Removed gl and glu prefixes from SceneGraphBuilder methods to avoid problems under Solaris

This commit is contained in:
Robert Osfield
2008-03-13 19:44:10 +00:00
parent 849d2fdc8f
commit 292be66ecc
5 changed files with 230 additions and 230 deletions

View File

@@ -21,8 +21,8 @@ extern "C" {
#define OPENSCENEGRAPH_MAJOR_VERSION 2
#define OPENSCENEGRAPH_MINOR_VERSION 3
#define OPENSCENEGRAPH_PATCH_VERSION 4
#define OPENSCENEGRAPH_SOVERSION 30
#define OPENSCENEGRAPH_PATCH_VERSION 5
#define OPENSCENEGRAPH_SOVERSION 31
/**
* osgGetVersion() returns the library version number.

View File

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