/**
  * Interface to C language function: <br>
  * <code>
  *  GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble *  model, const GLdouble *  proj, const GLint *  view, GLdouble *  winX, GLdouble *  winY, GLdouble *  winZ);
  * </code>
  *
  * <p>Accepts the outgoing window coordinates as a single array.
  */
 public final boolean gluProject(
     double objX,
     double objY,
     double objZ,
     double[] model,
     int model_offset,
     double[] proj,
     int proj_offset,
     int[] view,
     int view_offset,
     double[] winPos,
     int winPos_offset) {
   return project.gluProject(
       objX,
       objY,
       objZ,
       model,
       model_offset,
       proj,
       proj_offset,
       view,
       view_offset,
       winPos,
       winPos_offset);
 }
 /**
  * Interface to C language function: <br>
  * <code>
  *  GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble *  model, const GLdouble *  proj, const GLint *  view, GLdouble nearVal, GLdouble farVal, GLdouble *  objX, GLdouble *  objY, GLdouble *  objZ, GLdouble *  objW);
  * </code>
  *
  * <p>Accepts the outgoing object coordinates (a 4-vector) as a single array.
  */
 public final boolean gluUnProject4(
     double winX,
     double winY,
     double winZ,
     double clipW,
     double[] model,
     int model_offset,
     double[] proj,
     int proj_offset,
     int[] view,
     int view_offset,
     double nearVal,
     double farVal,
     double[] objPos,
     int objPos_offset) {
   return project.gluUnProject4(
       winX,
       winY,
       winZ,
       clipW,
       model,
       model_offset,
       proj,
       proj_offset,
       view,
       view_offset,
       nearVal,
       farVal,
       objPos,
       objPos_offset);
 }
 /**
  * Interface to C language function: <br>
  * <code>
  *  GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble *  model, const GLdouble *  proj, const GLint *  view, GLdouble *  objX, GLdouble *  objY, GLdouble *  objZ);
  * </code>
  *
  * <p>Accepts the outgoing object coordinates (a 3-vector) as a single array.
  */
 public final boolean gluUnProject(
     double winX,
     double winY,
     double winZ,
     double[] model,
     int model_offset,
     double[] proj,
     int proj_offset,
     int[] view,
     int view_offset,
     double[] objPos,
     int objPos_offset) {
   return project.gluUnProject(
       winX,
       winY,
       winZ,
       model,
       model_offset,
       proj,
       proj_offset,
       view,
       view_offset,
       objPos,
       objPos_offset);
 }
 /**
  * Interface to C language function: <br>
  * <code>
  *  GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble *  model, const GLdouble *  proj, const GLint *  view, GLdouble *  objX, GLdouble *  objY, GLdouble *  objZ);
  * </code>
  *
  * <p>Accepts the outgoing object coordinates (a 3-vector) as a single buffer.
  */
 public final boolean gluUnProject(
     double winX,
     double winY,
     double winZ,
     DoubleBuffer model,
     DoubleBuffer proj,
     IntBuffer view,
     DoubleBuffer objPos) {
   return project.gluUnProject(winX, winY, winZ, model, proj, view, objPos);
 }
 /**
  * Interface to C language function: <br>
  * <code>
  *  GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble *  model, const GLdouble *  proj, const GLint *  view, GLdouble *  winX, GLdouble *  winY, GLdouble *  winZ);
  * </code>
  *
  * <p>Accepts the outgoing window coordinates as a single buffer.
  */
 public final boolean gluProject(
     double objX,
     double objY,
     double objZ,
     DoubleBuffer model,
     DoubleBuffer proj,
     IntBuffer view,
     DoubleBuffer winPos) {
   return project.gluProject(objX, objY, objZ, model, proj, view, winPos);
 }
 public final void gluLookAt(
     double eyeX,
     double eyeY,
     double eyeZ,
     double centerX,
     double centerY,
     double centerZ,
     double upX,
     double upY,
     double upZ) {
   project.gluLookAt(getCurrentGL2(), eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ);
 }
 /**
  * Interface to C language function: <br>
  * <code>
  *  GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble *  model, const GLdouble *  proj, const GLint *  view, GLdouble nearVal, GLdouble farVal, GLdouble *  objX, GLdouble *  objY, GLdouble *  objZ, GLdouble *  objW);
  * </code>
  *
  * <p>Accepts the outgoing object coordinates (a 4-vector) as a single buffer.
  */
 public final boolean gluUnProject4(
     double winX,
     double winY,
     double winZ,
     double clipW,
     DoubleBuffer model,
     DoubleBuffer proj,
     IntBuffer view,
     double nearVal,
     double farVal,
     DoubleBuffer objPos) {
   return project.gluUnProject4(
       winX, winY, winZ, clipW, model, proj, view, nearVal, farVal, objPos);
 }
 public final void gluLookAt(
     float eyeX,
     float eyeY,
     float eyeZ,
     float centerX,
     float centerY,
     float centerZ,
     float upX,
     float upY,
     float upZ) {
   project.gluLookAt(
       getCurrentGL2(),
       (double) eyeX,
       (double) eyeY,
       (double) eyeZ,
       (double) centerX,
       (double) centerY,
       (double) centerZ,
       (double) upX,
       (double) upY,
       (double) upZ);
 }
 public final void gluPickMatrix(
     double x, double y, double delX, double delY, IntBuffer viewport) {
   project.gluPickMatrix(getCurrentGL2(), x, y, delX, delY, viewport);
 }
 public final void gluPickMatrix(
     double x, double y, double delX, double delY, int[] viewport, int viewport_offset) {
   project.gluPickMatrix(getCurrentGL2(), x, y, delX, delY, viewport, viewport_offset);
 }
 public final void gluPerspective(double fovy, double aspect, double zNear, double zFar) {
   project.gluPerspective(getCurrentGL2(), fovy, aspect, zNear, zFar);
 }
 public final void gluPerspective(float fovy, float aspect, float zNear, float zFar) {
   project.gluPerspective(
       getCurrentGL2(), (double) fovy, (double) aspect, (double) zNear, (double) zFar);
 }
 public final void gluOrtho2D(double left, double right, double bottom, double top) {
   project.gluOrtho2D(getCurrentGL2(), left, right, bottom, top);
 }
 public final void gluOrtho2D(float left, float right, float bottom, float top) {
   project.gluOrtho2D(
       getCurrentGL2(), (double) left, (double) right, (double) bottom, (double) top);
 }