more warning fixes (Karl Schultz)
This commit is contained in:
@@ -1,4 +1,4 @@
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/* $Id: accum.c,v 1.37 2001/03/12 00:48:37 gareth Exp $ */
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/* $Id: accum.c,v 1.38 2001/09/14 21:36:43 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -47,10 +47,10 @@ _mesa_ClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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tmp[0] = CLAMP( red, -1.0, 1.0 );
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tmp[1] = CLAMP( green, -1.0, 1.0 );
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tmp[2] = CLAMP( blue, -1.0, 1.0 );
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tmp[3] = CLAMP( alpha, -1.0, 1.0 );
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tmp[0] = CLAMP( red, -1.0F, 1.0F );
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tmp[1] = CLAMP( green, -1.0F, 1.0F );
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tmp[2] = CLAMP( blue, -1.0F, 1.0F );
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tmp[3] = CLAMP( alpha, -1.0F, 1.0F );
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if (TEST_EQ_4V(tmp, ctx->Accum.ClearColor))
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return;
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@@ -1,4 +1,4 @@
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/* $Id: api_loopback.c,v 1.8 2001/05/10 15:42:42 keithw Exp $ */
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/* $Id: api_loopback.c,v 1.9 2001/09/14 21:37:52 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -83,9 +83,9 @@ static void
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loopback_Color3d( GLdouble red, GLdouble green, GLdouble blue )
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{
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GLubyte col[4];
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GLfloat r = red;
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GLfloat g = green;
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GLfloat b = blue;
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GLfloat r = (GLfloat) red;
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GLfloat g = (GLfloat) green;
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GLfloat b = (GLfloat) blue;
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UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
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UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
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UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
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@@ -152,10 +152,10 @@ static void
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loopback_Color4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha )
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{
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GLubyte col[4];
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GLfloat r = red;
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GLfloat g = green;
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GLfloat b = blue;
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GLfloat a = alpha;
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GLfloat r = (GLfloat) red;
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GLfloat g = (GLfloat) green;
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GLfloat b = (GLfloat) blue;
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GLfloat a = (GLfloat) alpha;
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UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
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UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
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UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
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@@ -224,9 +224,9 @@ static void
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loopback_Color3dv( const GLdouble *v )
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{
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GLubyte col[4];
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GLfloat r = v[0];
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GLfloat g = v[1];
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GLfloat b = v[2];
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GLfloat r = (GLfloat) v[0];
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GLfloat g = (GLfloat) v[1];
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GLfloat b = (GLfloat) v[2];
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UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
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UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
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UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
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@@ -294,10 +294,10 @@ static void
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loopback_Color4dv( const GLdouble *v )
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{
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GLubyte col[4];
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GLfloat r = v[0];
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GLfloat g = v[1];
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GLfloat b = v[2];
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GLfloat a = v[3];
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GLfloat r = (GLfloat) v[0];
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GLfloat g = (GLfloat) v[1];
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GLfloat b = (GLfloat) v[2];
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GLfloat a = (GLfloat) v[3];
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UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
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UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
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UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
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@@ -361,7 +361,7 @@ loopback_Color3b_f( GLbyte red, GLbyte green, GLbyte blue )
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static void
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loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue )
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{
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COLORF( red, green, blue, 1.0 );
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COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 );
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}
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static void
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@@ -403,7 +403,7 @@ loopback_Color3bv_f( const GLbyte *v )
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static void
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loopback_Color3dv_f( const GLdouble *v )
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{
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COLORF( v[0], v[1], v[2], 1.0 );
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COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 );
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}
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static void
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@@ -447,7 +447,7 @@ static void
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loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue,
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GLdouble alpha )
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{
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COLORF( red, green, blue, alpha );
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COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha );
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}
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static void
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@@ -498,7 +498,7 @@ loopback_Color4bv_f( const GLbyte *v )
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static void
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loopback_Color4dv_f( const GLdouble *v )
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{
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COLORF( v[0], v[1], v[2], v[3] );
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COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] );
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}
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@@ -527,13 +527,13 @@ loopback_Color4usv_f( const GLushort *v)
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static void
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loopback_FogCoorddEXT( GLdouble d )
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{
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FOGCOORDF( d );
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FOGCOORDF( (GLfloat) d );
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}
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static void
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loopback_FogCoorddvEXT( const GLdouble *v )
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{
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FOGCOORDF( *v );
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FOGCOORDF( (GLfloat) *v );
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}
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@@ -600,7 +600,7 @@ loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz )
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static void
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loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz )
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{
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NORMAL(nx, ny, nz);
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NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz);
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}
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static void
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@@ -624,7 +624,7 @@ loopback_Normal3bv( const GLbyte *v )
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static void
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loopback_Normal3dv( const GLdouble *v )
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{
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NORMAL( v[0], v[1], v[2] );
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NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
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}
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static void
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@@ -642,145 +642,145 @@ loopback_Normal3sv( const GLshort *v )
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static void
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loopback_TexCoord1d( GLdouble s )
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{
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TEXCOORD1(s);
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TEXCOORD1((GLfloat) s);
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}
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static void
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loopback_TexCoord1i( GLint s )
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{
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TEXCOORD1(s);
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TEXCOORD1((GLfloat) s);
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}
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static void
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loopback_TexCoord1s( GLshort s )
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{
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TEXCOORD1(s);
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TEXCOORD1((GLfloat) s);
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}
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static void
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loopback_TexCoord2d( GLdouble s, GLdouble t )
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{
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TEXCOORD2(s,t);
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TEXCOORD2((GLfloat) s,(GLfloat) t);
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}
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static void
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loopback_TexCoord2s( GLshort s, GLshort t )
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{
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TEXCOORD2(s,t);
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TEXCOORD2((GLfloat) s,(GLfloat) t);
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}
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static void
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loopback_TexCoord2i( GLint s, GLint t )
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{
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TEXCOORD2(s,t);
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TEXCOORD2((GLfloat) s,(GLfloat) t);
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}
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static void
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loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r )
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{
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TEXCOORD3(s,t,r);
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TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
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}
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static void
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loopback_TexCoord3i( GLint s, GLint t, GLint r )
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{
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TEXCOORD3(s,t,r);
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TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
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}
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static void
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loopback_TexCoord3s( GLshort s, GLshort t, GLshort r )
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{
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TEXCOORD3(s,t,r);
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TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
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}
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static void
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loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q )
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{
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TEXCOORD4(s,t,r,q);
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TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
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}
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static void
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loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q )
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{
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TEXCOORD4(s,t,r,q);
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TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
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}
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static void
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loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q )
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{
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TEXCOORD4(s,t,r,q);
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TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
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}
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static void
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loopback_TexCoord1dv( const GLdouble *v )
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{
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TEXCOORD1(v[0]);
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TEXCOORD1((GLfloat) v[0]);
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}
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static void
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loopback_TexCoord1iv( const GLint *v )
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{
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TEXCOORD1(v[0]);
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TEXCOORD1((GLfloat) v[0]);
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}
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static void
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loopback_TexCoord1sv( const GLshort *v )
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{
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TEXCOORD1(v[0]);
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TEXCOORD1((GLfloat) v[0]);
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}
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static void
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loopback_TexCoord2dv( const GLdouble *v )
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{
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TEXCOORD2(v[0],v[1]);
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TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
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}
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static void
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loopback_TexCoord2iv( const GLint *v )
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{
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TEXCOORD2(v[0],v[1]);
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TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
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}
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static void
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loopback_TexCoord2sv( const GLshort *v )
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{
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TEXCOORD2(v[0],v[1]);
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TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
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}
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static void
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loopback_TexCoord3dv( const GLdouble *v )
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{
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TEXCOORD2(v[0],v[1]);
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TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
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}
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static void
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loopback_TexCoord3iv( const GLint *v )
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{
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TEXCOORD3(v[0],v[1],v[2]);
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TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]);
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}
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static void
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loopback_TexCoord3sv( const GLshort *v )
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{
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TEXCOORD3(v[0],v[1],v[2]);
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TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]);
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}
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static void
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loopback_TexCoord4dv( const GLdouble *v )
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{
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TEXCOORD4(v[0],v[1],v[2],v[3]);
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TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]);
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}
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static void
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loopback_TexCoord4iv( const GLint *v )
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{
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TEXCOORD4(v[0],v[1],v[2],v[3]);
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TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]);
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}
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static void
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loopback_TexCoord4sv( const GLshort *v )
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{
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TEXCOORD4(v[0],v[1],v[2],v[3]);
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TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]);
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}
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static void
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@@ -897,145 +897,151 @@ loopback_Vertex4sv( const GLshort *v )
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static void
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loopback_MultiTexCoord1dARB(GLenum target, GLdouble s)
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{
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MULTI_TEXCOORD1( target, s );
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MULTI_TEXCOORD1( target, (GLfloat) s );
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}
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static void
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loopback_MultiTexCoord1dvARB(GLenum target, const GLdouble *v)
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{
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MULTI_TEXCOORD1( target, v[0] );
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MULTI_TEXCOORD1( target, (GLfloat) v[0] );
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}
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static void
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loopback_MultiTexCoord1iARB(GLenum target, GLint s)
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{
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MULTI_TEXCOORD1( target, s );
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MULTI_TEXCOORD1( target, (GLfloat) s );
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}
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static void
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loopback_MultiTexCoord1ivARB(GLenum target, const GLint *v)
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{
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MULTI_TEXCOORD1( target, v[0] );
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MULTI_TEXCOORD1( target, (GLfloat) v[0] );
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}
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static void
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loopback_MultiTexCoord1sARB(GLenum target, GLshort s)
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{
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MULTI_TEXCOORD1( target, s );
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MULTI_TEXCOORD1( target, (GLfloat) s );
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}
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static void
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loopback_MultiTexCoord1svARB(GLenum target, const GLshort *v)
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{
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MULTI_TEXCOORD1( target, v[0] );
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MULTI_TEXCOORD1( target, (GLfloat) v[0] );
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}
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static void
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loopback_MultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t)
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{
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MULTI_TEXCOORD2( target, s, t );
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MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t );
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}
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static void
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loopback_MultiTexCoord2dvARB(GLenum target, const GLdouble *v)
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{
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MULTI_TEXCOORD2( target, v[0], v[1] );
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MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] );
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}
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static void
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loopback_MultiTexCoord2iARB(GLenum target, GLint s, GLint t)
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{
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MULTI_TEXCOORD2( target, s, t );
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MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t );
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}
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static void
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loopback_MultiTexCoord2ivARB(GLenum target, const GLint *v)
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{
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MULTI_TEXCOORD2( target, v[0], v[1] );
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MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] );
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}
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static void
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loopback_MultiTexCoord2sARB(GLenum target, GLshort s, GLshort t)
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{
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MULTI_TEXCOORD2( target, s, t );
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MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t );
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}
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static void
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loopback_MultiTexCoord2svARB(GLenum target, const GLshort *v)
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{
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MULTI_TEXCOORD2( target, v[0], v[1] );
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MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] );
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}
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static void
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loopback_MultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r)
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{
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MULTI_TEXCOORD3( target, s, t, r );
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MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r );
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}
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static void
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loopback_MultiTexCoord3dvARB(GLenum target, const GLdouble *v)
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{
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MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
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MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
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}
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static void
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loopback_MultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r)
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{
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MULTI_TEXCOORD3( target, s, t, r );
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MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r );
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}
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static void
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loopback_MultiTexCoord3ivARB(GLenum target, const GLint *v)
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{
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MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
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MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
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}
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static void
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loopback_MultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r)
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{
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MULTI_TEXCOORD3( target, s, t, r );
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MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r );
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}
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static void
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loopback_MultiTexCoord3svARB(GLenum target, const GLshort *v)
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{
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MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
|
||||
MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_MultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
|
||||
{
|
||||
MULTI_TEXCOORD4( target, s, t, r, q );
|
||||
MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t,
|
||||
(GLfloat) r, (GLfloat) q );
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_MultiTexCoord4dvARB(GLenum target, const GLdouble *v)
|
||||
{
|
||||
MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
|
||||
MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1],
|
||||
(GLfloat) v[2], (GLfloat) v[3] );
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_MultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q)
|
||||
{
|
||||
MULTI_TEXCOORD4( target, s, t, r, q );
|
||||
MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t,
|
||||
(GLfloat) r, (GLfloat) q );
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_MultiTexCoord4ivARB(GLenum target, const GLint *v)
|
||||
{
|
||||
MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
|
||||
MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1],
|
||||
(GLfloat) v[2], (GLfloat) v[3] );
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_MultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
|
||||
{
|
||||
MULTI_TEXCOORD4( target, s, t, r, q );
|
||||
MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t,
|
||||
(GLfloat) r, (GLfloat) q );
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_MultiTexCoord4svARB(GLenum target, const GLshort *v)
|
||||
{
|
||||
MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
|
||||
MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1],
|
||||
(GLfloat) v[2], (GLfloat) v[3] );
|
||||
}
|
||||
|
||||
static void
|
||||
@@ -1122,13 +1128,13 @@ loopback_Materialiv(GLenum face, GLenum pname, const GLint *params )
|
||||
static void
|
||||
loopback_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
|
||||
{
|
||||
RECTF(x1, y1, x2, y2);
|
||||
RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_Rectdv(const GLdouble *v1, const GLdouble *v2)
|
||||
{
|
||||
RECTF(v1[0], v1[1], v2[0], v2[1]);
|
||||
RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
|
||||
}
|
||||
|
||||
static void
|
||||
@@ -1140,25 +1146,25 @@ loopback_Rectfv(const GLfloat *v1, const GLfloat *v2)
|
||||
static void
|
||||
loopback_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
|
||||
{
|
||||
RECTF(x1, y1, x2, y2);
|
||||
RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_Rectiv(const GLint *v1, const GLint *v2)
|
||||
{
|
||||
RECTF(v1[0], v1[1], v2[0], v2[1]);
|
||||
RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
|
||||
{
|
||||
RECTF(x1, y1, x2, y2);
|
||||
RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
|
||||
}
|
||||
|
||||
static void
|
||||
loopback_Rectsv(const GLshort *v1, const GLshort *v2)
|
||||
{
|
||||
RECTF(v1[0], v1[1], v2[0], v2[1]);
|
||||
RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
|
||||
}
|
||||
|
||||
static void
|
||||
@@ -1173,9 +1179,9 @@ static void
|
||||
loopback_SecondaryColor3dEXT( GLdouble red, GLdouble green, GLdouble blue )
|
||||
{
|
||||
GLubyte col[3];
|
||||
GLfloat r = red;
|
||||
GLfloat g = green;
|
||||
GLfloat b = blue;
|
||||
GLfloat r = (GLfloat) red;
|
||||
GLfloat g = (GLfloat) green;
|
||||
GLfloat b = (GLfloat) blue;
|
||||
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
|
||||
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
|
||||
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
|
||||
@@ -1227,9 +1233,9 @@ static void
|
||||
loopback_SecondaryColor3dvEXT( const GLdouble *v )
|
||||
{
|
||||
GLubyte col[3];
|
||||
GLfloat r = v[0];
|
||||
GLfloat g = v[1];
|
||||
GLfloat b = v[2];
|
||||
GLfloat r = (GLfloat) v[0];
|
||||
GLfloat g = (GLfloat) v[1];
|
||||
GLfloat b = (GLfloat) v[2];
|
||||
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
|
||||
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
|
||||
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
|
||||
@@ -1280,7 +1286,7 @@ loopback_SecondaryColor3bEXT_f( GLbyte red, GLbyte green, GLbyte blue )
|
||||
static void
|
||||
loopback_SecondaryColor3dEXT_f( GLdouble red, GLdouble green, GLdouble blue )
|
||||
{
|
||||
SECONDARYCOLORF( red, green, blue );
|
||||
SECONDARYCOLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue );
|
||||
}
|
||||
|
||||
static void
|
||||
@@ -1326,7 +1332,7 @@ loopback_SecondaryColor3bvEXT_f( const GLbyte *v )
|
||||
static void
|
||||
loopback_SecondaryColor3dvEXT_f( const GLdouble *v )
|
||||
{
|
||||
SECONDARYCOLORF( v[0], v[1], v[2] );
|
||||
SECONDARYCOLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
|
||||
}
|
||||
static void
|
||||
loopback_SecondaryColor3ivEXT_f( const GLint *v )
|
||||
|
@@ -1,4 +1,4 @@
|
||||
/* $Id: attrib.c,v 1.55 2001/08/07 23:10:55 brianp Exp $ */
|
||||
/* $Id: attrib.c,v 1.56 2001/09/14 21:36:43 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@@ -598,12 +598,15 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
|
||||
GLuint numObjs, i;
|
||||
|
||||
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
|
||||
_mesa_set_enable(ctx, GL_TEXTURE_1D, unit->Enabled & TEXTURE0_1D);
|
||||
_mesa_set_enable(ctx, GL_TEXTURE_2D, unit->Enabled & TEXTURE0_2D);
|
||||
_mesa_set_enable(ctx, GL_TEXTURE_3D, unit->Enabled & TEXTURE0_3D);
|
||||
_mesa_set_enable(ctx, GL_TEXTURE_1D,
|
||||
(GLboolean) (unit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE);
|
||||
_mesa_set_enable(ctx, GL_TEXTURE_2D,
|
||||
(GLboolean) (unit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE);
|
||||
_mesa_set_enable(ctx, GL_TEXTURE_3D,
|
||||
(GLboolean) (unit->Enabled & TEXTURE0_3D) ? GL_TRUE : GL_FALSE);
|
||||
if (ctx->Extensions.ARB_texture_cube_map) {
|
||||
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
|
||||
unit->Enabled & TEXTURE0_CUBE);
|
||||
(GLboolean) (unit->Enabled & TEXTURE0_CUBE) ? GL_TRUE : GL_FALSE);
|
||||
}
|
||||
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
|
||||
_mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
|
||||
@@ -786,7 +789,7 @@ _mesa_PopAttrib(void)
|
||||
{
|
||||
const struct gl_colorbuffer_attrib *color;
|
||||
color = (const struct gl_colorbuffer_attrib *) attr->data;
|
||||
_mesa_ClearIndex(color->ClearIndex);
|
||||
_mesa_ClearIndex((GLfloat) color->ClearIndex);
|
||||
_mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
|
||||
CHAN_TO_FLOAT(color->ClearColor[1]),
|
||||
CHAN_TO_FLOAT(color->ClearColor[2]),
|
||||
|
@@ -1,4 +1,4 @@
|
||||
/* $Id: blend.c,v 1.33 2001/06/18 17:26:08 brianp Exp $ */
|
||||
/* $Id: blend.c,v 1.34 2001/09/14 21:36:43 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@@ -326,10 +326,10 @@ _mesa_BlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
|
||||
GET_CURRENT_CONTEXT(ctx);
|
||||
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
||||
|
||||
tmp[0] = CLAMP( red, 0.0, 1.0 );
|
||||
tmp[1] = CLAMP( green, 0.0, 1.0 );
|
||||
tmp[2] = CLAMP( blue, 0.0, 1.0 );
|
||||
tmp[3] = CLAMP( alpha, 0.0, 1.0 );
|
||||
tmp[0] = CLAMP( red, 0.0F, 1.0F );
|
||||
tmp[1] = CLAMP( green, 0.0F, 1.0F );
|
||||
tmp[2] = CLAMP( blue, 0.0F, 1.0F );
|
||||
tmp[3] = CLAMP( alpha, 0.0F, 1.0F );
|
||||
|
||||
if (TEST_EQ_4V(tmp, ctx->Color.BlendColor))
|
||||
return;
|
||||
|
@@ -1,4 +1,4 @@
|
||||
/* $Id: buffers.c,v 1.30 2001/06/18 17:26:08 brianp Exp $ */
|
||||
/* $Id: buffers.c,v 1.31 2001/09/14 21:36:43 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@@ -123,7 +123,7 @@ _mesa_Clear( GLbitfield mask )
|
||||
}
|
||||
|
||||
ASSERT(ctx->Driver.Clear);
|
||||
ctx->Driver.Clear( ctx, ddMask, !ctx->Scissor.Enabled,
|
||||
ctx->Driver.Clear( ctx, ddMask, (GLboolean) !ctx->Scissor.Enabled,
|
||||
x, y, width, height );
|
||||
}
|
||||
}
|
||||
@@ -416,7 +416,7 @@ _mesa_SampleCoverageARB(GLclampf value, GLboolean invert)
|
||||
}
|
||||
|
||||
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
|
||||
ctx->Multisample.SampleCoverageValue = CLAMP(value, 0.0, 1.0);
|
||||
ctx->Multisample.SampleCoverageValue = (GLfloat) CLAMP(value, 0.0, 1.0);
|
||||
ctx->Multisample.SampleCoverageInvert = invert;
|
||||
ctx->NewState |= _NEW_MULTISAMPLE;
|
||||
}
|
||||
|
@@ -1,4 +1,4 @@
|
||||
/* $Id: light.h,v 1.13 2001/04/28 08:39:17 keithw Exp $ */
|
||||
/* $Id: light.h,v 1.14 2001/09/14 21:36:43 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@@ -78,6 +78,7 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
|
||||
/* Lerp between adjacent values in the f(x) lookup table, giving a
|
||||
* continuous function, with adequeate overall accuracy. (Though
|
||||
* still pretty good compared to a straight lookup).
|
||||
* Result should be a GLfloat.
|
||||
*/
|
||||
#define GET_SHINE_TAB_ENTRY( table, dp, result ) \
|
||||
do { \
|
||||
@@ -85,7 +86,7 @@ do { \
|
||||
float f = (dp * (SHINE_TABLE_SIZE-1)); \
|
||||
int k = (int) f; \
|
||||
if (k > SHINE_TABLE_SIZE-2) \
|
||||
result = pow( dp, _tab->shininess ); \
|
||||
result = (GLfloat) pow( dp, _tab->shininess ); \
|
||||
else \
|
||||
result = _tab->tab[k] + (f-k)*(_tab->tab[k+1]-_tab->tab[k]); \
|
||||
} while (0)
|
||||
|
@@ -1,4 +1,4 @@
|
||||
/* $Id: ss_tritmp.h,v 1.14 2001/07/17 19:39:32 keithw Exp $ */
|
||||
/* $Id: ss_tritmp.h,v 1.15 2001/09/14 21:36:43 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@@ -92,11 +92,11 @@ static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
|
||||
GLfloat fz = z[1] - z[2];
|
||||
GLfloat a = ey*fz - ez*fy;
|
||||
GLfloat b = ez*fx - ex*fz;
|
||||
GLfloat ic = 1.0 / cc;
|
||||
GLfloat ic = 1.0F / cc;
|
||||
GLfloat ac = a * ic;
|
||||
GLfloat bc = b * ic;
|
||||
if (ac < 0.0f) ac = -ac;
|
||||
if (bc < 0.0f) bc = -bc;
|
||||
if (ac < 0.0F) ac = -ac;
|
||||
if (bc < 0.0F) bc = -bc;
|
||||
offset += MAX2(ac, bc) * ctx->Polygon.OffsetFactor;
|
||||
}
|
||||
offset *= ctx->MRD;
|
||||
|
Reference in New Issue
Block a user