| /* |
| * Copyright 1998-1999 Precision Insight, Inc., Cedar Park, Texas. |
| * (C) Copyright IBM Corporation 2004 |
| * All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sub license, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL |
| * PRECISION INSIGHT, IBM, |
| * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
| * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF |
| * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| * SOFTWARE. |
| */ |
| |
| #include <GL/gl.h> |
| #include "indirect.h" |
| |
| void |
| __indirect_glWindowPos2d(GLdouble x, GLdouble y) |
| { |
| __indirect_glWindowPos3f(x, y, 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos2i(GLint x, GLint y) |
| { |
| __indirect_glWindowPos3f(x, y, 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos2f(GLfloat x, GLfloat y) |
| { |
| __indirect_glWindowPos3f(x, y, 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos2s(GLshort x, GLshort y) |
| { |
| __indirect_glWindowPos3f(x, y, 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos2dv(const GLdouble * p) |
| { |
| __indirect_glWindowPos3f(p[0], p[1], 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos2fv(const GLfloat * p) |
| { |
| __indirect_glWindowPos3f(p[0], p[1], 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos2iv(const GLint * p) |
| { |
| __indirect_glWindowPos3f(p[0], p[1], 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos2sv(const GLshort * p) |
| { |
| __indirect_glWindowPos3f(p[0], p[1], 0.0); |
| } |
| |
| void |
| __indirect_glWindowPos3d(GLdouble x, GLdouble y, GLdouble z) |
| { |
| __indirect_glWindowPos3f(x, y, z); |
| } |
| |
| void |
| __indirect_glWindowPos3i(GLint x, GLint y, GLint z) |
| { |
| __indirect_glWindowPos3f(x, y, z); |
| } |
| |
| void |
| __indirect_glWindowPos3s(GLshort x, GLshort y, GLshort z) |
| { |
| __indirect_glWindowPos3f(x, y, z); |
| } |
| |
| void |
| __indirect_glWindowPos3dv(const GLdouble * p) |
| { |
| __indirect_glWindowPos3f(p[0], p[1], p[2]); |
| } |
| |
| void |
| __indirect_glWindowPos3iv(const GLint * p) |
| { |
| __indirect_glWindowPos3f(p[0], p[1], p[2]); |
| } |
| |
| void |
| __indirect_glWindowPos3sv(const GLshort * p) |
| { |
| __indirect_glWindowPos3f(p[0], p[1], p[2]); |
| } |