1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
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_glWindowPos2d(GLdouble x, GLdouble y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2i(GLint x, GLint y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2f(GLfloat x, GLfloat y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2s(GLshort x, GLshort y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2dv(const GLdouble * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos2fv(const GLfloat * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos2iv(const GLint * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos2sv(const GLshort * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
{
__indirect_glWindowPos3f(x, y, z);
}
void
__indirect_glWindowPos3i(GLint x, GLint y, GLint z)
{
__indirect_glWindowPos3f(x, y, z);
}
void
__indirect_glWindowPos3s(GLshort x, GLshort y, GLshort z)
{
__indirect_glWindowPos3f(x, y, z);
}
void
__indirect_glWindowPos3dv(const GLdouble * p)
{
__indirect_glWindowPos3f(p[0], p[1], p[2]);
}
void
__indirect_glWindowPos3iv(const GLint * p)
{
__indirect_glWindowPos3f(p[0], p[1], p[2]);
}
void
__indirect_glWindowPos3sv(const GLshort * p)
{
__indirect_glWindowPos3f(p[0], p[1], p[2]);
}
|