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4358 | Serge | 1 | /* |
2 | * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas. |
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3 | * (C) Copyright IBM Corporation 2004 |
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4 | * All Rights Reserved. |
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5 | * |
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6 | * Permission is hereby granted, free of charge, to any person obtaining a |
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7 | * copy of this software and associated documentation files (the "Software"), |
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8 | * to deal in the Software without restriction, including without limitation |
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9 | * the rights to use, copy, modify, merge, publish, distribute, sub license, |
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10 | * and/or sell copies of the Software, and to permit persons to whom the |
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11 | * Software is furnished to do so, subject to the following conditions: |
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12 | * |
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13 | * The above copyright notice and this permission notice (including the next |
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14 | * paragraph) shall be included in all copies or substantial portions of the |
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15 | * Software. |
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16 | * |
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17 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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18 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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19 | * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL |
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20 | * PRECISION INSIGHT, IBM, |
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21 | * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
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22 | * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF |
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23 | * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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24 | * SOFTWARE. |
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25 | */ |
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26 | |||
27 | #include |
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28 | #include "indirect.h" |
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29 | |||
30 | void |
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31 | __indirect_glWindowPos2d(GLdouble x, GLdouble y) |
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32 | { |
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33 | __indirect_glWindowPos3f(x, y, 0.0); |
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34 | } |
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35 | |||
36 | void |
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37 | __indirect_glWindowPos2i(GLint x, GLint y) |
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38 | { |
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39 | __indirect_glWindowPos3f(x, y, 0.0); |
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40 | } |
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41 | |||
42 | void |
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43 | __indirect_glWindowPos2f(GLfloat x, GLfloat y) |
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44 | { |
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45 | __indirect_glWindowPos3f(x, y, 0.0); |
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46 | } |
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47 | |||
48 | void |
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49 | __indirect_glWindowPos2s(GLshort x, GLshort y) |
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50 | { |
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51 | __indirect_glWindowPos3f(x, y, 0.0); |
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52 | } |
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53 | |||
54 | void |
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55 | __indirect_glWindowPos2dv(const GLdouble * p) |
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56 | { |
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57 | __indirect_glWindowPos3f(p[0], p[1], 0.0); |
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58 | } |
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59 | |||
60 | void |
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61 | __indirect_glWindowPos2fv(const GLfloat * p) |
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62 | { |
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63 | __indirect_glWindowPos3f(p[0], p[1], 0.0); |
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64 | } |
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65 | |||
66 | void |
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67 | __indirect_glWindowPos2iv(const GLint * p) |
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68 | { |
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69 | __indirect_glWindowPos3f(p[0], p[1], 0.0); |
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70 | } |
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71 | |||
72 | void |
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73 | __indirect_glWindowPos2sv(const GLshort * p) |
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74 | { |
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75 | __indirect_glWindowPos3f(p[0], p[1], 0.0); |
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76 | } |
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77 | |||
78 | void |
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79 | __indirect_glWindowPos3d(GLdouble x, GLdouble y, GLdouble z) |
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80 | { |
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81 | __indirect_glWindowPos3f(x, y, z); |
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82 | } |
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83 | |||
84 | void |
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85 | __indirect_glWindowPos3i(GLint x, GLint y, GLint z) |
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86 | { |
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87 | __indirect_glWindowPos3f(x, y, z); |
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88 | } |
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89 | |||
90 | void |
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91 | __indirect_glWindowPos3s(GLshort x, GLshort y, GLshort z) |
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92 | { |
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93 | __indirect_glWindowPos3f(x, y, z); |
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94 | } |
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95 | |||
96 | void |
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97 | __indirect_glWindowPos3dv(const GLdouble * p) |
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98 | { |
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99 | __indirect_glWindowPos3f(p[0], p[1], p[2]); |
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100 | } |
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101 | |||
102 | void |
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103 | __indirect_glWindowPos3iv(const GLint * p) |
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104 | { |
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105 | __indirect_glWindowPos3f(p[0], p[1], p[2]); |
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106 | } |
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107 | |||
108 | void |
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109 | __indirect_glWindowPos3sv(const GLshort * p) |
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110 | { |
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111 | __indirect_glWindowPos3f(p[0], p[1], p[2]); |
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112 | } |