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

@@ -26,229 +26,229 @@ BEGIN_VALUE_REFLECTOR(osgUtil::SceneGraphBuilder)
I_Constructor0(____SceneGraphBuilder,
"",
"");
I_Method0(void, glPushMatrix,
I_Method0(void, PushMatrix,
Properties::NON_VIRTUAL,
__void__glPushMatrix,
__void__PushMatrix,
"",
"");
I_Method0(void, glPopMatrix,
I_Method0(void, PopMatrix,
Properties::NON_VIRTUAL,
__void__glPopMatrix,
__void__PopMatrix,
"",
"");
I_Method0(void, glLoadIdentity,
I_Method0(void, LoadIdentity,
Properties::NON_VIRTUAL,
__void__glLoadIdentity,
__void__LoadIdentity,
"",
"");
I_Method1(void, glLoadMatrixd, IN, const GLdouble *, m,
I_Method1(void, LoadMatrixd, IN, const GLdouble *, m,
Properties::NON_VIRTUAL,
__void__glLoadMatrixd__C5_GLdouble_P1,
__void__LoadMatrixd__C5_GLdouble_P1,
"",
"");
I_Method1(void, glMultMatrixd, IN, const GLdouble *, m,
I_Method1(void, MultMatrixd, IN, const GLdouble *, m,
Properties::NON_VIRTUAL,
__void__glMultMatrixd__C5_GLdouble_P1,
__void__MultMatrixd__C5_GLdouble_P1,
"",
"");
I_Method3(void, glTranslated, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
I_Method3(void, Translated, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
Properties::NON_VIRTUAL,
__void__glTranslated__GLdouble__GLdouble__GLdouble,
__void__Translated__GLdouble__GLdouble__GLdouble,
"",
"");
I_Method3(void, glScaled, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
I_Method3(void, Scaled, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
Properties::NON_VIRTUAL,
__void__glScaled__GLdouble__GLdouble__GLdouble,
__void__Scaled__GLdouble__GLdouble__GLdouble,
"",
"");
I_Method4(void, glRotated, IN, GLdouble, angle, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
I_Method4(void, Rotated, IN, GLdouble, angle, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z,
Properties::NON_VIRTUAL,
__void__glRotated__GLdouble__GLdouble__GLdouble__GLdouble,
__void__Rotated__GLdouble__GLdouble__GLdouble__GLdouble,
"",
"");
I_Method2(void, glBlendFunc, IN, GLenum, srcFactor, IN, GLenum, dstFactor,
I_Method2(void, BlendFunc, IN, GLenum, srcFactor, IN, GLenum, dstFactor,
Properties::NON_VIRTUAL,
__void__glBlendFunc__GLenum__GLenum,
__void__BlendFunc__GLenum__GLenum,
"",
"");
I_Method1(void, glCullFace, IN, GLenum, mode,
I_Method1(void, CullFace, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glCullFace__GLenum,
__void__CullFace__GLenum,
"",
"");
I_Method1(void, glDepthFunc, IN, GLenum, mode,
I_Method1(void, DepthFunc, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glDepthFunc__GLenum,
__void__DepthFunc__GLenum,
"",
"");
I_Method1(void, glFrontFace, IN, GLenum, mode,
I_Method1(void, FrontFace, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glFrontFace__GLenum,
__void__FrontFace__GLenum,
"",
"");
I_Method2(void, glLineStipple, IN, GLint, factor, IN, GLushort, pattern,
I_Method2(void, LineStipple, IN, GLint, factor, IN, GLushort, pattern,
Properties::NON_VIRTUAL,
__void__glLineStipple__GLint__GLushort,
__void__LineStipple__GLint__GLushort,
"",
"");
I_Method1(void, glLineWidth, IN, GLfloat, lineWidth,
I_Method1(void, LineWidth, IN, GLfloat, lineWidth,
Properties::NON_VIRTUAL,
__void__glLineWidth__GLfloat,
__void__LineWidth__GLfloat,
"",
"");
I_Method1(void, glPointSize, IN, GLfloat, pointSize,
I_Method1(void, PointSize, IN, GLfloat, pointSize,
Properties::NON_VIRTUAL,
__void__glPointSize__GLfloat,
__void__PointSize__GLfloat,
"",
"");
I_Method2(void, glPolygonMode, IN, GLenum, face, IN, GLenum, mode,
I_Method2(void, PolygonMode, IN, GLenum, face, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glPolygonMode__GLenum__GLenum,
__void__PolygonMode__GLenum__GLenum,
"",
"");
I_Method2(void, glPolygonOffset, IN, GLfloat, factor, IN, GLfloat, units,
I_Method2(void, PolygonOffset, IN, GLfloat, factor, IN, GLfloat, units,
Properties::NON_VIRTUAL,
__void__glPolygonOffset__GLfloat__GLfloat,
__void__PolygonOffset__GLfloat__GLfloat,
"",
"");
I_Method1(void, glPolygonStipple, IN, const GLubyte *, mask,
I_Method1(void, PolygonStipple, IN, const GLubyte *, mask,
Properties::NON_VIRTUAL,
__void__glPolygonStipple__C5_GLubyte_P1,
__void__PolygonStipple__C5_GLubyte_P1,
"",
"");
I_Method1(void, glShadeModel, IN, GLenum, mode,
I_Method1(void, ShadeModel, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glShadeModel__GLenum,
__void__ShadeModel__GLenum,
"",
"");
I_Method1(void, glEnable, IN, GLenum, mode,
I_Method1(void, Enable, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glEnable__GLenum,
__void__Enable__GLenum,
"",
"");
I_Method1(void, glDisable, IN, GLenum, mode,
I_Method1(void, Disable, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glDisable__GLenum,
__void__Disable__GLenum,
"",
"");
I_Method4(void, glColor4f, IN, GLfloat, red, IN, GLfloat, green, IN, GLfloat, blue, IN, GLfloat, alpha,
I_Method4(void, Color4f, IN, GLfloat, red, IN, GLfloat, green, IN, GLfloat, blue, IN, GLfloat, alpha,
Properties::NON_VIRTUAL,
__void__glColor4f__GLfloat__GLfloat__GLfloat__GLfloat,
__void__Color4f__GLfloat__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glColor4fv, IN, GLfloat *, c,
I_Method1(void, Color4fv, IN, GLfloat *, c,
Properties::NON_VIRTUAL,
__void__glColor4fv__GLfloat_P1,
__void__Color4fv__GLfloat_P1,
"",
"");
I_Method3(void, glVertex3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
I_Method3(void, Vertex3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
Properties::NON_VIRTUAL,
__void__glVertex3f__GLfloat__GLfloat__GLfloat,
__void__Vertex3f__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glVertex3fv, IN, GLfloat *, v,
I_Method1(void, Vertex3fv, IN, GLfloat *, v,
Properties::NON_VIRTUAL,
__void__glVertex3fv__GLfloat_P1,
__void__Vertex3fv__GLfloat_P1,
"",
"");
I_Method3(void, glNormal3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
I_Method3(void, Normal3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
Properties::NON_VIRTUAL,
__void__glNormal3f__GLfloat__GLfloat__GLfloat,
__void__Normal3f__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glNormal3fv, IN, GLfloat *, n,
I_Method1(void, Normal3fv, IN, GLfloat *, n,
Properties::NON_VIRTUAL,
__void__glNormal3fv__GLfloat_P1,
__void__Normal3fv__GLfloat_P1,
"",
"");
I_Method1(void, glTexCoord1f, IN, GLfloat, x,
I_Method1(void, TexCoord1f, IN, GLfloat, x,
Properties::NON_VIRTUAL,
__void__glTexCoord1f__GLfloat,
__void__TexCoord1f__GLfloat,
"",
"");
I_Method1(void, glTexCoord1fv, IN, GLfloat *, tc,
I_Method1(void, TexCoord1fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord1fv__GLfloat_P1,
__void__TexCoord1fv__GLfloat_P1,
"",
"");
I_Method2(void, glTexCoord2f, IN, GLfloat, x, IN, GLfloat, y,
I_Method2(void, TexCoord2f, IN, GLfloat, x, IN, GLfloat, y,
Properties::NON_VIRTUAL,
__void__glTexCoord2f__GLfloat__GLfloat,
__void__TexCoord2f__GLfloat__GLfloat,
"",
"");
I_Method1(void, glTexCoord2fv, IN, GLfloat *, tc,
I_Method1(void, TexCoord2fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord2fv__GLfloat_P1,
__void__TexCoord2fv__GLfloat_P1,
"",
"");
I_Method3(void, glTexCoord3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
I_Method3(void, TexCoord3f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z,
Properties::NON_VIRTUAL,
__void__glTexCoord3f__GLfloat__GLfloat__GLfloat,
__void__TexCoord3f__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glTexCoord3fv, IN, GLfloat *, tc,
I_Method1(void, TexCoord3fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord3fv__GLfloat_P1,
__void__TexCoord3fv__GLfloat_P1,
"",
"");
I_Method4(void, glTexCoord4f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w,
I_Method4(void, TexCoord4f, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w,
Properties::NON_VIRTUAL,
__void__glTexCoord4f__GLfloat__GLfloat__GLfloat__GLfloat,
__void__TexCoord4f__GLfloat__GLfloat__GLfloat__GLfloat,
"",
"");
I_Method1(void, glTexCoord4fv, IN, GLfloat *, tc,
I_Method1(void, TexCoord4fv, IN, GLfloat *, tc,
Properties::NON_VIRTUAL,
__void__glTexCoord4fv__GLfloat_P1,
__void__TexCoord4fv__GLfloat_P1,
"",
"");
I_Method1(void, glBegin, IN, GLenum, mode,
I_Method1(void, Begin, IN, GLenum, mode,
Properties::NON_VIRTUAL,
__void__glBegin__GLenum,
__void__Begin__GLenum,
"",
"");
I_Method0(void, glEnd,
I_Method0(void, End,
Properties::NON_VIRTUAL,
__void__glEnd,
__void__End,
"",
"");
I_Method1(void, gluQuadricDrawStyle, IN, GLenum, aDrawStyle,
I_Method1(void, QuadricDrawStyle, IN, GLenum, aDrawStyle,
Properties::NON_VIRTUAL,
__void__gluQuadricDrawStyle__GLenum,
__void__QuadricDrawStyle__GLenum,
"",
"");
I_Method1(void, gluQuadricNormals, IN, GLenum, aNormals,
I_Method1(void, QuadricNormals, IN, GLenum, aNormals,
Properties::NON_VIRTUAL,
__void__gluQuadricNormals__GLenum,
__void__QuadricNormals__GLenum,
"",
"");
I_Method1(void, gluQuadricOrientation, IN, GLenum, aOrientation,
I_Method1(void, QuadricOrientation, IN, GLenum, aOrientation,
Properties::NON_VIRTUAL,
__void__gluQuadricOrientation__GLenum,
__void__QuadricOrientation__GLenum,
"",
"");
I_Method1(void, gluQuadricTexture, IN, GLboolean, aTexture,
I_Method1(void, QuadricTexture, IN, GLboolean, aTexture,
Properties::NON_VIRTUAL,
__void__gluQuadricTexture__GLboolean,
__void__QuadricTexture__GLboolean,
"",
"");
I_Method5(void, gluCylinder, IN, GLfloat, aBase, IN, GLfloat, aTop, IN, GLfloat, aHeight, IN, GLint, aSlices, IN, GLint, aStacks,
I_Method5(void, Cylinder, IN, GLfloat, base, IN, GLfloat, top, IN, GLfloat, height, IN, GLint, slices, IN, GLint, stacks,
Properties::NON_VIRTUAL,
__void__gluCylinder__GLfloat__GLfloat__GLfloat__GLint__GLint,
__void__Cylinder__GLfloat__GLfloat__GLfloat__GLint__GLint,
"",
"");
I_Method4(void, gluDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops,
I_Method4(void, Disk, IN, GLfloat, inner, IN, GLfloat, outer, IN, GLint, slices, IN, GLint, loops,
Properties::NON_VIRTUAL,
__void__gluDisk__GLfloat__GLfloat__GLint__GLint,
__void__Disk__GLfloat__GLfloat__GLint__GLint,
"",
"");
I_Method6(void, gluPartialDisk, IN, GLfloat, aInner, IN, GLfloat, aOuter, IN, GLint, aSlices, IN, GLint, aLoops, IN, GLfloat, aStart, IN, GLfloat, aSweep,
I_Method6(void, PartialDisk, IN, GLfloat, inner, IN, GLfloat, outer, IN, GLint, slices, IN, GLint, loops, IN, GLfloat, start, IN, GLfloat, sweep,
Properties::NON_VIRTUAL,
__void__gluPartialDisk__GLfloat__GLfloat__GLint__GLint__GLfloat__GLfloat,
__void__PartialDisk__GLfloat__GLfloat__GLint__GLint__GLfloat__GLfloat,
"",
"");
I_Method3(void, gluSphere, IN, GLfloat, aRadius, IN, GLint, aSlices, IN, GLint, aStacks,
I_Method3(void, Sphere, IN, GLfloat, radius, IN, GLint, slices, IN, GLint, stacks,
Properties::NON_VIRTUAL,
__void__gluSphere__GLfloat__GLint__GLint,
__void__Sphere__GLfloat__GLint__GLint,
"",
"");
I_Method0(osg::Node *, getScene,