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/* $Id: dlist.h,v 1.1 1996/09/13 01:38:16 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.0 * Copyright (C) 1995-1996 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: dlist.h,v $ * Revision 1.1 1996/09/13 01:38:16 brianp * Initial revision * */ #ifndef DLIST_H #define DLIST_H #include "types.h" extern void gl_init_lists( void ); extern GLint gl_list_index( void ); extern void gl_CallList( GLcontext *ctx, GLuint list ); extern void gl_CallLists( GLcontext *ctx, GLsizei n, GLenum type, const GLvoid *lists ); extern void gl_DeleteLists( GLcontext *ctx, GLuint list, GLsizei range ); extern void gl_EndList( GLcontext *ctx ); extern GLuint gl_GenLists( GLcontext *ctx, GLsizei range ); extern GLboolean gl_IsList( GLcontext *ctx, GLuint list ); extern void gl_ListBase( GLcontext *ctx, GLuint base ); extern void gl_NewList( GLcontext *ctx, GLuint list, GLenum mode ); extern void gl_save_Accum( GLcontext *ctx, GLenum op, GLfloat value ); extern void gl_save_AlphaFunc( GLcontext *ctx, GLenum func, GLclampf ref ); extern void gl_save_BlendColor( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); extern void gl_save_BlendEquation( GLcontext *ctx, GLenum mode ); extern void gl_save_BlendFunc( GLcontext *ctx, GLenum sfactor, GLenum dfactor ); extern void gl_save_Begin( GLcontext *ctx, GLenum mode ); extern void gl_save_BindTexture( GLcontext *ctx, GLenum target, GLuint texture ); extern void gl_save_Bitmap( GLcontext *ctx, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const struct gl_image *bitmap ); extern void gl_save_CallList( GLcontext *ctx, GLuint list ); extern void gl_save_CallLists( GLcontext *ctx, GLsizei n, GLenum type, const GLvoid *lists ); extern void gl_save_Clear( GLcontext *ctx, GLbitfield mask ); extern void gl_save_ClearAccum( GLcontext *ctx, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); extern void gl_save_ClearColor( GLcontext *ctx, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); extern void gl_save_ClearDepth( GLcontext *ctx, GLclampd depth ); extern void gl_save_ClearIndex( GLcontext *ctx, GLfloat c ); extern void gl_save_ClearStencil( GLcontext *ctx, GLint s ); extern void gl_save_ClipPlane( GLcontext *ctx, GLenum plane, const GLfloat *equ ); extern void gl_save_Color4f( GLcontext *ctx, GLfloat r, GLfloat g, GLfloat b, GLfloat a ); extern void gl_save_Color4ub( GLcontext *ctx, GLubyte r, GLubyte g, GLubyte b, GLubyte a ); extern void gl_save_ColorMask( GLcontext *ctx, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); extern void gl_save_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode ); extern void gl_save_CopyPixels( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type ); extern void gl_save_CopyTexImage1D( GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border ); extern void gl_save_CopyTexImage2D( GLcontext *ctx, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border ); extern void gl_save_CopyTexSubImage1D( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width ); extern void gl_save_CopyTexSubImage2D( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLint height ); extern void gl_save_CullFace( GLcontext *ctx, GLenum mode ); extern void gl_save_DepthFunc( GLcontext *ctx, GLenum func ); extern void gl_save_DepthMask( GLcontext *ctx, GLboolean mask ); extern void gl_save_DepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval ); extern void gl_save_Disable( GLcontext *ctx, GLenum cap ); extern void gl_save_DrawBuffer( GLcontext *ctx, GLenum mode ); extern void gl_save_DrawPixels( GLcontext *ctx, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels ); extern void gl_save_EdgeFlag( GLcontext *ctx, GLboolean flag ); extern void gl_save_Enable( GLcontext *ctx, GLenum cap ); extern void gl_save_End( GLcontext *ctx ); extern void gl_save_EvalCoord1f( GLcontext *ctx, GLfloat u ); extern void gl_save_EvalCoord2f( GLcontext *ctx, GLfloat u, GLfloat v ); extern void gl_save_EvalMesh1( GLcontext *ctx, GLenum mode, GLint i1, GLint i2 ); extern void gl_save_EvalMesh2( GLcontext *ctx, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); extern void gl_save_EvalPoint1( GLcontext *ctx, GLint i ); extern void gl_save_EvalPoint2( GLcontext *ctx, GLint i, GLint j ); extern void gl_save_Fogfv( GLcontext *ctx, GLenum pname, const GLfloat *params ); extern void gl_save_FrontFace( GLcontext *ctx, GLenum mode ); extern void gl_save_Frustum( GLcontext *ctx, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearval, GLdouble farval ); extern void gl_save_Hint( GLcontext *ctx, GLenum target, GLenum mode ); extern void gl_save_Indexf( GLcontext *ctx, GLfloat index ); extern void gl_save_Indexi( GLcontext *ctx, GLint index ); extern void gl_save_IndexMask( GLcontext *ctx, GLuint mask ); extern void gl_save_InitNames( GLcontext *ctx ); extern void gl_save_Lightfv( GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params, GLint numparams ); extern void gl_save_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params ); extern void gl_save_LineWidth( GLcontext *ctx, GLfloat width ); extern void gl_save_LineStipple( GLcontext *ctx, GLint factor, GLushort pattern ); extern void gl_save_ListBase( GLcontext *ctx, GLuint base ); extern void gl_save_LoadMatrixf( GLcontext *ctx, const GLfloat *m ); extern void gl_save_LoadName( GLcontext *ctx, GLuint name ); extern void gl_save_LogicOp( GLcontext *ctx, GLenum opcode ); extern void gl_save_Map1f( GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points, GLboolean retain ); extern void gl_save_Map2f( GLcontext *ctx, GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points, GLboolean retain ); extern void gl_save_MapGrid1f( GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2 ); extern void gl_save_MapGrid2f( GLcontext *ctx, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ); extern void gl_save_Materialfv( GLcontext *ctx, GLenum face, GLenum pname, const GLfloat *params ); extern void gl_save_MatrixMode( GLcontext *ctx, GLenum mode ); extern void gl_save_MultMatrixf( GLcontext *ctx, const GLfloat *m ); extern void gl_save_NewList( GLcontext *ctx, GLuint list, GLenum mode ); extern void gl_save_Normal3fv( GLcontext *ctx, const GLfloat n[3] ); extern void gl_save_Normal3f( GLcontext *ctx, GLfloat nx, GLfloat ny, GLfloat nz ); extern void gl_save_PassThrough( GLcontext *ctx, GLfloat token ); extern void gl_save_PixelMapfv( GLcontext *ctx, GLenum map, GLint mapsize, const GLfloat *values ); extern void gl_save_PixelTransferf( GLcontext *ctx, GLenum pname, GLfloat param ); extern void gl_save_PixelZoom( GLcontext *ctx, GLfloat xfactor, GLfloat yfactor ); extern void gl_save_PointSize( GLcontext *ctx, GLfloat size ); extern void gl_save_PolygonMode( GLcontext *ctx, GLenum face, GLenum mode ); extern void gl_save_PolygonStipple( GLcontext *ctx, const GLubyte *mask ); extern void gl_save_PolygonOffset( GLcontext *ctx, GLfloat factor, GLfloat units ); extern void gl_save_PopAttrib( GLcontext *ctx ); extern void gl_save_PopMatrix( GLcontext *ctx ); extern void gl_save_PopName( GLcontext *ctx ); extern void gl_save_PrioritizeTextures( GLcontext *ctx, GLsizei n, const GLuint *textures, const GLclampf *priorities ); extern void gl_save_PushAttrib( GLcontext *ctx, GLbitfield mask ); extern void gl_save_PushMatrix( GLcontext *ctx ); extern void gl_save_PushName( GLcontext *ctx, GLuint name ); extern void gl_save_RasterPos4f( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ); extern void gl_save_ReadBuffer( GLcontext *ctx, GLenum mode ); extern void gl_save_Rotatef( GLcontext *ctx, GLfloat angle, GLfloat x, GLfloat y, GLfloat z ); extern void gl_save_Scalef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z ); extern void gl_save_Scissor( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ); extern void gl_save_ShadeModel( GLcontext *ctx, GLenum mode ); extern void gl_save_StencilFunc( GLcontext *ctx, GLenum func, GLint ref, GLuint mask ); extern void gl_save_StencilMask( GLcontext *ctx, GLuint mask ); extern void gl_save_StencilOp( GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass ); extern void gl_save_TexCoord4f( GLcontext *ctx, GLfloat s, GLfloat t, GLfloat r, GLfloat q ); extern void gl_save_TexEnvfv( GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params ); extern void gl_save_TexParameterfv( GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *params ); extern void gl_save_TexGenfv( GLcontext *ctx, GLenum coord, GLenum pname, const GLfloat *params ); extern void gl_save_TexImage1D( GLcontext *ctx, GLenum target, GLint level, GLint components, GLsizei width, GLint border, GLenum format, GLenum type, struct gl_texture_image *teximage ); extern void gl_save_TexImage2D( GLcontext *ctx, GLenum target, GLint level, GLint components, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, struct gl_texture_image *teximage ); extern void gl_save_TexSubImage1D( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, struct gl_image *image ); extern void gl_save_TexSubImage2D( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, struct gl_image *image ); extern void gl_save_Translatef( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z ); extern void gl_save_Vertex4f( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ); extern void gl_save_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ); extern void gl_save_WindowPos4fMESA( GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w ); #endif
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