Removed gl and glu prefixes from SceneGraphBuilder methods to avoid problems under Solaris
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@@ -21,8 +21,8 @@ extern "C" {
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#define OPENSCENEGRAPH_MAJOR_VERSION 2
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#define OPENSCENEGRAPH_MINOR_VERSION 3
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#define OPENSCENEGRAPH_PATCH_VERSION 4
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#define OPENSCENEGRAPH_SOVERSION 30
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#define OPENSCENEGRAPH_PATCH_VERSION 5
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#define OPENSCENEGRAPH_SOVERSION 31
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/**
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* osgGetVersion() returns the library version number.
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@@ -34,83 +34,83 @@ class OSGUTIL_EXPORT SceneGraphBuilder
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//
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// OpenGL 1.0 style building methods
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//
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void glPushMatrix();
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void glPopMatrix();
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void glLoadIdentity();
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void glLoadMatrixd(const GLdouble* m);
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void glMultMatrixd(const GLdouble* m);
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void glTranslated(GLdouble x, GLdouble y, GLdouble z);
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void glScaled(GLdouble x, GLdouble y, GLdouble z);
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void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
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void PushMatrix();
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void PopMatrix();
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void LoadIdentity();
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void LoadMatrixd(const GLdouble* m);
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void MultMatrixd(const GLdouble* m);
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void Translated(GLdouble x, GLdouble y, GLdouble z);
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void Scaled(GLdouble x, GLdouble y, GLdouble z);
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void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
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void glBlendFunc(GLenum srcFactor, GLenum dstFactor);
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void glCullFace(GLenum mode);
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void glDepthFunc(GLenum mode);
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void glFrontFace(GLenum mode);
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void glLineStipple(GLint factor, GLushort pattern);
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void glLineWidth(GLfloat lineWidth);
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void glPointSize(GLfloat pointSize);
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void glPolygonMode(GLenum face, GLenum mode);
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void glPolygonOffset(GLfloat factor, GLfloat units);
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void glPolygonStipple(const GLubyte* mask);
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void glShadeModel(GLenum mode);
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void BlendFunc(GLenum srcFactor, GLenum dstFactor);
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void CullFace(GLenum mode);
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void DepthFunc(GLenum mode);
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void FrontFace(GLenum mode);
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void LineStipple(GLint factor, GLushort pattern);
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void LineWidth(GLfloat lineWidth);
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void PointSize(GLfloat pointSize);
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void PolygonMode(GLenum face, GLenum mode);
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void PolygonOffset(GLfloat factor, GLfloat units);
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void PolygonStipple(const GLubyte* mask);
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void ShadeModel(GLenum mode);
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void glEnable(GLenum mode);
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void glDisable(GLenum mode);
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void Enable(GLenum mode);
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void Disable(GLenum mode);
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void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void glColor4fv(GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void Color4fv(GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
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void glVertex3fv(GLfloat* v) { glVertex3f(v[0], v[1], v[2]); }
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void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
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void Vertex3fv(GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
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void glNormal3f(GLfloat x, GLfloat y, GLfloat z);
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void glNormal3fv(GLfloat* n) { glNormal3f(n[0], n[1], n[2]); }
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void Normal3f(GLfloat x, GLfloat y, GLfloat z);
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void Normal3fv(GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
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void glTexCoord1f(GLfloat x);
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void glTexCoord1fv(GLfloat* tc) { glTexCoord1f(tc[0]); }
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void TexCoord1f(GLfloat x);
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void TexCoord1fv(GLfloat* tc) { TexCoord1f(tc[0]); }
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void glTexCoord2f(GLfloat x, GLfloat y);
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void glTexCoord2fv(GLfloat* tc) { glTexCoord2f(tc[0],tc[1]); }
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void TexCoord2f(GLfloat x, GLfloat y);
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void TexCoord2fv(GLfloat* tc) { TexCoord2f(tc[0],tc[1]); }
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void glTexCoord3f(GLfloat x, GLfloat y, GLfloat z);
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void glTexCoord3fv(GLfloat* tc) { glTexCoord3f(tc[0], tc[1], tc[2]); }
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void TexCoord3f(GLfloat x, GLfloat y, GLfloat z);
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void TexCoord3fv(GLfloat* tc) { TexCoord3f(tc[0], tc[1], tc[2]); }
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void glTexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glTexCoord4fv(GLfloat* tc) { glTexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
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void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void TexCoord4fv(GLfloat* tc) { TexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
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void glBegin(GLenum mode);
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void glEnd();
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void Begin(GLenum mode);
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void End();
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//
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// glu style building methods
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//
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void gluQuadricDrawStyle(GLenum aDrawStyle);
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void gluQuadricNormals(GLenum aNormals);
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void gluQuadricOrientation(GLenum aOrientation);
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void gluQuadricTexture(GLboolean aTexture);
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void QuadricDrawStyle(GLenum aDrawStyle);
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void QuadricNormals(GLenum aNormals);
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void QuadricOrientation(GLenum aOrientation);
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void QuadricTexture(GLboolean aTexture);
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void gluCylinder(GLfloat aBase,
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GLfloat aTop,
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GLfloat aHeight,
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GLint aSlices,
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GLint aStacks);
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void Cylinder(GLfloat base,
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GLfloat top,
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GLfloat height,
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GLint slices,
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GLint stacks);
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void gluDisk(GLfloat aInner,
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GLfloat aOuter,
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GLint aSlices,
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GLint aLoops);
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void Disk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint loops);
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void gluPartialDisk(GLfloat aInner,
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GLfloat aOuter,
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GLint aSlices,
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GLint aLoops,
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GLfloat aStart,
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GLfloat aSweep);
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void PartialDisk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint loops,
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GLfloat start,
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GLfloat sweep);
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void gluSphere(GLfloat aRadius,
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GLint aSlices,
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GLint aStacks);
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void Sphere(GLfloat radius,
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GLint slices,
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GLint stacks);
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//
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