content: import eu.the5zig.mod.util.IGLUtil;
  
  import static org.lwjgl.opengl.GL11.*;
  
  public class GLUtilHandle implements IGLUtil {
  
  	@Override
  	public void enableBlend() {
  		glEnable(GL_BLEND);
  	}
  
  	@Override
  	public void disableBlend() {
  		glDisable(GL_BLEND);
  	}
  
  	@Override
  	public void scale(float x, float y, float z) {
  		glScalef(x, y, z);
  	}
  
  	@Override
  	public void translate(float x, float y, float z) {
  		glTranslatef(x, y, z);
  	}
  
  	@Override
  	public void color(float r, float g, float b, float a) {
  		glColor4f(r, g, b, a);
  	}
  
  	@Override
  	public void color(float r, float g, float b) {
  		glColor3f(r, g, b);
  	}
  
  	@Override
  	public void pushMatrix() {
  		glPushMatrix();
  	}
  
  	@Override
  	public void popMatrix() {
  		glPopMatrix();
  	}
  
  	@Override
  	public void matrixMode(int mode) {
  		glMatrixMode(mode);
  	}
  
  	@Override
  	public void loadIdentity() {
  		glLoadIdentity();
  	}
  
  	@Override
  	public void clear(int i) {
  		glClear(i);
  	}
  
  	@Override
  	public void disableDepth() {
  		glDisable(GL_DEPTH_TEST);
  	}
  
  	@Override
  	public void enableDepth() {
  		glEnable(GL_DEPTH_TEST);
  	}
  
  	@Override
  	public void depthMask(boolean b) {
  		glDepthMask(b);
  	}
  
  	@Override
  	public void disableLighting() {
  		glDisable(GL_LIGHTING);
  	}
  
  	@Override
  	public void enableLighting() {
  		glEnable(GL_LIGHTING);
  	}
  
  	@Override
  	public void disableFog() {
  		glDisable(GL_FOG);
  	}
  
  	@Override
  	public void tryBlendFuncSeparate(int i, int i1, int i2, int i3) {
  		buu.c(i, i1, i2, i3);
  	}
  
  	@Override
  	public void disableAlpha() {
  		glDisable(GL_ALPHA_TEST);
  	}
  }
  