/* * 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_glWindowPos2dMESA(GLdouble x, GLdouble y) { __indirect_glWindowPos3fMESA(x, y, 0.0); } void __indirect_glWindowPos2iMESA(GLint x, GLint y) { __indirect_glWindowPos3fMESA(x, y, 0.0); } void __indirect_glWindowPos2fMESA(GLfloat x, GLfloat y) { __indirect_glWindowPos3fMESA(x, y, 0.0); } void __indirect_glWindowPos2sMESA(GLshort x, GLshort y) { __indirect_glWindowPos3fMESA(x, y, 0.0); } void __indirect_glWindowPos2dvMESA(const GLdouble * p) { __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); } void __indirect_glWindowPos2fvMESA(const GLfloat * p) { __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); } void __indirect_glWindowPos2ivMESA(const GLint * p) { __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); } void __indirect_glWindowPos2svMESA(const GLshort * p) { __indirect_glWindowPos3fMESA(p[0], p[1], 0.0); } void __indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z) { __indirect_glWindowPos3fMESA(x, y, z); } void __indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z) { __indirect_glWindowPos3fMESA(x, y, z); } void __indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z) { __indirect_glWindowPos3fMESA(x, y, z); } void __indirect_glWindowPos3dvMESA(const GLdouble * p) { __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); } void __indirect_glWindowPos3ivMESA(const GLint * p) { __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); } void __indirect_glWindowPos3svMESA(const GLshort * p) { __indirect_glWindowPos3fMESA(p[0], p[1], p[2]); }