mesa/src/glx/indirect_window_pos.c

113 lines
2.7 KiB
C

/*
* Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas.
* (C) Copyright IBM Corporation 2004
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sub license,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* PRECISION INSIGHT, IBM,
* AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <GL/gl.h>
#include "indirect.h"
void
__indirect_glWindowPos2d(GLdouble x, GLdouble y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2i(GLint x, GLint y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2f(GLfloat x, GLfloat y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2s(GLshort x, GLshort y)
{
__indirect_glWindowPos3f(x, y, 0.0);
}
void
__indirect_glWindowPos2dv(const GLdouble * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos2fv(const GLfloat * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos2iv(const GLint * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos2sv(const GLshort * p)
{
__indirect_glWindowPos3f(p[0], p[1], 0.0);
}
void
__indirect_glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
{
__indirect_glWindowPos3f(x, y, z);
}
void
__indirect_glWindowPos3i(GLint x, GLint y, GLint z)
{
__indirect_glWindowPos3f(x, y, z);
}
void
__indirect_glWindowPos3s(GLshort x, GLshort y, GLshort z)
{
__indirect_glWindowPos3f(x, y, z);
}
void
__indirect_glWindowPos3dv(const GLdouble * p)
{
__indirect_glWindowPos3f(p[0], p[1], p[2]);
}
void
__indirect_glWindowPos3iv(const GLint * p)
{
__indirect_glWindowPos3f(p[0], p[1], p[2]);
}
void
__indirect_glWindowPos3sv(const GLshort * p)
{
__indirect_glWindowPos3f(p[0], p[1], p[2]);
}