/* ** Copyright 1991, 1992, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. */ #include "precomp.h" #pragma hdrstop #ifdef NT_DEADCODE_POLYARRAY void __glim_Normal3d(GLdouble x, GLdouble y, GLdouble z) { __GL_SETUP(); gc->state.current.normal.x = x; gc->state.current.normal.y = y; gc->state.current.normal.z = z; } void __glim_Normal3dv(const GLdouble v[3]) { __GL_SETUP(); GLdouble x, y, z; x = v[0]; y = v[1]; z = v[2]; gc->state.current.normal.x = x; gc->state.current.normal.y = y; gc->state.current.normal.z = z; } void __glim_Normal3f(GLfloat x, GLfloat y, GLfloat z) { __GL_SETUP(); gc->state.current.normal.x = x; gc->state.current.normal.y = y; gc->state.current.normal.z = z; } void __glim_Normal3fv(const GLfloat v[3]) { __GL_SETUP(); GLfloat x, y, z; x = v[0]; y = v[1]; z = v[2]; gc->state.current.normal.x = x; gc->state.current.normal.y = y; gc->state.current.normal.z = z; } void __glim_Normal3b(GLbyte x, GLbyte y, GLbyte z) { __GL_SETUP(); gc->state.current.normal.x = __GL_B_TO_FLOAT(x); gc->state.current.normal.y = __GL_B_TO_FLOAT(y); gc->state.current.normal.z = __GL_B_TO_FLOAT(z); } void __glim_Normal3bv(const GLbyte v[3]) { __GL_SETUP(); gc->state.current.normal.x = __GL_B_TO_FLOAT(v[0]); gc->state.current.normal.y = __GL_B_TO_FLOAT(v[1]); gc->state.current.normal.z = __GL_B_TO_FLOAT(v[2]); } void __glim_Normal3s(GLshort x, GLshort y, GLshort z) { __GL_SETUP(); gc->state.current.normal.x = __GL_S_TO_FLOAT(x); gc->state.current.normal.y = __GL_S_TO_FLOAT(y); gc->state.current.normal.z = __GL_S_TO_FLOAT(z); } void __glim_Normal3sv(const GLshort v[3]) { __GL_SETUP(); gc->state.current.normal.x = __GL_S_TO_FLOAT(v[0]); gc->state.current.normal.y = __GL_S_TO_FLOAT(v[1]); gc->state.current.normal.z = __GL_S_TO_FLOAT(v[2]); } void __glim_Normal3i(GLint x, GLint y, GLint z) { __GL_SETUP(); /* Beware of overflow! */ gc->state.current.normal.x = __GL_I_TO_FLOAT(x); gc->state.current.normal.y = __GL_I_TO_FLOAT(y); gc->state.current.normal.z = __GL_I_TO_FLOAT(z); } void __glim_Normal3iv(const GLint v[3]) { __GL_SETUP(); /* Beware of overflow! */ gc->state.current.normal.x = __GL_I_TO_FLOAT(v[0]); gc->state.current.normal.y = __GL_I_TO_FLOAT(v[1]); gc->state.current.normal.z = __GL_I_TO_FLOAT(v[2]); } #endif // NT_DEADCODE_POLYARRAY