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 
30 void
__indirect_glWindowPos2dMESA(GLdouble x,GLdouble y)31 __indirect_glWindowPos2dMESA(GLdouble x, GLdouble y)
32 {
33    __indirect_glWindowPos3fMESA(x, y, 0.0);
34 }
35 
36 void
__indirect_glWindowPos2iMESA(GLint x,GLint y)37 __indirect_glWindowPos2iMESA(GLint x, GLint y)
38 {
39    __indirect_glWindowPos3fMESA(x, y, 0.0);
40 }
41 
42 void
__indirect_glWindowPos2fMESA(GLfloat x,GLfloat y)43 __indirect_glWindowPos2fMESA(GLfloat x, GLfloat y)
44 {
45    __indirect_glWindowPos3fMESA(x, y, 0.0);
46 }
47 
48 void
__indirect_glWindowPos2sMESA(GLshort x,GLshort y)49 __indirect_glWindowPos2sMESA(GLshort x, GLshort y)
50 {
51    __indirect_glWindowPos3fMESA(x, y, 0.0);
52 }
53 
54 void
__indirect_glWindowPos2dvMESA(const GLdouble * p)55 __indirect_glWindowPos2dvMESA(const GLdouble * p)
56 {
57    __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
58 }
59 
60 void
__indirect_glWindowPos2fvMESA(const GLfloat * p)61 __indirect_glWindowPos2fvMESA(const GLfloat * p)
62 {
63    __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
64 }
65 
66 void
__indirect_glWindowPos2ivMESA(const GLint * p)67 __indirect_glWindowPos2ivMESA(const GLint * p)
68 {
69    __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
70 }
71 
72 void
__indirect_glWindowPos2svMESA(const GLshort * p)73 __indirect_glWindowPos2svMESA(const GLshort * p)
74 {
75    __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
76 }
77 
78 void
__indirect_glWindowPos3dMESA(GLdouble x,GLdouble y,GLdouble z)79 __indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
80 {
81    __indirect_glWindowPos3fMESA(x, y, z);
82 }
83 
84 void
__indirect_glWindowPos3iMESA(GLint x,GLint y,GLint z)85 __indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z)
86 {
87    __indirect_glWindowPos3fMESA(x, y, z);
88 }
89 
90 void
__indirect_glWindowPos3sMESA(GLshort x,GLshort y,GLshort z)91 __indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z)
92 {
93    __indirect_glWindowPos3fMESA(x, y, z);
94 }
95 
96 void
__indirect_glWindowPos3dvMESA(const GLdouble * p)97 __indirect_glWindowPos3dvMESA(const GLdouble * p)
98 {
99    __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
100 }
101 
102 void
__indirect_glWindowPos3ivMESA(const GLint * p)103 __indirect_glWindowPos3ivMESA(const GLint * p)
104 {
105    __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
106 }
107 
108 void
__indirect_glWindowPos3svMESA(const GLshort * p)109 __indirect_glWindowPos3svMESA(const GLshort * p)
110 {
111    __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
112 }
113