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