indirect_window_pos.c revision 6e8897ff9f90601ebf6eed500ad942c11b54d1f7
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
30void
31__indirect_glWindowPos2dMESA(GLdouble x, GLdouble y)
32{
33   __indirect_glWindowPos3fMESA(x, y, 0.0);
34}
35
36void
37__indirect_glWindowPos2iMESA(GLint x, GLint y)
38{
39   __indirect_glWindowPos3fMESA(x, y, 0.0);
40}
41
42void
43__indirect_glWindowPos2fMESA(GLfloat x, GLfloat y)
44{
45   __indirect_glWindowPos3fMESA(x, y, 0.0);
46}
47
48void
49__indirect_glWindowPos2sMESA(GLshort x, GLshort y)
50{
51   __indirect_glWindowPos3fMESA(x, y, 0.0);
52}
53
54void
55__indirect_glWindowPos2dvMESA(const GLdouble * p)
56{
57   __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
58}
59
60void
61__indirect_glWindowPos2fvMESA(const GLfloat * p)
62{
63   __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
64}
65
66void
67__indirect_glWindowPos2ivMESA(const GLint * p)
68{
69   __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
70}
71
72void
73__indirect_glWindowPos2svMESA(const GLshort * p)
74{
75   __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
76}
77
78void
79__indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
80{
81   __indirect_glWindowPos3fMESA(x, y, z);
82}
83
84void
85__indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z)
86{
87   __indirect_glWindowPos3fMESA(x, y, z);
88}
89
90void
91__indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z)
92{
93   __indirect_glWindowPos3fMESA(x, y, z);
94}
95
96void
97__indirect_glWindowPos3dvMESA(const GLdouble * p)
98{
99   __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
100}
101
102void
103__indirect_glWindowPos3ivMESA(const GLint * p)
104{
105   __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
106}
107
108void
109__indirect_glWindowPos3svMESA(const GLshort * p)
110{
111   __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
112}
113