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Unfortunately,
glBegin(GL_PONY);
glPony(GL_PONY_G4_TWILIGHT_SPARKLE);
glEnd();
only works with the legacy fixed-function pipeline. For newer buffer/shader-based systems, you have to supply your own pony data and shaders. Of course you can wrap it all up in a neat function like
void drawPony();
but it’s technically not one operation anymore. (But neither was the old style.)