gl_save_TexCoord4f,$290(a0)
;   table->TexCoordPointer = gl_TexCoordPointer;
	move.l	#_gl_TexCoordPointer,$294(a0)
;   table->TexEnvfv = gl_save_TexEnvfv;
	move.l	#_gl_save_TexEnvfv,$298(a0)
;   table->TexGenfv = gl_save_TexGenfv;
	move.l	#_gl_save_TexGenfv,$29C(a0)
;   table->TexImage1D = gl_save_TexImage1D;
	move.l	#_gl_save_TexImage1D,$2A0(a0)
;   table->TexImage2D = gl_save_TexImage2D;
	move.l	#_gl_save_TexImage2D,$2A4(a0)
;   table->TexImage3DEXT = gl_save_TexImage3DEXT;
	move.l	#_gl_save_TexImage3DEXT,$2B0(a0)
;   table->TexSubImage1D = gl_save_TexSubImage1D;
	move.l	#_gl_save_TexSubImage1D,$2A8(a0)
;   table->TexSubImage2D = gl_save_TexSubImage2D;
	move.l	#_gl_save_TexSubImage2D,$2AC(a0)
;   table->TexSubImage3DEXT = gl_save_TexSubImage3DEXT;
	move.l	#_gl_save_TexSubImage3DEXT,$2B4(a0)
;   table->TexParameterfv = gl_save_TexParameterfv;
	move.l	#_gl_save_TexParameterfv,$2B8(a0)
;   table->Translatef = gl_save_Translatef;
	move.l	#_gl_save_Translatef,$2BC(a0)
;   table->Vertex2f = gl_save_Vertex2f;
	move.l	#_gl_save_Vertex2f,$2C0(a0)
;   table->Vertex3f = gl_save_Vertex3f;
	move.l	#_gl_save_Vertex3f,$2C4(a0)
;   table->Vertex4f = gl_save_Vertex4f;
	move.l	#_gl_save_Vertex4f,$2C8(a0)
;   table->Vertex3fv = gl_save_Vertex3fv;
	move.l	#_gl_save_Vertex3fv,$2CC(a0)
;   table->VertexPointer = gl_VertexPointer;
	move.l	#_gl_VertexPointer,$2D0(a0)
;   table->Viewport = gl_save_Viewport;
	move.l	#_gl_save_Viewport,$2D4(a0)
;   table->WindowPos4fMESA = gl_save_WindowPos4fMESA;
	move.l	#_gl_save_WindowPos4fMESA,$2D8(a0)
;   table->ResizeBuffersMESA = gl_ResizeBuffersMESA;
	move.l	#_gl_ResizeBuffersMESA,$2DC(a0)
;   table->MultiTexCoord4f = gl_save_MultiTexCoord4f;
	move.l	#_gl_save_MultiTexCoord4f,$2E0(a0)
;   table->MultiTexCoordPointer = gl_MultiTexCoordPointer;
	move.l	#_gl_MultiTexCoordPointer,$2E4(a0)
;   table->InterleavedTextureCoordSets = gl_InterleavedTextureCoor
	move.l	#_gl_InterleavedTextureCoordSets,$2E8(a0)
;   table->SelectTextureSGIS = gl_save_SelectTextureSGIS;
	move.l	#_gl_save_SelectTextureSGIS,$2EC(a0)
;   table->SelectTexture = gl_save_SelectTexture;
	move.l	#_gl_save_SelectTexture,$2F0(a0)
;   table->SelectTextureCoordSet = gl_save_SelectTextureCoordSet;
	move.l	#_gl_save_SelectTextureCoordSet,$2F4(a0)
;   table->SelectTextureTransform = gl_save_SelectTextureTransform;
	move.l	#_gl_save_SelectTextureTransform,$2F8(a0)
	rts

	SECTION "_gl_init_api_function_pointers:0",CODE


;void gl_init_api_function_pointers( GLcontext *ctx )
	XDEF	_gl_init_api_function_pointers
_gl_init_api_function_pointers
	move.l	a2,-(a7)
	move.l	$8(a7),a2
L15
;   init_execution_pointers( &ctx->Exec );
	pea	$5FC(a2)
	jsr	_init_execution_pointers
	addq.w	#4,a7
;   init_dlist_pointers( &ctx->Save );
	pea	$300(a2)
	jsr	_init_dlist_pointers
	addq.w	#4,a7
;   check_pointers( &ctx->Exec );
	pea	$5FC(a2)
	jsr	_check_pointers
	addq.w	#4,a7
;   check_pointers( &ctx->Save );
	pea	$300(a2)
	jsr	_check_pointers
	addq.w	#4,a7
	move.l	(a7)+,a2
	rts

	END
