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Diffstat (limited to 'src/glx/indirect_window_pos.c')
-rw-r--r-- | src/glx/indirect_window_pos.c | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/src/glx/indirect_window_pos.c b/src/glx/indirect_window_pos.c new file mode 100644 index 00000000000..e97be3506d1 --- /dev/null +++ b/src/glx/indirect_window_pos.c @@ -0,0 +1,112 @@ +/* + * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas. + * (C) Copyright IBM Corporation 2004 + * All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sub license, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL + * PRECISION INSIGHT, IBM, + * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF + * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#include <GL/gl.h> +#include "indirect.h" + +void +__indirect_glWindowPos2dMESA(GLdouble x, GLdouble y) +{ + __indirect_glWindowPos3fMESA(x, y, 0.0); +} + +void +__indirect_glWindowPos2iMESA(GLint x, GLint y) +{ + __indirect_glWindowPos3fMESA(x, y, 0.0); +} + +void +__indirect_glWindowPos2fMESA(GLfloat x, GLfloat y) +{ + __indirect_glWindowPos3fMESA(x, y, 0.0); +} + +void +__indirect_glWindowPos2sMESA(GLshort x, GLshort y) +{ + __indirect_glWindowPos3fMESA(x, y, 0.0); +} + +void +__indirect_glWindowPos2dvMESA(const GLdouble * p) +{ + __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); +} + +void +__indirect_glWindowPos2fvMESA(const GLfloat * p) +{ + __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); +} + +void +__indirect_glWindowPos2ivMESA(const GLint * p) +{ + __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); +} + +void +__indirect_glWindowPos2svMESA(const GLshort * p) +{ + __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); +} + +void +__indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) +{ + __indirect_glWindowPos3fMESA(x, y, z); +} + +void +__indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z) +{ + __indirect_glWindowPos3fMESA(x, y, z); +} + +void +__indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z) +{ + __indirect_glWindowPos3fMESA(x, y, z); +} + +void +__indirect_glWindowPos3dvMESA(const GLdouble * p) +{ + __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); +} + +void +__indirect_glWindowPos3ivMESA(const GLint * p) +{ + __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); +} + +void +__indirect_glWindowPos3svMESA(const GLshort * p) +{ + __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); +} |