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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
93 lines
2.6 KiB
C
93 lines
2.6 KiB
C
/* $Id: matrix.h,v 1.3 1997/04/20 16:18:15 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: matrix.h,v $
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* Revision 1.3 1997/04/20 16:18:15 brianp
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* added glOrtho and glFrustum API pointers
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*
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* Revision 1.2 1997/04/01 04:23:53 brianp
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* added gl_analyze_*_matrix() functions
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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 MATRIX_H
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#define MATRIX_H
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#include "types.h"
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extern void gl_analyze_modelview_matrix( GLcontext *ctx );
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extern void gl_analyze_projection_matrix( GLcontext *ctx );
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extern void gl_analyze_texture_matrix( GLcontext *ctx );
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extern void gl_rotation_matrix( GLfloat angle, GLfloat x, GLfloat y, GLfloat z,
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GLfloat m[] );
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extern void gl_Frustum( GLcontext *ctx,
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GLdouble left, GLdouble right,
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GLdouble bottom, GLdouble top,
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GLdouble nearval, GLdouble farval );
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extern void gl_Ortho( GLcontext *ctx,
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GLdouble left, GLdouble right,
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GLdouble bottom, GLdouble top,
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GLdouble nearval, GLdouble farval );
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extern void gl_PushMatrix( GLcontext *ctx );
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extern void gl_PopMatrix( GLcontext *ctx );
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extern void gl_LoadIdentity( GLcontext *ctx );
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extern void gl_LoadMatrixf( GLcontext *ctx, const GLfloat *m );
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extern void gl_MatrixMode( GLcontext *ctx, GLenum mode );
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extern void gl_MultMatrixf( GLcontext *ctx, const GLfloat *m );
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extern void gl_Viewport( GLcontext *ctx,
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GLint x, GLint y, GLsizei width, GLsizei height );
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extern void gl_Rotatef( GLcontext *ctx,
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GLfloat angle, GLfloat x, GLfloat y, GLfloat z );
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extern void gl_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
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extern void gl_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z );
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#endif
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