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authorBrian Paul <brian.paul@tungstengraphics.com>2002-05-29 15:16:01 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2002-05-29 15:16:01 +0000
commit60f1a3c288dd663ff420fada558763d7524e499b (patch)
tree01207f3046504b1fcf7e4e2ab020f14fdd59b3a2 /src/mesa/main/dlist.c
parent1d155c1dd878d59f7cfdb6c4dfd5fc2ac2853573 (diff)
Added GL_NV_point_sprite functions: glPointParameteri[v]NV().
Removed dead ARB_window_pos functions (we alias the MESA_window_pos funcs).
Diffstat (limited to 'src/mesa/main/dlist.c')
-rw-r--r--src/mesa/main/dlist.c105
1 files changed, 3 insertions, 102 deletions
diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c
index 6af83a9167..3ae3f67bc1 100644
--- a/src/mesa/main/dlist.c
+++ b/src/mesa/main/dlist.c
@@ -1,4 +1,4 @@
-/* $Id: dlist.c,v 1.87 2002/05/27 17:03:09 brianp Exp $ */
+/* $Id: dlist.c,v 1.88 2002/05/29 15:16:01 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -2517,13 +2517,13 @@ static void save_PointParameterfEXT( GLenum pname, GLfloat param )
save_PointParameterfvEXT(pname, &param);
}
-static void save_PointParameteriEXT( GLenum pname, GLint param )
+static void save_PointParameteriNV( GLenum pname, GLint param )
{
GLfloat p = (GLfloat) param;
save_PointParameterfvEXT(pname, &p);
}
-static void save_PointParameterivEXT( GLenum pname, const GLint *param )
+static void save_PointParameterivNV( GLenum pname, const GLint *param )
{
GLfloat p = (GLfloat) param[0];
save_PointParameterfvEXT(pname, &p);
@@ -3579,103 +3579,6 @@ static void save_WindowPos4svMESA(const GLshort *v)
-/*
- * GL_ARB_window_pos
- */
-
-static void save_WindowPos3fARB( GLfloat x, GLfloat y, GLfloat z )
-{
- GET_CURRENT_CONTEXT(ctx);
- Node *n;
- ASSERT_OUTSIDE_SAVE_BEGIN_END_AND_FLUSH(ctx);
- FLUSH_CURRENT(ctx, 0);
- n = ALLOC_INSTRUCTION( ctx, OPCODE_WINDOW_POS_ARB, 3 );
- if (n) {
- n[1].f = x;
- n[2].f = y;
- n[3].f = z;
- }
- if (ctx->ExecuteFlag) {
- (*ctx->Exec->WindowPos3fMESA)( x, y, z );
- }
-}
-
-static void save_WindowPos2dARB(GLdouble x, GLdouble y)
-{
- save_WindowPos3fARB((GLfloat) x, (GLfloat) y, 0.0F);
-}
-
-static void save_WindowPos2fARB(GLfloat x, GLfloat y)
-{
- save_WindowPos3fARB(x, y, 0.0F);
-}
-
-static void save_WindowPos2iARB(GLint x, GLint y)
-{
- save_WindowPos3fARB((GLfloat) x, (GLfloat) y, 0.0F);
-}
-
-static void save_WindowPos2sARB(GLshort x, GLshort y)
-{
- save_WindowPos3fARB(x, y, 0.0F);
-}
-
-static void save_WindowPos3dARB(GLdouble x, GLdouble y, GLdouble z)
-{
- save_WindowPos3fARB((GLfloat) x, (GLfloat) y, (GLfloat) z);
-}
-
-static void save_WindowPos3iARB(GLint x, GLint y, GLint z)
-{
- save_WindowPos3fARB((GLfloat) x, (GLfloat) y, (GLfloat) z);
-}
-
-static void save_WindowPos3sARB(GLshort x, GLshort y, GLshort z)
-{
- save_WindowPos3fARB(x, y, z);
-}
-
-static void save_WindowPos2dvARB(const GLdouble *v)
-{
- save_WindowPos3fARB((GLfloat) v[0], (GLfloat) v[1], 0.0F);
-}
-
-static void save_WindowPos2fvARB(const GLfloat *v)
-{
- save_WindowPos3fARB(v[0], v[1], 0.0F);
-}
-
-static void save_WindowPos2ivARB(const GLint *v)
-{
- save_WindowPos3fARB((GLfloat) v[0], (GLfloat) v[1], 0.0F);
-}
-
-static void save_WindowPos2svARB(const GLshort *v)
-{
- save_WindowPos3fARB(v[0], v[1], 0.0F);
-}
-
-static void save_WindowPos3dvARB(const GLdouble *v)
-{
- save_WindowPos3fARB((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
-}
-
-static void save_WindowPos3fvARB(const GLfloat *v)
-{
- save_WindowPos3fARB(v[0], v[1], v[2]);
-}
-
-static void save_WindowPos3ivARB(const GLint *v)
-{
- save_WindowPos3fARB((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2]);
-}
-
-static void save_WindowPos3svARB(const GLshort *v)
-{
- save_WindowPos3fARB(v[0], v[1], v[2]);
-}
-
-
/* GL_ARB_multitexture */
static void save_ActiveTextureARB( GLenum target )
{
@@ -6212,10 +6115,8 @@ _mesa_init_dlist_table( struct _glapi_table *table, GLuint tableSize )
table->VertexAttribPointerNV = _mesa_VertexAttribPointerNV;
/* 262. GL_NV_point_sprite */
-#if 0
table->PointParameteriNV = save_PointParameteriNV;
table->PointParameterivNV = save_PointParameterivNV;
-#endif
/* ARB 1. GL_ARB_multitexture */
table->ActiveTextureARB = save_ActiveTextureARB;