/* ** Copyright 1991, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** $Revision: 1.10 $ ** $Date: 1993/09/23 16:30:52 $ */ #include "precomp.h" #pragma hdrstop #ifdef NT_DEADCODE_POLYARRAY void FASTCALL __glRasterPos2(__GLcontext *gc, const __GLfloat v[2]) { __GLvertex *rp = &gc->state.current.rasterPos; __GLtransform *tr; GLuint needs; void (FASTCALL *cc)(__GLcontext*, GLint, __GLvertex*); rp->obj.x = v[0]; rp->obj.y = v[1]; rp->obj.z = __glZero; rp->obj.w = __glOne; tr = gc->transform.modelView; (*tr->mvp.xf2)(&rp->clip, &rp->obj.x, &tr->mvp); /* clip check the raster pos */ rp->has = 0; rp->validate = __glValidateVertex2; if ((*gc->procs.clipCheck2)(gc, rp)) { gc->state.current.validRasterPos = GL_FALSE; return; } gc->state.current.validRasterPos = GL_TRUE; /* Copy info into vertex structure */ rp->normal = gc->state.current.normal; if (gc->modes.rgbMode) { rp->colors[__GL_FRONTFACE] = gc->state.current.color; } else { rp->colors[__GL_FRONTFACE].r = gc->state.current.userColorIndex; } rp->texture = gc->state.current.texture; /* This may be generous, but it will work */ needs = gc->vertex.needs | __GL_HAS_EYE | __GL_HAS_NORMAL | __GL_HAS_TEXTURE | __GL_HAS_FRONT_COLOR; /* ** Save away calcColor proc, then validate vertex. This way we avoid ** cheap fogging the rasterpos */ cc = gc->procs.calcColor; gc->procs.calcColor = gc->procs.calcRasterColor; (*rp->validate)(gc, rp, needs); gc->procs.calcColor = cc; if (gc->renderMode == GL_SELECT) { __glSelectPoint(gc, rp); } } void FASTCALL __glRasterPos3(__GLcontext *gc, const __GLfloat v[3]) { __GLvertex *rp = &gc->state.current.rasterPos; __GLtransform *tr; GLuint needs; void (FASTCALL *cc)(__GLcontext*, GLint, __GLvertex*); rp->obj.x = v[0]; rp->obj.y = v[1]; rp->obj.z = v[2]; rp->obj.w = __glOne; tr = gc->transform.modelView; (*tr->mvp.xf3)(&rp->clip, &rp->obj.x, &tr->mvp); /* clip check the raster pos */ rp->has = 0; rp->validate = __glValidateVertex3; if ((*gc->procs.clipCheck3)(gc, rp)) { gc->state.current.validRasterPos = GL_FALSE; return; } gc->state.current.validRasterPos = GL_TRUE; /* Copy info into vertex structure */ rp->normal = gc->state.current.normal; if (gc->modes.rgbMode) { rp->colors[__GL_FRONTFACE] = gc->state.current.color; } else { rp->colors[__GL_FRONTFACE].r = gc->state.current.userColorIndex; } rp->texture = gc->state.current.texture; /* This may be generous, but it will work */ needs = gc->vertex.needs | __GL_HAS_EYE | __GL_HAS_NORMAL | __GL_HAS_TEXTURE | __GL_HAS_FRONT_COLOR; /* ** Save away calcColor proc, then validate vertex. This way we avoid ** cheap fogging the rasterpos */ cc = gc->procs.calcColor; gc->procs.calcColor = gc->procs.calcRasterColor; (*rp->validate)(gc, rp, needs); gc->procs.calcColor = cc; if (gc->renderMode == GL_SELECT) { __glSelectPoint(gc, rp); } } void FASTCALL __glRasterPos4(__GLcontext *gc, const __GLfloat v[4]) { __GLvertex *rp = &gc->state.current.rasterPos; __GLtransform *tr; GLuint needs; void (FASTCALL *cc)(__GLcontext*, GLint, __GLvertex*); rp->obj.x = v[0]; rp->obj.y = v[1]; rp->obj.z = v[2]; rp->obj.w = v[3]; tr = gc->transform.modelView; (*tr->mvp.xf4)(&rp->clip, &rp->obj.x, &tr->mvp); /* clip check the raster pos */ rp->has = 0; rp->validate = __glValidateVertex4; if ((*gc->procs.clipCheck4)(gc, rp)) { gc->state.current.validRasterPos = GL_FALSE; return; } gc->state.current.validRasterPos = GL_TRUE; /* Copy info into vertex structure */ rp->normal = gc->state.current.normal; if (gc->modes.rgbMode) { rp->colors[__GL_FRONTFACE] = gc->state.current.color; } else { rp->colors[__GL_FRONTFACE].r = gc->state.current.userColorIndex; } rp->texture = gc->state.current.texture; /* This may be generous, but it will work */ needs = gc->vertex.needs | __GL_HAS_EYE | __GL_HAS_NORMAL | __GL_HAS_TEXTURE | __GL_HAS_FRONT_COLOR; /* ** Save away calcColor proc, then validate vertex. This way we avoid ** cheap fogging the rasterpos */ cc = gc->procs.calcColor; gc->procs.calcColor = gc->procs.calcRasterColor; (*rp->validate)(gc, rp, needs); gc->procs.calcColor = cc; if (gc->renderMode == GL_SELECT) { __glSelectPoint(gc, rp); } } #endif // NT_DEADCODE_POLYARRAY