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LibGL: Implement glTexCoord{1,3,4}f(v)
Not necessarily required by Half-Life's use of Xash3D, but it looks them up anyway and they're easy to implement, so here they are :^).
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2 changed files with 30 additions and 0 deletions
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@ -140,6 +140,16 @@ void glVertex4sv(const GLshort* v)
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g_gl_context->gl_vertex(v[0], v[1], v[2], v[3]);
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}
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void glTexCoord1f(GLfloat s)
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{
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g_gl_context->gl_tex_coord(s, 0.0f, 0.0f, 1.0f);
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}
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void glTexCoord1fv(GLfloat const* v)
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{
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g_gl_context->gl_tex_coord(v[0], 0.0f, 0.0f, 1.0f);
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}
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void glTexCoord2d(GLdouble s, GLdouble t)
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{
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g_gl_context->gl_tex_coord(s, t, 0.0f, 1.0f);
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@ -165,6 +175,21 @@ void glTexCoord2i(GLint s, GLint t)
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g_gl_context->gl_tex_coord(s, t, 0.0f, 1.0f);
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}
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void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
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{
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g_gl_context->gl_tex_coord(s, t, r, 1.0f);
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}
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void glTexCoord3fv(GLfloat const* v)
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{
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g_gl_context->gl_tex_coord(v[0], v[1], v[2], 1.0f);
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}
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void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
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{
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g_gl_context->gl_tex_coord(s, t, r, q);
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}
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void glTexCoord4fv(const GLfloat* v)
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{
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g_gl_context->gl_tex_coord(v[0], v[1], v[2], v[3]);
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