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/* $Id: quads.c,v 1.3 1997/05/28 03:26:18 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.3 * Copyright (C) 1995-1997 Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * $Log: quads.c,v $ * Revision 1.3 1997/05/28 03:26:18 brianp * added precompiled header (PCH) support * * Revision 1.2 1997/04/20 19:45:46 brianp * added a comment * * Revision 1.1 1997/04/12 12:24:07 brianp * Initial revision * */ /* * Quadrilateral rendering functions. */ #ifdef PCH #include "all.h" #else #include "types.h" #include "quads.h" #endif /* * At this time there is no quadrilateral optimization. Just call the * triangle function twice. * v0, v1, v2, v3 in CCW order = front facing. */ static void quad( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv ) { (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v3, pv ); (*ctx->Driver.TriangleFunc)( ctx, v1, v2, v3, pv ); } void gl_set_quad_function( GLcontext *ctx ) { ctx->Driver.QuadFunc = quad; }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.