/* ** 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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States.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_TexCoord1d(GLdouble x) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord1f(GLfloat x) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord1i(GLint x) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord1s(GLshort x) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord1dv(const GLdouble x[1]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord1fv(const GLfloat x[1]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord1iv(const GLint x[1]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord1sv(const GLshort x[1]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = __glZero; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } /************************************************************************/ void __glim_TexCoord2d(GLdouble x, GLdouble y) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord2f(GLfloat x, GLfloat y) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord2i(GLint x, GLint y) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord2s(GLshort x, GLshort y) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord2dv(const GLdouble x[2]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord2fv(const GLfloat x[2]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord2iv(const GLint x[2]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } void __glim_TexCoord2sv(const GLshort x[2]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = __glZero; gc->state.current.texture.w = __glOne; } /************************************************************************/ void __glim_TexCoord3d(GLdouble x, GLdouble y, GLdouble z) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = __glOne; } void __glim_TexCoord3f(GLfloat x, GLfloat y, GLfloat z) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = __glOne; } void __glim_TexCoord3i(GLint x, GLint y, GLint z) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = __glOne; } void __glim_TexCoord3s(GLshort x, GLshort y, GLshort z) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = __glOne; } void __glim_TexCoord3dv(const GLdouble x[3]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = __glOne; } void __glim_TexCoord3fv(const GLfloat x[3]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = __glOne; } void __glim_TexCoord3iv(const GLint x[3]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = __glOne; } void __glim_TexCoord3sv(const GLshort x[3]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = __glOne; } /************************************************************************/ void __glim_TexCoord4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = w; } void __glim_TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = w; } void __glim_TexCoord4i(GLint x, GLint y, GLint z, GLint w) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = w; } void __glim_TexCoord4s(GLshort x, GLshort y, GLshort z, GLshort w) { __GL_SETUP(); gc->state.current.texture.x = x; gc->state.current.texture.y = y; gc->state.current.texture.z = z; gc->state.current.texture.w = w; } void __glim_TexCoord4dv(const GLdouble x[4]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = x[3]; } void __glim_TexCoord4fv(const GLfloat x[4]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = x[3]; } void __glim_TexCoord4iv(const GLint x[4]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = x[3]; } void __glim_TexCoord4sv(const GLshort x[4]) { __GL_SETUP(); gc->state.current.texture.x = x[0]; gc->state.current.texture.y = x[1]; gc->state.current.texture.z = x[2]; gc->state.current.texture.w = x[3]; } #endif // NT_DEADCODE_POLYARRAY