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glx: indent -br -i3 -npcs --no-tabs indirect_window_pos.c
author
RALOVICH, Kristóf
<tade60@freemail.hu>
Mon, 13 Oct 2008 12:27:46 +0000
(14:27 +0200)
committer
Alan Hourihane
<alanh@tungstengraphics.com>
Wed, 15 Oct 2008 10:17:55 +0000
(11:17 +0100)
src/glx/x11/indirect_window_pos.c
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diff --git
a/src/glx/x11/indirect_window_pos.c
b/src/glx/x11/indirect_window_pos.c
index 7cdf41ae5cfc819ae149df465f7c01bfb81fc504..b24b481c43da681193fdf9aeb4d9a2ece54df428 100644
(file)
--- a/
src/glx/x11/indirect_window_pos.c
+++ b/
src/glx/x11/indirect_window_pos.c
@@
-28,72
+28,86
@@
#include <GL/gl.h>
#include "indirect.h"
#include <GL/gl.h>
#include "indirect.h"
-void __indirect_glWindowPos2dMESA(GLdouble x, GLdouble y)
+void
+__indirect_glWindowPos2dMESA(GLdouble x, GLdouble y)
{
{
-
__indirect_glWindowPos3fMESA(x, y, 0.0);
+ __indirect_glWindowPos3fMESA(x, y, 0.0);
}
}
-void __indirect_glWindowPos2iMESA(GLint x, GLint y)
+void
+__indirect_glWindowPos2iMESA(GLint x, GLint y)
{
{
-
__indirect_glWindowPos3fMESA(x, y, 0.0);
+ __indirect_glWindowPos3fMESA(x, y, 0.0);
}
}
-void __indirect_glWindowPos2fMESA(GLfloat x, GLfloat y)
+void
+__indirect_glWindowPos2fMESA(GLfloat x, GLfloat y)
{
{
-
__indirect_glWindowPos3fMESA(x, y, 0.0);
+ __indirect_glWindowPos3fMESA(x, y, 0.0);
}
}
-void __indirect_glWindowPos2sMESA(GLshort x, GLshort y)
+void
+__indirect_glWindowPos2sMESA(GLshort x, GLshort y)
{
{
-
__indirect_glWindowPos3fMESA(x, y, 0.0);
+ __indirect_glWindowPos3fMESA(x, y, 0.0);
}
}
-void __indirect_glWindowPos2dvMESA(const GLdouble * p)
+void
+__indirect_glWindowPos2dvMESA(const GLdouble * p)
{
{
-
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
+ __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
}
-void __indirect_glWindowPos2fvMESA(const GLfloat * p)
+void
+__indirect_glWindowPos2fvMESA(const GLfloat * p)
{
{
-
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
+ __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
}
-void __indirect_glWindowPos2ivMESA(const GLint * p)
+void
+__indirect_glWindowPos2ivMESA(const GLint * p)
{
{
-
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
+ __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
}
-void __indirect_glWindowPos2svMESA(const GLshort * p)
+void
+__indirect_glWindowPos2svMESA(const GLshort * p)
{
{
-
__indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
+ __indirect_glWindowPos3fMESA(p[0], p[1], 0.0);
}
}
-void __indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
+void
+__indirect_glWindowPos3dMESA(GLdouble x, GLdouble y, GLdouble z)
{
{
-
__indirect_glWindowPos3fMESA(x, y, z);
+ __indirect_glWindowPos3fMESA(x, y, z);
}
}
-void __indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z)
+void
+__indirect_glWindowPos3iMESA(GLint x, GLint y, GLint z)
{
{
-
__indirect_glWindowPos3fMESA(x, y, z);
+ __indirect_glWindowPos3fMESA(x, y, z);
}
}
-void __indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z)
+void
+__indirect_glWindowPos3sMESA(GLshort x, GLshort y, GLshort z)
{
{
-
__indirect_glWindowPos3fMESA(x, y, z);
+ __indirect_glWindowPos3fMESA(x, y, z);
}
}
-void __indirect_glWindowPos3dvMESA(const GLdouble * p)
+void
+__indirect_glWindowPos3dvMESA(const GLdouble * p)
{
{
-
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
+ __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
}
}
-void __indirect_glWindowPos3ivMESA(const GLint * p)
+void
+__indirect_glWindowPos3ivMESA(const GLint * p)
{
{
-
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
+ __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
}
}
-void __indirect_glWindowPos3svMESA(const GLshort * p)
+void
+__indirect_glWindowPos3svMESA(const GLshort * p)
{
{
-
__indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
+ __indirect_glWindowPos3fMESA(p[0], p[1], p[2]);
}
}