GLuint startList;
-void display (void) {
+static void display (void) {
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glCallList(startList);
glFlush();
}
-void CALLBACK beginCallback(GLenum which)
+static void CALLBACK beginCallback(GLenum which)
{
glBegin(which);
}
-void CALLBACK errorCallback(GLenum errorCode)
+static void CALLBACK errorCallback(GLenum errorCode)
{
const GLubyte *estring;
exit(0);
}
-void CALLBACK endCallback(void)
+static void CALLBACK endCallback(void)
{
glEnd();
}
-void CALLBACK vertexCallback(GLvoid *vertex)
+static void CALLBACK vertexCallback(GLvoid *vertex)
{
const GLdouble *pointer;
* but weight[4] may be used to average color, normal, or texture
* coordinate data. In this program, color is weighted.
*/
-void CALLBACK combineCallback(GLdouble coords[3],
+static void CALLBACK combineCallback(GLdouble coords[3],
GLdouble *vertex_data[4],
GLfloat weight[4], GLdouble **dataOut )
{
*dataOut = vertex;
}
-void init (void)
+static void init (void)
{
GLUtesselator *tobj;
GLdouble rect[4][3] = {{50.0, 50.0, 0.0},
gluDeleteTess(tobj);
}
-void reshape (int w, int h)
+static void reshape (int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
}
/* ARGSUSED1 */
-void keyboard(unsigned char key, int x, int y)
+static void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27: