glx: indent -br -i3 -npcs --no-tabs indirect_window_pos.c

This commit is contained in:
RALOVICH, Kristóf 2008-10-13 14:27:46 +02:00 committed by Alan Hourihane
parent f9fa7400d7
commit b5f7c84cdf

View file

@ -28,72 +28,86 @@
#include <GL/gl.h>
#include "indirect.h"
void __indirect_glWindowPos2dMESA(GLdouble x, GLdouble y)
void
__indirect_glWindowPos2dMESA(GLdouble x, GLdouble y)
{
__indirect_glWindowPos3fMESA(x, y, 0.0);
__indirect_glWindowPos3fMESA(x, y, 0.0);
}
void __indirect_glWindowPos2iMESA(GLint x, GLint y)
void
__indirect_glWindowPos2iMESA(GLint x, GLint y)
{
__indirect_glWindowPos3fMESA(x, y, 0.0);
__indirect_glWindowPos3fMESA(x, y, 0.0);
}
void __indirect_glWindowPos2fMESA(GLfloat x, GLfloat y)
void
__indirect_glWindowPos2fMESA(GLfloat x, GLfloat y)
{
__indirect_glWindowPos3fMESA(x, y, 0.0);
__indirect_glWindowPos3fMESA(x, y, 0.0);
}
void __indirect_glWindowPos2sMESA(GLshort x, GLshort y)
void
__indirect_glWindowPos2sMESA(GLshort x, GLshort y)
{
__indirect_glWindowPos3fMESA(x, y, 0.0);
__indirect_glWindowPos3fMESA(x, y, 0.0);
}
void __indirect_glWindowPos2dvMESA(const GLdouble * p)
void
__indirect_glWindowPos2dvMESA(const GLdouble * p)
{
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
void __indirect_glWindowPos2fvMESA(const GLfloat * p)
void
__indirect_glWindowPos2fvMESA(const GLfloat * p)
{
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
void __indirect_glWindowPos2ivMESA(const GLint * p)
void
__indirect_glWindowPos2ivMESA(const GLint * p)
{
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
void __indirect_glWindowPos2svMESA(const GLshort * p)
void
__indirect_glWindowPos2svMESA(const GLshort * p)
{
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
void __indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
void
__indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
__indirect_glWindowPos3fMESA(x, y, z);
__indirect_glWindowPos3fMESA(x, y, z);
}
void __indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z)
void
__indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z)
{
__indirect_glWindowPos3fMESA(x, y, z);
__indirect_glWindowPos3fMESA(x, y, z);
}
void __indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z)
void
__indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z)
{
__indirect_glWindowPos3fMESA(x, y, z);
__indirect_glWindowPos3fMESA(x, y, z);
}
void __indirect_glWindowPos3dvMESA(const GLdouble * p)
void
__indirect_glWindowPos3dvMESA(const GLdouble * p)
{
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
}
void __indirect_glWindowPos3ivMESA(const GLint * p)
void
__indirect_glWindowPos3ivMESA(const GLint * p)
{
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
}
void __indirect_glWindowPos3svMESA(const GLshort * p)
void
__indirect_glWindowPos3svMESA(const GLshort * p)
{
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
}