finished up GL_ARB_window_pos
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@ -1,10 +1,10 @@
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/* $Id: rastpos.c,v 1.34 2001/12/18 04:06:45 brianp Exp $ */
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/* $Id: rastpos.c,v 1.35 2002/02/15 16:26:08 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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* Version: 4.1
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*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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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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@ -322,7 +322,10 @@ raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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}
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/* compute raster distance */
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ctx->Current.RasterDistance = (GLfloat)
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if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
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ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
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else
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ctx->Current.RasterDistance = (GLfloat)
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GL_SQRT( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
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/* apply projection matrix: clip = Proj * eye */
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@ -363,8 +366,6 @@ raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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ctx->Current.RasterPos[3] = clip[3];
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ctx->Current.RasterPosValid = GL_TRUE;
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ctx->Current.RasterFogCoord = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
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{
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GLuint texSet;
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for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
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@ -380,7 +381,6 @@ raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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}
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void
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_mesa_RasterPos2d(GLdouble x, GLdouble y)
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{
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@ -529,39 +529,53 @@ _mesa_RasterPos4sv(const GLshort *v)
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}
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/**********************************************************************/
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/*** GL_MESA_window_pos ***/
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/*** GL_ARB_window_pos / GL_MESA_window_pos ***/
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/**********************************************************************/
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/*
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* This is a MESA extension function. Pretty much just like glRasterPos
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* except we don't apply the modelview or projection matrices; specify a
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* window coordinate directly.
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* Caller: context->API.WindowPos4fMESA pointer.
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*/
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void
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_mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
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static void
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window_pos3f(GLfloat x, GLfloat y, GLfloat z)
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{
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GET_CURRENT_CONTEXT(ctx);
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GLfloat z2;
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
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FLUSH_CURRENT(ctx, 0);
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z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near)
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+ ctx->Viewport.Near;
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/* set raster position */
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ctx->Current.RasterPos[0] = x;
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ctx->Current.RasterPos[1] = y;
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ctx->Current.RasterPos[2] = CLAMP( z, 0.0F, 1.0F );
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ctx->Current.RasterPos[3] = w;
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ctx->Current.RasterPos[2] = z2;
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ctx->Current.RasterPos[3] = 1.0F;
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ctx->Current.RasterPosValid = GL_TRUE;
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ctx->Current.RasterDistance = 0.0F;
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ctx->Current.RasterFogCoord = 0.0F;
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if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
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ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
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else
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ctx->Current.RasterDistance = 0.0;
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/* raster color = current color or index */
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if (ctx->Visual.rgbMode) {
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COPY_4FV(ctx->Current.RasterColor,
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ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
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ctx->Current.RasterColor[0]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0], 0.0F, 1.0F);
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ctx->Current.RasterColor[1]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1], 0.0F, 1.0F);
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ctx->Current.RasterColor[2]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2], 0.0F, 1.0F);
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ctx->Current.RasterColor[3]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[0]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[1]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[2]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[3]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F);
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}
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else {
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ctx->Current.RasterIndex = ctx->Current.Index;
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@ -582,146 +596,160 @@ _mesa_WindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
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}
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/* This is just to support the GL_MESA_window_pos version */
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static void
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window_pos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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GET_CURRENT_CONTEXT(ctx);
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window_pos3f(x, y, z);
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ctx->Current.RasterPos[3] = w;
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}
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void
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_mesa_WindowPos2dMESA(GLdouble x, GLdouble y)
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{
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_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
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window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos2fMESA(GLfloat x, GLfloat y)
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{
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_mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
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window_pos4f(x, y, 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos2iMESA(GLint x, GLint y)
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{
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_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
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window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos2sMESA(GLshort x, GLshort y)
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{
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_mesa_WindowPos4fMESA(x, y, 0.0F, 1.0F);
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window_pos4f(x, y, 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
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{
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_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
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window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
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}
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void
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_mesa_WindowPos3fMESA(GLfloat x, GLfloat y, GLfloat z)
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{
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_mesa_WindowPos4fMESA(x, y, z, 1.0F);
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window_pos4f(x, y, z, 1.0F);
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}
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void
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_mesa_WindowPos3iMESA(GLint x, GLint y, GLint z)
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{
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_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
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window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F);
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}
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void
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_mesa_WindowPos3sMESA(GLshort x, GLshort y, GLshort z)
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{
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_mesa_WindowPos4fMESA(x, y, z, 1.0F);
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window_pos4f(x, y, z, 1.0F);
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}
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void
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_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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{
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_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
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window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
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}
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void
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_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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window_pos4f(x, y, z, w);
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}
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void
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_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w)
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{
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_mesa_WindowPos4fMESA((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
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window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w);
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}
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void
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_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w)
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{
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_mesa_WindowPos4fMESA(x, y, z, w);
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window_pos4f(x, y, z, w);
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}
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void
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_mesa_WindowPos2dvMESA(const GLdouble *v)
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{
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_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
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window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos2fvMESA(const GLfloat *v)
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{
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_mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
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window_pos4f(v[0], v[1], 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos2ivMESA(const GLint *v)
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{
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_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
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window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos2svMESA(const GLshort *v)
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{
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_mesa_WindowPos4fMESA(v[0], v[1], 0.0F, 1.0F);
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window_pos4f(v[0], v[1], 0.0F, 1.0F);
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}
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void
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_mesa_WindowPos3dvMESA(const GLdouble *v)
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{
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_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
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window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
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}
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void
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_mesa_WindowPos3fvMESA(const GLfloat *v)
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{
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_mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
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window_pos4f(v[0], v[1], v[2], 1.0);
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}
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void
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_mesa_WindowPos3ivMESA(const GLint *v)
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{
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_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
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window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F);
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}
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void
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_mesa_WindowPos3svMESA(const GLshort *v)
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{
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_mesa_WindowPos4fMESA(v[0], v[1], v[2], 1.0F);
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window_pos4f(v[0], v[1], v[2], 1.0F);
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}
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void
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_mesa_WindowPos4dvMESA(const GLdouble *v)
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{
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_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1],
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window_pos4f((GLfloat) v[0], (GLfloat) v[1],
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(GLfloat) v[2], (GLfloat) v[3]);
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}
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void
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_mesa_WindowPos4fvMESA(const GLfloat *v)
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{
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_mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
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window_pos4f(v[0], v[1], v[2], v[3]);
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}
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void
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_mesa_WindowPos4ivMESA(const GLint *v)
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{
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_mesa_WindowPos4fMESA((GLfloat) v[0], (GLfloat) v[1],
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window_pos4f((GLfloat) v[0], (GLfloat) v[1],
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(GLfloat) v[2], (GLfloat) v[3]);
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}
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void
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_mesa_WindowPos4svMESA(const GLshort *v)
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{
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_mesa_WindowPos4fMESA(v[0], v[1], v[2], v[3]);
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window_pos4f(v[0], v[1], v[2], v[3]);
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}
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@ -764,142 +792,83 @@ void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
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#endif
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/**********************************************************************/
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/*** GL_ARB_window_pos ***/
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/**********************************************************************/
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void _mesa_WindowPos2dARB(GLdouble x, GLdouble y)
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{
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_mesa_WindowPos3fARB((GLfloat) x, (GLfloat) y, 0.0F);
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window_pos3f((GLfloat) x, (GLfloat) y, 0.0F);
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}
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void _mesa_WindowPos2fARB(GLfloat x, GLfloat y)
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{
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_mesa_WindowPos3fARB(x, y, 0.0F);
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window_pos3f(x, y, 0.0F);
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}
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void _mesa_WindowPos2iARB(GLint x, GLint y)
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{
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_mesa_WindowPos3fARB((GLfloat) x, (GLfloat) y, 0.0F);
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window_pos3f((GLfloat) x, (GLfloat) y, 0.0F);
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}
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void _mesa_WindowPos2sARB(GLshort x, GLshort y)
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{
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_mesa_WindowPos3fARB((GLfloat) x, (GLfloat) y, 0.0F);
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window_pos3f((GLfloat) x, (GLfloat) y, 0.0F);
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}
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void _mesa_WindowPos2dvARB(const GLdouble *p)
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{
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_mesa_WindowPos3fARB((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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window_pos3f((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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}
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void _mesa_WindowPos2fvARB(const GLfloat *p)
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{
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_mesa_WindowPos3fARB((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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window_pos3f((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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}
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void _mesa_WindowPos2ivARB(const GLint *p)
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{
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_mesa_WindowPos3fARB((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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window_pos3f((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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}
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void _mesa_WindowPos2svARB(const GLshort *p)
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{
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_mesa_WindowPos3fARB((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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window_pos3f((GLfloat) p[0], (GLfloat) p[1], 0.0F);
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}
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void _mesa_WindowPos3dARB(GLdouble x, GLdouble y, GLdouble z)
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{
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_mesa_WindowPos3fARB((GLfloat) x, (GLfloat) y, (GLfloat) z);
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window_pos3f((GLfloat) x, (GLfloat) y, (GLfloat) z);
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}
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void _mesa_WindowPos3fARB(GLfloat x, GLfloat y, GLfloat z)
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{
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GET_CURRENT_CONTEXT(ctx);
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GLfloat z2;
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
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FLUSH_CURRENT(ctx, 0);
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z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near)
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+ ctx->Viewport.Near;
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/* set raster position */
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ctx->Current.RasterPos[0] = x;
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ctx->Current.RasterPos[1] = y;
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ctx->Current.RasterPos[2] = z2;
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ctx->Current.RasterPos[3] = 0.0F;
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ctx->Current.RasterPosValid = GL_TRUE;
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/* XXX might have to change this */
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ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
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ctx->Current.RasterFogCoord = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
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/* raster color = current color or index */
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if (ctx->Visual.rgbMode) {
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ctx->Current.RasterColor[0]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0], 0.0F, 1.0F);
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ctx->Current.RasterColor[1]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1], 0.0F, 1.0F);
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ctx->Current.RasterColor[2]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2], 0.0F, 1.0F);
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ctx->Current.RasterColor[3]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[0]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[1]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[2]
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= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2], 0.0F, 1.0F);
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ctx->Current.RasterSecondaryColor[3]
|
||||
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F);
|
||||
}
|
||||
else {
|
||||
ctx->Current.RasterIndex = ctx->Current.Index;
|
||||
}
|
||||
|
||||
/* raster texcoord = current texcoord */
|
||||
{
|
||||
GLuint texSet;
|
||||
for (texSet = 0; texSet < ctx->Const.MaxTextureUnits; texSet++) {
|
||||
COPY_4FV( ctx->Current.RasterMultiTexCoord[texSet],
|
||||
ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] );
|
||||
}
|
||||
}
|
||||
|
||||
if (ctx->RenderMode==GL_SELECT) {
|
||||
_mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] );
|
||||
}
|
||||
window_pos3f(x, y, z);
|
||||
}
|
||||
|
||||
void _mesa_WindowPos3iARB(GLint x, GLint y, GLint z)
|
||||
{
|
||||
_mesa_WindowPos3fARB((GLfloat) x, (GLfloat) y, (GLfloat) z);
|
||||
window_pos3f((GLfloat) x, (GLfloat) y, (GLfloat) z);
|
||||
}
|
||||
|
||||
void _mesa_WindowPos3sARB(GLshort x, GLshort y, GLshort z)
|
||||
{
|
||||
_mesa_WindowPos3fARB((GLfloat) x, (GLfloat) y, (GLfloat) z);
|
||||
window_pos3f((GLfloat) x, (GLfloat) y, (GLfloat) z);
|
||||
}
|
||||
|
||||
void _mesa_WindowPos3dvARB(const GLdouble *p)
|
||||
{
|
||||
_mesa_WindowPos3fARB((GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2]);
|
||||
window_pos3f((GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2]);
|
||||
}
|
||||
|
||||
void _mesa_WindowPos3fvARB(const GLfloat *p)
|
||||
{
|
||||
_mesa_WindowPos3fARB(p[0], p[1], p[2]);
|
||||
window_pos3f(p[0], p[1], p[2]);
|
||||
}
|
||||
|
||||
void _mesa_WindowPos3ivARB(const GLint *p)
|
||||
{
|
||||
_mesa_WindowPos3fARB((GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2]);
|
||||
window_pos3f((GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2]);
|
||||
}
|
||||
|
||||
void _mesa_WindowPos3svARB(const GLshort *p)
|
||||
{
|
||||
_mesa_WindowPos3fARB((GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2]);
|
||||
window_pos3f((GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2]);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue