1 /* 2 * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas. 3 * (C) Copyright IBM Corporation 2004 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sub license, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice (including the next 14 * paragraph) shall be included in all copies or substantial portions of the 15 * Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 20 * PRECISION INSIGHT, IBM, 21 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, 22 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF 23 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 24 * SOFTWARE. 25 */ 26 27 #include <GL/gl.h> 28 #include "indirect.h" 29 30 void 31 __indirect_glWindowPos2dMESA(GLdouble x, GLdouble y) 32 { 33 __indirect_glWindowPos3fMESA(x, y, 0.0); 34 } 35 36 void 37 __indirect_glWindowPos2iMESA(GLint x, GLint y) 38 { 39 __indirect_glWindowPos3fMESA(x, y, 0.0); 40 } 41 42 void 43 __indirect_glWindowPos2fMESA(GLfloat x, GLfloat y) 44 { 45 __indirect_glWindowPos3fMESA(x, y, 0.0); 46 } 47 48 void 49 __indirect_glWindowPos2sMESA(GLshort x, GLshort y) 50 { 51 __indirect_glWindowPos3fMESA(x, y, 0.0); 52 } 53 54 void 55 __indirect_glWindowPos2dvMESA(const GLdouble * p) 56 { 57 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); 58 } 59 60 void 61 __indirect_glWindowPos2fvMESA(const GLfloat * p) 62 { 63 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); 64 } 65 66 void 67 __indirect_glWindowPos2ivMESA(const GLint * p) 68 { 69 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); 70 } 71 72 void 73 __indirect_glWindowPos2svMESA(const GLshort * p) 74 { 75 __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); 76 } 77 78 void 79 __indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) 80 { 81 __indirect_glWindowPos3fMESA(x, y, z); 82 } 83 84 void 85 __indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z) 86 { 87 __indirect_glWindowPos3fMESA(x, y, z); 88 } 89 90 void 91 __indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z) 92 { 93 __indirect_glWindowPos3fMESA(x, y, z); 94 } 95 96 void 97 __indirect_glWindowPos3dvMESA(const GLdouble * p) 98 { 99 __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); 100 } 101 102 void 103 __indirect_glWindowPos3ivMESA(const GLint * p) 104 { 105 __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); 106 } 107 108 void 109 __indirect_glWindowPos3svMESA(const GLshort * p) 110 { 111 __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); 112 } 113