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      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