/* ** Copyright 1992, 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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States. */ #include #include #include "shell.h" void CallVertex(void) { GLfloat x, y, z, w; x = 1.0; y = 1.0; z = 1.0; w = 1.0; Output("glVertex2s, "); Output("glVertex2sv, "); Output("glVertex2i, "); Output("glVertex2iv, "); Output("glVertex2f, "); Output("glVertex2fv, "); Output("glVertex2d, "); Output("glVertex2dv, "); Output("glVertex3s, "); Output("glVertex3sv, "); Output("glVertex3i, "); Output("glVertex3iv, "); Output("glVertex3f, "); Output("glVertex3fv, "); Output("glVertex3d, "); Output("glVertex3dv, "); Output("glVertex4s, "); Output("glVertex4sv, "); Output("glVertex4i, "); Output("glVertex4iv, "); Output("glVertex4f, "); Output("glVertex4fv, "); Output("glVertex4d, "); Output("glVertex4dv\n"); glVertex2s((GLshort)x, (GLshort)y); { GLshort buf[2]; buf[0] = (GLshort)x; buf[1] = (GLshort)y; glVertex2sv(buf); } glVertex2i((GLint)x, (GLint)y); { GLint buf[2]; buf[0] = (GLint)x; buf[1] = (GLint)y; glVertex2iv(buf); } glVertex2f((GLfloat)x, (GLfloat)y); { GLfloat buf[2]; buf[0] = (GLfloat)x; buf[1] = (GLfloat)y; glVertex2fv(buf); } glVertex2d((GLdouble)x, (GLdouble)y); { GLdouble buf[2]; buf[0] = (GLdouble)x; buf[1] = (GLdouble)y; glVertex2dv(buf); } glVertex3s((GLshort)x, (GLshort)y, (GLshort)z); { GLshort buf[3]; buf[0] = (GLshort)x; buf[1] = (GLshort)y; buf[2] = (GLshort)z; glVertex3sv(buf); } glVertex3i((GLint)x, (GLint)y, (GLint)z); { GLint buf[3]; buf[0] = (GLint)x; buf[1] = (GLint)y; buf[2] = (GLint)z; glVertex3iv(buf); } glVertex3f((GLfloat)x, (GLfloat)y, (GLfloat)z); { GLfloat buf[3]; buf[0] = (GLfloat)x; buf[1] = (GLfloat)y; buf[2] = (GLfloat)z; glVertex3fv(buf); } glVertex3d((GLdouble)x, (GLdouble)y, (GLdouble)z); { GLdouble buf[3]; buf[0] = (GLdouble)x; buf[1] = (GLdouble)y; buf[2] = (GLdouble)z; glVertex3dv(buf); } glVertex4s((GLshort)x, (GLshort)y, (GLshort)z, (GLshort)w); { GLshort buf[4]; buf[0] = (GLshort)x; buf[1] = (GLshort)y; buf[2] = (GLshort)z; buf[3] = (GLshort)w; glVertex4sv(buf); } glVertex4i((GLint)x, (GLint)y, (GLint)z, (GLint)w); { GLint buf[4]; buf[0] = (GLint)x; buf[1] = (GLint)y; buf[2] = (GLint)z; buf[3] = (GLint)w; glVertex4iv(buf); } glVertex4f((GLfloat)x, (GLfloat)y, (GLfloat)z, (GLfloat)w); { GLfloat buf[4]; buf[0] = (GLfloat)x; buf[1] = (GLfloat)y; buf[2] = (GLfloat)z; buf[3] = (GLfloat)w; glVertex4fv(buf); } glVertex4d((GLdouble)x, (GLdouble)y, (GLdouble)z, (GLdouble)w); { GLdouble buf[4]; buf[0] = (GLdouble)x; buf[1] = (GLdouble)y; buf[2] = (GLdouble)z; buf[3] = (GLdouble)w; glVertex4dv(buf); } Output("\n"); } void CallViewport(void) { Output("glViewport\n"); glViewport(0, 0, WINSIZE, WINSIZE); Output("\n"); }