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1901 serge 1
 
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 * Mesa 3-D graphics library
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 * Version:  4.0.3
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 *
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 * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 * Authors:
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 *    Keith Whitwell 
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 */
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   GLfloat x, y, z, w;
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} TAG(_coord_t);
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typedef struct {
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#if defined(BYTE_ORDER) && defined(BIG_ENDIAN) && BYTE_ORDER == BIG_ENDIAN
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   GLubyte alpha, blue, green, red;
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#else
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   GLubyte red, green, blue, alpha;
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#endif
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} TAG(_color_t);
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#else
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typedef struct {
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#if defined(BYTE_ORDER) && defined(BIG_ENDIAN) && BYTE_ORDER == BIG_ENDIAN
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   GLubyte alpha, red, green, blue;
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#else
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   GLubyte blue, green, red, alpha;
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#endif
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} TAG(_color_t);
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#endif
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   struct {
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      GLfloat x, y, z, w;
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      TAG(_color_t) color;
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      TAG(_color_t) specular;
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      GLfloat u0, v0;
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      GLfloat u1, v1;
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      GLfloat u2, v2;
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      GLfloat u3, v3;
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   } v;
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   struct {
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      GLfloat x, y, z, w;
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      TAG(_color_t) color;
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      TAG(_color_t) specular;
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      GLfloat u0, v0, q0;
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      GLfloat u1, v1, q1;
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      GLfloat u2, v2, q2;
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      GLfloat u3, v3, q3;
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   } pv;
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   struct {
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      GLfloat x, y, z;
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      TAG(_color_t) color;
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   } tv;
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   GLfloat f[24];
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   GLuint  ui[24];
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   GLubyte ub4[24][4];
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} TAG(Vertex), *TAG(VertexPtr);
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