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![Jérôme Gardou](/assets/img/avatar_default.png)
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
109 lines
3.6 KiB
C
109 lines
3.6 KiB
C
/* $Id: eval.h,v 1.2 1997/05/14 03:27:04 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.3
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: eval.h,v $
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* Revision 1.2 1997/05/14 03:27:04 brianp
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* removed context argument from gl_init_eval()
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifndef EVAL_H
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#define EVAL_H
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#include "types.h"
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extern void gl_init_eval( void );
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extern void gl_free_control_points( GLcontext *ctx,
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GLenum target, GLfloat *data );
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extern GLfloat *gl_copy_map_points1f( GLenum target,
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GLint ustride, GLint uorder,
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const GLfloat *points );
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extern GLfloat *gl_copy_map_points1d( GLenum target,
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GLint ustride, GLint uorder,
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const GLdouble *points );
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extern GLfloat *gl_copy_map_points2f( GLenum target,
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GLint ustride, GLint uorder,
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GLint vstride, GLint vorder,
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const GLfloat *points );
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extern GLfloat *gl_copy_map_points2d(GLenum target,
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GLint ustride, GLint uorder,
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GLint vstride, GLint vorder,
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const GLdouble *points );
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extern void gl_Map1f( GLcontext* ctx,
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GLenum target, GLfloat u1, GLfloat u2, GLint stride,
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GLint order, const GLfloat *points, GLboolean retain );
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extern void gl_Map2f( GLcontext* ctx, GLenum target,
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GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
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GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
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const GLfloat *points, GLboolean retain );
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extern void gl_EvalCoord1f( GLcontext* ctx, GLfloat u );
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extern void gl_EvalCoord2f( GLcontext* ctx, GLfloat u, GLfloat v );
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extern void gl_MapGrid1f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2 );
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extern void gl_MapGrid2f( GLcontext* ctx,
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GLint un, GLfloat u1, GLfloat u2,
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GLint vn, GLfloat v1, GLfloat v2 );
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extern void gl_GetMapdv( GLcontext* ctx,
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GLenum target, GLenum query, GLdouble *v );
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extern void gl_GetMapfv( GLcontext* ctx,
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GLenum target, GLenum query, GLfloat *v );
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extern void gl_GetMapiv( GLcontext* ctx,
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GLenum target, GLenum query, GLint *v );
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extern void gl_EvalPoint1( GLcontext* ctx, GLint i );
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extern void gl_EvalPoint2( GLcontext* ctx, GLint i, GLint j );
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extern void gl_EvalMesh1( GLcontext* ctx, GLenum mode, GLint i1, GLint i2 );
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extern void gl_EvalMesh2( GLcontext* ctx, GLenum mode,
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GLint i1, GLint i2, GLint j1, GLint j2 );
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#endif
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