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/* -*- mode: c; tab-width: 3; indent-tabs-mode: nil; c-basic-offset: 3; coding: utf-8-unix -*- */
/*
* 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]);
}
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