318 lines
8.3 KiB
C
318 lines
8.3 KiB
C
/*
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** Copyright 1991, 1992, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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#ifdef NT_DEADCODE_POLYARRAY
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void __glim_TexCoord1d(GLdouble x)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord1f(GLfloat x)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord1i(GLint x)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord1s(GLshort x)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord1dv(const GLdouble x[1])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord1fv(const GLfloat x[1])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord1iv(const GLint x[1])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord1sv(const GLshort x[1])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = __glZero;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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/************************************************************************/
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void __glim_TexCoord2d(GLdouble x, GLdouble y)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord2f(GLfloat x, GLfloat y)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord2i(GLint x, GLint y)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord2s(GLshort x, GLshort y)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord2dv(const GLdouble x[2])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord2fv(const GLfloat x[2])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord2iv(const GLint x[2])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord2sv(const GLshort x[2])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = __glZero;
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gc->state.current.texture.w = __glOne;
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}
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/************************************************************************/
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void __glim_TexCoord3d(GLdouble x, GLdouble y, GLdouble z)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord3f(GLfloat x, GLfloat y, GLfloat z)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord3i(GLint x, GLint y, GLint z)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord3s(GLshort x, GLshort y, GLshort z)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord3dv(const GLdouble x[3])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord3fv(const GLfloat x[3])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord3iv(const GLint x[3])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = __glOne;
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}
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void __glim_TexCoord3sv(const GLshort x[3])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = __glOne;
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}
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/************************************************************************/
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void __glim_TexCoord4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = w;
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}
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void __glim_TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = w;
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}
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void __glim_TexCoord4i(GLint x, GLint y, GLint z, GLint w)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = w;
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}
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void __glim_TexCoord4s(GLshort x, GLshort y, GLshort z, GLshort w)
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{
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__GL_SETUP();
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gc->state.current.texture.x = x;
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gc->state.current.texture.y = y;
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gc->state.current.texture.z = z;
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gc->state.current.texture.w = w;
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}
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void __glim_TexCoord4dv(const GLdouble x[4])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = x[3];
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}
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void __glim_TexCoord4fv(const GLfloat x[4])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = x[3];
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}
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void __glim_TexCoord4iv(const GLint x[4])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = x[3];
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}
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void __glim_TexCoord4sv(const GLshort x[4])
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{
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__GL_SETUP();
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gc->state.current.texture.x = x[0];
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gc->state.current.texture.y = x[1];
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gc->state.current.texture.z = x[2];
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gc->state.current.texture.w = x[3];
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}
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#endif // NT_DEADCODE_POLYARRAY
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