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4358 Serge 1
/*
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 * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
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 * (C) Copyright IBM Corporation 2004
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 * 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, sub license,
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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 (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.  IN NO EVENT SHALL
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 * PRECISION INSIGHT, IBM,
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 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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 * SOFTWARE.
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 */
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#include 
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#include "indirect.h"
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void
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__indirect_glWindowPos2d(GLdouble x, GLdouble y)
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{
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   __indirect_glWindowPos3f(x, y, 0.0);
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}
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void
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__indirect_glWindowPos2i(GLint x, GLint y)
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{
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   __indirect_glWindowPos3f(x, y, 0.0);
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}
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void
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__indirect_glWindowPos2f(GLfloat x, GLfloat y)
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{
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   __indirect_glWindowPos3f(x, y, 0.0);
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}
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void
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__indirect_glWindowPos2s(GLshort x, GLshort y)
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{
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   __indirect_glWindowPos3f(x, y, 0.0);
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}
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void
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__indirect_glWindowPos2dv(const GLdouble * p)
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{
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   __indirect_glWindowPos3f(p[0], p[1], 0.0);
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}
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void
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__indirect_glWindowPos2fv(const GLfloat * p)
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{
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   __indirect_glWindowPos3f(p[0], p[1], 0.0);
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}
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void
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__indirect_glWindowPos2iv(const GLint * p)
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{
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   __indirect_glWindowPos3f(p[0], p[1], 0.0);
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}
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void
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__indirect_glWindowPos2sv(const GLshort * p)
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{
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   __indirect_glWindowPos3f(p[0], p[1], 0.0);
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}
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void
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__indirect_glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
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{
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   __indirect_glWindowPos3f(x, y, z);
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}
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void
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__indirect_glWindowPos3i(GLint x, GLint y, GLint z)
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{
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   __indirect_glWindowPos3f(x, y, z);
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}
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void
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__indirect_glWindowPos3s(GLshort x, GLshort y, GLshort z)
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{
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   __indirect_glWindowPos3f(x, y, z);
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}
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void
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__indirect_glWindowPos3dv(const GLdouble * p)
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{
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   __indirect_glWindowPos3f(p[0], p[1], p[2]);
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}
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void
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__indirect_glWindowPos3iv(const GLint * p)
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{
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   __indirect_glWindowPos3f(p[0], p[1], p[2]);
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}
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void
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__indirect_glWindowPos3sv(const GLshort * p)
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{
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   __indirect_glWindowPos3f(p[0], p[1], p[2]);
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}