lots of gl_*() to _mesa_*() namespace clean-up

This commit is contained in:
Brian Paul
2001-03-03 20:33:27 +00:00
parent 19bbfc6263
commit 0883634178
122 changed files with 1526 additions and 1521 deletions

View File

@@ -1,4 +1,4 @@
/* $Id: state.c,v 1.59 2001/02/20 16:42:25 brianp Exp $ */
/* $Id: state.c,v 1.60 2001/03/03 20:33:27 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -88,7 +88,7 @@ static int
generic_noop(void)
{
#ifdef DEBUG
gl_problem(NULL, "undefined function dispatch");
_mesa_problem(NULL, "undefined function dispatch");
#endif
return 0;
}
@@ -557,7 +557,7 @@ update_tnl_spaces( GLcontext *ctx, GLuint oldneedeyecoords )
*/
update_modelview_scale(ctx);
calculate_model_project_matrix(ctx);
gl_compute_light_positions( ctx );
_mesa_compute_light_positions( ctx );
if (ctx->Driver.LightingSpaceChange)
ctx->Driver.LightingSpaceChange( ctx );
@@ -575,7 +575,7 @@ update_tnl_spaces( GLcontext *ctx, GLuint oldneedeyecoords )
calculate_model_project_matrix(ctx);
if (new_state & (_NEW_LIGHT|_NEW_MODELVIEW))
gl_compute_light_positions( ctx );
_mesa_compute_light_positions( ctx );
}
}
@@ -621,7 +621,7 @@ update_projection( GLcontext *ctx )
GLuint p;
for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
if (ctx->Transform.ClipEnabled[p]) {
gl_transform_vector( ctx->Transform._ClipUserPlane[p],
_mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
ctx->Transform.EyeUserPlane[p],
ctx->ProjectionMatrix.inv );
}
@@ -867,13 +867,13 @@ update_texture_state( GLcontext *ctx )
* _NeedEyeCoords is calculated from within _mesa_update_tnl_spaces(),
* and from nowhere else.
*/
void gl_update_state( GLcontext *ctx )
void _mesa_update_state( GLcontext *ctx )
{
const GLuint new_state = ctx->NewState;
const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
if (MESA_VERBOSE & VERBOSE_STATE)
gl_print_state("", new_state);
_mesa_print_state("", new_state);
if (new_state & _NEW_MODELVIEW)
_math_matrix_analyse( &ctx->ModelView );
@@ -906,7 +906,7 @@ void gl_update_state( GLcontext *ctx )
/* Contributes to NeedEyeCoords, NeedNormals.
*/
if (new_state & _NEW_LIGHT)
gl_update_lighting( ctx );
_mesa_update_lighting( ctx );
/* We can light in object space if the modelview matrix preserves
* lengths and relative angles.