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authorKendall Bennett <KendallB@scitechsoft.com>2003-10-14 23:48:57 +0000
committerKendall Bennett <KendallB@scitechsoft.com>2003-10-14 23:48:57 +0000
commit596d57c42a24430e72e225c051270918d0b2e864 (patch)
tree98b771dd11e637f88107682adb3797c4731b548d /src/glu/sgi/libnurbs/interface/glsurfeval.cc
parent9b77fb7dab3fd4e4a9228e5c0609cc494aa01211 (diff)
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Updates to SGI GLU code to get it to compile clean with the Open Watcom compiler.
Most of the changes were to get rid of warnings, but many of the warnings could not be removed in the code so I also added #pragma's to disable the warnings. Someone really should clean up this code, but I didn't want to mess with it that much (and potentially break it).
Diffstat (limited to 'src/glu/sgi/libnurbs/interface/glsurfeval.cc')
-rw-r--r--src/glu/sgi/libnurbs/interface/glsurfeval.cc404
1 files changed, 202 insertions, 202 deletions
diff --git a/src/glu/sgi/libnurbs/interface/glsurfeval.cc b/src/glu/sgi/libnurbs/interface/glsurfeval.cc
index 3f6ff87..6f63aff 100644
--- a/src/glu/sgi/libnurbs/interface/glsurfeval.cc
+++ b/src/glu/sgi/libnurbs/interface/glsurfeval.cc
@@ -35,8 +35,8 @@
/*
* glsurfeval.c++
*
- * $Date: 2001/07/16 15:46:42 $ $Revision: 1.2 $
- * $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libnurbs/interface/glsurfeval.cc,v 1.2 2001/07/16 15:46:42 brianp Exp $
+ * $Date: 2003/10/14 23:48:57 $ $Revision: 1.3 $
+ * $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libnurbs/interface/glsurfeval.cc,v 1.3 2003/10/14 23:48:57 kendallb Exp $
*/
/* Polynomial Evaluator Interface */
@@ -58,14 +58,14 @@
/*#define NO_EVALUATION*/
//#define USE_LOD //for LOD test, have to turn on USE_LOD in insurfeval.c++ too
-
+
/*for statistics*/
//#define STATISTICS
#ifdef STATISTICS
static int STAT_num_of_triangles=0;
static int STAT_num_of_eval_vertices=0;
static int STAT_num_of_quad_strips=0;
-#endif
+#endif
/*for output triangles*/
/*#define OUTPUT_TRIANGLES*/
@@ -74,16 +74,16 @@ static int STAT_num_of_quad_strips=0;
/*#define FOR_CHRIS*/
#ifdef FOR_CHRIS
extern "C" { void evalUStripExt(int n_upper, REAL v_upper, REAL* upper_val,
- int n_lower, REAL v_lower, REAL* lower_val);}
+ int n_lower, REAL v_lower, REAL* lower_val);}
extern "C" { void evalVStripExt(int n_left, REAL u_left, REAL* left_val,
- int n_right, REAL u_right, REAL* right_val);
+ int n_right, REAL u_right, REAL* right_val);
}
#endif
/**************begin for LOD_eval_list***********/
-void OpenGLSurfaceEvaluator::LOD_eval_list(int level)
+void OpenGLSurfaceEvaluator::LOD_eval_list(int level)
{
if(level == 0)
LOD_eval_level = 1;
@@ -98,8 +98,8 @@ void OpenGLSurfaceEvaluator::LOD_eval_list(int level)
}
-OpenGLSurfaceEvaluator::OpenGLSurfaceEvaluator()
-{
+OpenGLSurfaceEvaluator::OpenGLSurfaceEvaluator()
+{
int i;
for (i=0; i<VERTEX_CACHE_SIZE; i++) {
@@ -120,7 +120,7 @@ OpenGLSurfaceEvaluator::OpenGLSurfaceEvaluator()
global_uorder_BV = 0;
global_vorder_BV = 0;
global_baseData = NULL;
-
+
global_bpm = NULL;
output_triangles = 0; //don't output triangles by default
@@ -161,8 +161,8 @@ OpenGLSurfaceEvaluator::OpenGLSurfaceEvaluator()
#endif
}
-OpenGLSurfaceEvaluator::~OpenGLSurfaceEvaluator()
-{
+OpenGLSurfaceEvaluator::~OpenGLSurfaceEvaluator()
+{
for (int ii= 0; ii< VERTEX_CACHE_SIZE; ii++) {
delete vertexCache[ii];
vertexCache[ii]= 0;
@@ -197,11 +197,11 @@ void
OpenGLSurfaceEvaluator::mapgrid2f(long nu, REAL u0, REAL u1, long nv, REAL v0, REAL v1)
{
#ifdef USE_INTERNAL_EVAL
- inMapGrid2f((int) nu, (REAL) u0, (REAL) u1, (int) nv,
+ inMapGrid2f((int) nu, (REAL) u0, (REAL) u1, (int) nv,
(REAL) v0, (REAL) v1);
#else
- if(output_triangles)
+ if(output_triangles)
{
global_grid_u0 = u0;
global_grid_u1 = u1;
@@ -211,7 +211,7 @@ OpenGLSurfaceEvaluator::mapgrid2f(long nu, REAL u0, REAL u1, long nv, REAL v0, R
global_grid_nv = nv;
}
else
- glMapGrid2d((GLint) nu, (GLdouble) u0, (GLdouble) u1, (GLint) nv,
+ glMapGrid2d((GLint) nu, (GLdouble) u0, (GLdouble) u1, (GLint) nv,
(GLdouble) v0, (GLdouble) v1);
#endif
@@ -225,7 +225,7 @@ OpenGLSurfaceEvaluator::polymode(long style)
switch(style) {
default:
case N_MESHFILL:
-
+
glPolygonMode((GLenum) GL_FRONT_AND_BACK, (GLenum) GL_FILL);
break;
case N_MESHLINE:
@@ -361,11 +361,11 @@ OpenGLSurfaceEvaluator::evalUStrip(int n_upper, REAL v_upper, REAL* upper_val, i
/*
*the algorithm works by scanning from left to right.
*leftMostV: the left most of the remaining verteces (on both upper and lower).
- * it could an element of upperVerts or lowerVerts.
- *i: upperVerts[i] is the first vertex to the right of leftMostV on upper line
- *j: lowerVerts[j] is the first vertex to the right of leftMostV on lower line
+ * it could an element of upperVerts or lowerVerts.
+ *i: upperVerts[i] is the first vertex to the right of leftMostV on upper line
+ *j: lowerVerts[j] is the first vertex to the right of leftMostV on lower line
*/
-
+
/*initialize i,j,and leftMostV
*/
if(upper_val[0] <= lower_val[0])
@@ -385,140 +385,140 @@ OpenGLSurfaceEvaluator::evalUStrip(int n_upper, REAL v_upper, REAL* upper_val, i
leftMostV[1] = v_lower;
}
-
+
/*the main loop.
- *the invariance is that:
- *at the beginning of each loop, the meaning of i,j,and leftMostV are
+ *the invariance is that:
+ *at the beginning of each loop, the meaning of i,j,and leftMostV are
*maintained
*/
while(1)
{
if(i >= n_upper) /*case1: no more in upper*/
- {
- if(j<n_lower-1) /*at least two vertices in lower*/
- {
- bgntfan();
+ {
+ if(j<n_lower-1) /*at least two vertices in lower*/
+ {
+ bgntfan();
coord2f(leftMostV[0], leftMostV[1]);
// glNormal3fv(leftMostNormal);
-// glVertex3fv(leftMostXYZ);
+// glVertex3fv(leftMostXYZ);
- while(j<n_lower){
+ while(j<n_lower){
coord2f(lower_val[j], v_lower);
// glNormal3fv(lowerNormal[j]);
// glVertex3fv(lowerXYZ[j]);
j++;
- }
- endtfan();
- }
- break; /*exit the main loop*/
- }
+ }
+ endtfan();
+ }
+ break; /*exit the main loop*/
+ }
else if(j>= n_lower) /*case2: no more in lower*/
- {
- if(i<n_upper-1) /*at least two vertices in upper*/
- {
- bgntfan();
+ {
+ if(i<n_upper-1) /*at least two vertices in upper*/
+ {
+ bgntfan();
coord2f(leftMostV[0], leftMostV[1]);
// glNormal3fv(leftMostNormal);
// glVertex3fv(leftMostXYZ);
-
- for(k=n_upper-1; k>=i; k--) /*reverse order for two-side lighting*/
+
+ for(k=n_upper-1; k>=i; k--) /*reverse order for two-side lighting*/
{
coord2f(upper_val[k], v_upper);
// glNormal3fv(upperNormal[k]);
// glVertex3fv(upperXYZ[k]);
}
- endtfan();
- }
- break; /*exit the main loop*/
- }
+ endtfan();
+ }
+ break; /*exit the main loop*/
+ }
else /* case3: neither is empty, plus the leftMostV, there is at least one triangle to output*/
- {
- if(upper_val[i] <= lower_val[j])
- {
+ {
+ if(upper_val[i] <= lower_val[j])
+ {
bgntfan();
coord2f(lower_val[j], v_lower);
// glNormal3fv(lowerNormal[j]);
// glVertex3fv(lowerXYZ[j]);
- /*find the last k>=i such that
- *upperverts[k][0] <= lowerverts[j][0]
- */
- k=i;
+ /*find the last k>=i such that
+ *upperverts[k][0] <= lowerverts[j][0]
+ */
+ k=i;
- while(k<n_upper)
- {
- if(upper_val[k] > lower_val[j])
- break;
- k++;
+ while(k<n_upper)
+ {
+ if(upper_val[k] > lower_val[j])
+ break;
+ k++;
- }
- k--;
+ }
+ k--;
- for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/
- {
+ for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/
+ {
coord2f(upper_val[l], v_upper);
// glNormal3fv(upperNormal[l]);
// glVertex3fv(upperXYZ[l]);
- }
+ }
coord2f(leftMostV[0], leftMostV[1]);
// glNormal3fv(leftMostNormal);
// glVertex3fv(leftMostXYZ);
- endtfan();
+ endtfan();
- /*update i and leftMostV for next loop
- */
- i = k+1;
+ /*update i and leftMostV for next loop
+ */
+ i = k+1;
leftMostV[0] = upper_val[k];
leftMostV[1] = v_upper;
// leftMostNormal = upperNormal[k];
// leftMostXYZ = upperXYZ[k];
- }
- else /*upperVerts[i][0] > lowerVerts[j][0]*/
- {
+ }
+ else /*upperVerts[i][0] > lowerVerts[j][0]*/
+ {
bgntfan();
coord2f(upper_val[i], v_upper);
// glNormal3fv(upperNormal[i]);
// glVertex3fv(upperXYZ[i]);
-
+
coord2f(leftMostV[0], leftMostV[1]);
-// glNormal3fv(leftMostNormal);
+// glNormal3fv(leftMostNormal);
// glVertex3fv(leftMostXYZ);
-
-
- /*find the last k>=j such that
- *lowerverts[k][0] < upperverts[i][0]
- */
- k=j;
- while(k< n_lower)
- {
- if(lower_val[k] >= upper_val[i])
- break;
+
+
+ /*find the last k>=j such that
+ *lowerverts[k][0] < upperverts[i][0]
+ */
+ k=j;
+ while(k< n_lower)
+ {
+ if(lower_val[k] >= upper_val[i])
+ break;
coord2f(lower_val[k], v_lower);
// glNormal3fv(lowerNormal[k]);
// glVertex3fv(lowerXYZ[k]);
- k++;
- }
- endtfan();
+ k++;
+ }
+ endtfan();
- /*update j and leftMostV for next loop
- */
- j=k;
+ /*update j and leftMostV for next loop
+ */
+ j=k;
leftMostV[0] = lower_val[j-1];
leftMostV[1] = v_lower;
// leftMostNormal = lowerNormal[j-1];
// leftMostXYZ = lowerXYZ[j-1];
- }
- }
+ }
+ }
}
- //clean up
+ //clean up
// free(upperXYZ);
// free(lowerXYZ);
// free(upperNormal);
@@ -526,7 +526,7 @@ OpenGLSurfaceEvaluator::evalUStrip(int n_upper, REAL v_upper, REAL* upper_val, i
#endif
}
-
+
void
OpenGLSurfaceEvaluator::evalVStrip(int n_left, REAL u_left, REAL* left_val, int n_right, REAL u_right, REAL* right_val)
@@ -548,11 +548,11 @@ OpenGLSurfaceEvaluator::evalVStrip(int n_left, REAL u_left, REAL* left_val, int
/*
*the algorithm works by scanning from bot to top.
*botMostV: the bot most of the remaining verteces (on both left and right).
- * it could an element of leftVerts or rightVerts.
- *i: leftVerts[i] is the first vertex to the top of botMostV on left line
+ * it could an element of leftVerts or rightVerts.
+ *i: leftVerts[i] is the first vertex to the top of botMostV on left line
*j: rightVerts[j] is the first vertex to the top of botMostV on rightline
*/
-
+
/*initialize i,j,and botMostV
*/
if(left_val[0] <= right_val[0])
@@ -573,142 +573,142 @@ OpenGLSurfaceEvaluator::evalVStrip(int n_left, REAL u_left, REAL* left_val, int
}
/*the main loop.
- *the invariance is that:
- *at the beginning of each loop, the meaning of i,j,and botMostV are
+ *the invariance is that:
+ *at the beginning of each loop, the meaning of i,j,and botMostV are
*maintained
*/
while(1)
{
if(i >= n_left) /*case1: no more in left*/
- {
- if(j<n_right-1) /*at least two vertices in right*/
- {
- bgntfan();
+ {
+ if(j<n_right-1) /*at least two vertices in right*/
+ {
+ bgntfan();
coord2f(botMostV[0], botMostV[1]);
- while(j<n_right){
+ while(j<n_right){
coord2f(u_right, right_val[j]);
// glNormal3fv(rightNormal[j]);
// glVertex3fv(rightXYZ[j]);
j++;
- }
- endtfan();
- }
- break; /*exit the main loop*/
- }
+ }
+ endtfan();
+ }
+ break; /*exit the main loop*/
+ }
else if(j>= n_right) /*case2: no more in right*/
- {
- if(i<n_left-1) /*at least two vertices in left*/
- {
- bgntfan();
- coord2f(botMostV[0], botMostV[1]);
+ {
+ if(i<n_left-1) /*at least two vertices in left*/
+ {
+ bgntfan();
+ coord2f(botMostV[0], botMostV[1]);
// glNormal3fv(botMostNormal);
// glVertex3fv(botMostXYZ);
-
- for(k=n_left-1; k>=i; k--) /*reverse order for two-side lighting*/
+
+ for(k=n_left-1; k>=i; k--) /*reverse order for two-side lighting*/
{
coord2f(u_left, left_val[k]);
// glNormal3fv(leftNormal[k]);
// glVertex3fv(leftXYZ[k]);
}
- endtfan();
- }
- break; /*exit the main loop*/
- }
+ endtfan();
+ }
+ break; /*exit the main loop*/
+ }
else /* case3: neither is empty, plus the botMostV, there is at least one triangle to output*/
- {
- if(left_val[i] <= right_val[j])
- {
+ {
+ if(left_val[i] <= right_val[j])
+ {
bgntfan();
coord2f(u_right, right_val[j]);
// glNormal3fv(rightNormal[j]);
// glVertex3fv(rightXYZ[j]);
- /*find the last k>=i such that
- *leftverts[k][0] <= rightverts[j][0]
- */
- k=i;
+ /*find the last k>=i such that
+ *leftverts[k][0] <= rightverts[j][0]
+ */
+ k=i;
- while(k<n_left)
- {
- if(left_val[k] > right_val[j])
- break;
- k++;
+ while(k<n_left)
+ {
+ if(left_val[k] > right_val[j])
+ break;
+ k++;
- }
- k--;
+ }
+ k--;
- for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/
- {
+ for(l=k; l>=i; l--)/*the reverse is for two-side lighting*/
+ {
coord2f(u_left, left_val[l]);
// glNormal3fv(leftNormal[l]);
// glVertex3fv(leftXYZ[l]);
- }
+ }
coord2f(botMostV[0], botMostV[1]);
// glNormal3fv(botMostNormal);
// glVertex3fv(botMostXYZ);
- endtfan();
+ endtfan();
- /*update i and botMostV for next loop
- */
- i = k+1;
+ /*update i and botMostV for next loop
+ */
+ i = k+1;
botMostV[0] = u_left;
botMostV[1] = left_val[k];
// botMostNormal = leftNormal[k];
// botMostXYZ = leftXYZ[k];
- }
- else /*left_val[i] > right_val[j])*/
- {
+ }
+ else /*left_val[i] > right_val[j])*/
+ {
bgntfan();
coord2f(u_left, left_val[i]);
// glNormal3fv(leftNormal[i]);
// glVertex3fv(leftXYZ[i]);
-
+
coord2f(botMostV[0], botMostV[1]);
-// glNormal3fv(botMostNormal);
+// glNormal3fv(botMostNormal);
// glVertex3fv(botMostXYZ);
-
-
- /*find the last k>=j such that
- *rightverts[k][0] < leftverts[i][0]
- */
- k=j;
- while(k< n_right)
- {
- if(right_val[k] >= left_val[i])
- break;
+
+
+ /*find the last k>=j such that
+ *rightverts[k][0] < leftverts[i][0]
+ */
+ k=j;
+ while(k< n_right)
+ {
+ if(right_val[k] >= left_val[i])
+ break;
coord2f(u_right, right_val[k]);
// glNormal3fv(rightNormal[k]);
// glVertex3fv(rightXYZ[k]);
- k++;
- }
- endtfan();
+ k++;
+ }
+ endtfan();
- /*update j and botMostV for next loop
- */
- j=k;
+ /*update j and botMostV for next loop
+ */
+ j=k;
botMostV[0] = u_right;
botMostV[1] = right_val[j-1];
// botMostNormal = rightNormal[j-1];
// botMostXYZ = rightXYZ[j-1];
- }
- }
+ }
+ }
}
- //clean up
+ //clean up
// free(leftXYZ);
// free(leftNormal);
// free(rightXYZ);
// free(rightNormal);
#endif
}
-
+
void
OpenGLSurfaceEvaluator::bgnqstrip(void)
@@ -742,25 +742,25 @@ OpenGLSurfaceEvaluator::bgnmap2f(long)
{
if(output_triangles)
{
- /*deallocate the space which may has been
+ /*deallocate the space which may has been
*allocated by global_bpm previously
*/
if(global_bpm != NULL) {
bezierPatchMeshListDelete(global_bpm);
global_bpm = NULL;
}
-
+
/*
auto_normal_flag = 1; //always output normal in callback mode.
- //we could have used the following code,
- //but Inspector doesn't have gl context
- //before it calls tessellator.
- //this way is temporary.
+ //we could have used the following code,
+ //but Inspector doesn't have gl context
+ //before it calls tessellator.
+ //this way is temporary.
*/
//NEWCALLBACK
//if one of the two normal callback functions are set,
- //then set
+ //then set
if(normalCallBackN != NULL ||
normalCallBackData != NULL)
auto_normal_flag = 1;
@@ -777,19 +777,19 @@ OpenGLSurfaceEvaluator::bgnmap2f(long)
if(glIsEnabled(GL_AUTO_NORMAL) == GL_TRUE)
auto_normal_flag = 1;
else if (callback_auto_normal == 1)
- auto_normal_flag = 1;
+ auto_normal_flag = 1;
else
auto_normal_flag = 0;
*/
//NEWCALLBACK: no need to worry about gl states when gling clalback
}
- else
+ else
{
glPushAttrib((GLbitfield) GL_EVAL_BIT);
-
+
/*to avoid side effect, we restor the opengl state for GL_POLYGON_MODE
- */
+ */
glGetIntegerv(GL_POLYGON_MODE, gl_polygon_mode);
}
@@ -806,17 +806,17 @@ OpenGLSurfaceEvaluator::endmap2f(void)
if(output_triangles)
{
//bezierPatchMeshListDelDeg(global_bpm);
-
+
// bezierPatchMeshListEval(global_bpm);
//surfcount++;
//printf("surfcount=%i\n", surfcount);
//if(surfcount == 8) exit(0);
-
+
inBPMListEvalEM(global_bpm);
-
-
-
+
+
+
/*
global_bpm = bezierPatchMeshListReverse(global_bpm);
{
@@ -837,7 +837,7 @@ OpenGLSurfaceEvaluator::endmap2f(void)
//bezierPatchMeshListPrint(global_bpm);
//bezierPatchMeshListDraw(global_bpm);
-// printf("num triangles=%i\n", bezierPatchMeshListNumTriangles(global_bpm));
+// printf("num triangles=%i\n", bezierPatchMeshListNumTriangles(global_bpm));
#ifdef USE_LOD
#else
@@ -873,20 +873,20 @@ glPopAttrib();
void
OpenGLSurfaceEvaluator::map2f(
long _type,
- REAL _ulower, /* u lower domain coord */
+ REAL _ulower, /* u lower domain coord */
REAL _uupper, /* u upper domain coord */
long _ustride, /* interpoint distance */
long _uorder, /* parametric order */
- REAL _vlower, /* v lower domain coord */
- REAL _vupper, /* v upper domain coord */
+ REAL _vlower, /* v lower domain coord */
+ REAL _vupper, /* v upper domain coord */
long _vstride, /* interpoint distance */
long _vorder, /* parametric order */
- REAL *pts) /* control points */
+ REAL *pts) /* control points */
{
#ifdef USE_INTERNAL_EVAL
- inMap2f((int) _type, (REAL) _ulower, (REAL) _uupper,
- (int) _ustride, (int) _uorder, (REAL) _vlower,
- (REAL) _vupper, (int) _vstride, (int) _vorder,
+ inMap2f((int) _type, (REAL) _ulower, (REAL) _uupper,
+ (int) _ustride, (int) _uorder, (REAL) _vlower,
+ (REAL) _vupper, (int) _vstride, (int) _vorder,
(REAL *) pts);
#else
@@ -897,7 +897,7 @@ OpenGLSurfaceEvaluator::map2f(
if(global_bpm == NULL)
global_bpm = bezierPatchMeshMake2(10,10);
if(
- (global_bpm->bpatch == NULL &&
+ (global_bpm->bpatch == NULL &&
(_type == GL_MAP2_VERTEX_3 || _type == GL_MAP2_VERTEX_4))
||
(global_bpm->bpatch_normal == NULL &&
@@ -922,7 +922,7 @@ OpenGLSurfaceEvaluator::map2f(
global_bpm = bezierPatchMeshListInsert(global_bpm, temp);
/*
- global_bpm = bezierPatchMeshListInsert(global_bpm,
+ global_bpm = bezierPatchMeshListInsert(global_bpm,
bezierPatchMeshMake(
(int) _type, _ulower, _uupper,(int) _ustride, (int) _uorder, _vlower, _vupper, (int) _vstride, (int) _vorder, pts, 10, 10));
*/
@@ -930,12 +930,12 @@ OpenGLSurfaceEvaluator::map2f(
}
else /*not output triangles*/
{
- glMap2f((GLenum) _type, (GLfloat) _ulower, (GLfloat) _uupper,
- (GLint) _ustride, (GLint) _uorder, (GLfloat) _vlower,
- (GLfloat) _vupper, (GLint) _vstride, (GLint) _vorder,
+ glMap2f((GLenum) _type, (GLfloat) _ulower, (GLfloat) _uupper,
+ (GLint) _ustride, (GLint) _uorder, (GLfloat) _vlower,
+ (GLfloat) _vupper, (GLint) _vstride, (GLint) _vorder,
(const GLfloat *) pts);
}
-
+
#endif
}
@@ -976,18 +976,18 @@ if(output_triangles)
if(global_grid_nu == 0 || global_grid_nv == 0)
return; /*no points need to be output*/
du = (global_grid_u1 - global_grid_u0) / (REAL)global_grid_nu;
- dv = (global_grid_v1 - global_grid_v0) / (REAL)global_grid_nv;
-
+ dv = (global_grid_v1 - global_grid_v0) / (REAL)global_grid_nv;
+
if(global_grid_nu >= global_grid_nv){
for(i=umin; i<umax; i++){
REAL u1 = (i==global_grid_nu)? global_grid_u1:(global_grid_u0 + i*du);
REAL u2 = ((i+1) == global_grid_nu)? global_grid_u1: (global_grid_u0+(i+1)*du);
-
+
bgnqstrip();
for(j=vmax; j>=vmin; j--){
REAL v1 = (j == global_grid_nv)? global_grid_v1: (global_grid_v0 +j*dv);
-
+
coord2f(u1, v1);
coord2f(u2, v1);
}
@@ -999,10 +999,10 @@ if(output_triangles)
for(i=vmin; i<vmax; i++){
REAL v1 = (i==global_grid_nv)? global_grid_v1:(global_grid_v0 + i*dv);
REAL v2 = ((i+1) == global_grid_nv)? global_grid_v1: (global_grid_v0+(i+1)*dv);
-
+
bgnqstrip();
for(j=umax; j>=umin; j--){
- REAL u1 = (j == global_grid_nu)? global_grid_u1: (global_grid_u0 +j*du);
+ REAL u1 = (j == global_grid_nu)? global_grid_u1: (global_grid_u0 +j*du);
coord2f(u1, v2);
coord2f(u1, v1);
}
@@ -1016,15 +1016,15 @@ else
switch(style) {
default:
case N_MESHFILL:
- glEvalMesh2((GLenum) GL_FILL, (GLint) umin, (GLint) umax,
+ glEvalMesh2((GLenum) GL_FILL, (GLint) umin, (GLint) umax,
(GLint) vmin, (GLint) vmax);
break;
case N_MESHLINE:
- glEvalMesh2((GLenum) GL_LINE, (GLint) umin, (GLint) umax,
+ glEvalMesh2((GLenum) GL_LINE, (GLint) umin, (GLint) umax,
(GLint) vmin, (GLint) vmax);
break;
case N_MESHPOINT:
- glEvalMesh2((GLenum) GL_POINT, (GLint) umin, (GLint) umax,
+ glEvalMesh2((GLenum) GL_POINT, (GLint) umin, (GLint) umax,
(GLint) vmin, (GLint) vmax);
break;
}
@@ -1171,7 +1171,7 @@ return;
if (vcount == 2) {
vertexCache[0]->invoke(this);
vertexCache[1]->invoke(this);
- coord2f(u,v);
+ coord2f(u,v);
} else {
vcount++;