/* * (C) Copyright IBM Corporation 2004 * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * 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 NON-INFRINGEMENT. IN NO EVENT SHALL * THE COPYRIGHT HOLDERS AND/OR THEIR SUPPLIERS 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. */ #include #include "indirect.h" static void TransposeMatrixf(const GLfloat s[16], GLfloat d[16]) { int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { d[i * 4 + j] = s[j * 4 + i]; } } } static void TransposeMatrixd(const GLdouble s[16], GLdouble d[16]) { int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { d[i * 4 + j] = s[j * 4 + i]; } } } void __indirect_glLoadTransposeMatrixd(const GLdouble * m) { GLdouble mt[16]; TransposeMatrixd(m, mt); __indirect_glLoadMatrixd(mt); } void __indirect_glLoadTransposeMatrixf(const GLfloat * m) { GLfloat mt[16]; TransposeMatrixf(m, mt); __indirect_glLoadMatrixf(mt); } void __indirect_glMultTransposeMatrixd(const GLdouble * m) { GLdouble mt[16]; TransposeMatrixd(m, mt); __indirect_glMultMatrixd(mt); } void __indirect_glMultTransposeMatrixf(const GLfloat * m) { GLfloat mt[16]; TransposeMatrixf(m, mt); __indirect_glMultMatrixf(mt); }