/*
* Mesa 3-D graphics library
- * Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* driver-specific vertex format.
*/
-static void _XFORMAPI
+static void
TAG(transform_points1_general)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points1_identity)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points1_2d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points1_3d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
}
-static void _XFORMAPI
+static void
TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points1_perspective)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
* present early in the geometry pipeline and throughout the
* texture pipeline.
*/
-static void _XFORMAPI
+static void
TAG(transform_points2_general)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points2_identity)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points2_2d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points2_3d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
/* I would actually say this was a fairly important function, from
* a texture transformation point of view.
*/
-static void _XFORMAPI
+static void
TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
}
-static void _XFORMAPI
+static void
TAG(transform_points2_perspective)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
-static void _XFORMAPI
+static void
TAG(transform_points3_general)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points3_identity)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points3_2d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points3_3d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
/* previously known as ortho...
*/
-static void _XFORMAPI
+static void
TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points3_perspective)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
-static void _XFORMAPI
+static void
TAG(transform_points4_general)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points4_identity)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points4_2d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points4_3d)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
to_vec->count = from_vec->count;
}
-static void _XFORMAPI
+static void
TAG(transform_points4_perspective)( GLvector4f *to_vec,
const GLfloat m[16],
const GLvector4f *from_vec )
* optimized routines overwriting the arrays. This only occurs during
* startup.
*/
-static void _XFORMAPI TAG(init_c_transformations)( void )
+static void TAG(init_c_transformations)( void )
{
#define TAG_TAB _mesa_transform_tab
#define TAG_TAB_1 TAG(transform_tab_1)