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Larry Price
gmsh
Commits
d40f1317
Commit
d40f1317
authored
23 years ago
by
Christophe Geuzaine
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b782784e
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Graphics/gl2ps.cpp
+9
-10
9 additions, 10 deletions
Graphics/gl2ps.cpp
with
9 additions
and
10 deletions
Graphics/gl2ps.cpp
+
9
−
10
View file @
d40f1317
...
...
@@ -2,7 +2,7 @@
* GL2PS, an OpenGL to Postscript Printing Library
* Copyright (C) 1999-2001 Christophe Geuzaine
*
* $Id: gl2ps.cpp,v 1.1
6
2001-06-1
1 15:05:46
geuzaine Exp $
* $Id: gl2ps.cpp,v 1.1
7
2001-06-1
2 07:27:32
geuzaine Exp $
*
* E-mail: Christophe.Geuzaine@AdValvas.be
* URL: http://www.geuz.org/gl2ps/
...
...
@@ -32,8 +32,8 @@
#include
"gl2ps.h"
/* The static gl2ps
structure
. gl2ps is not thread safe (we should
create a local GL2PScontext
when do
ing gl2psBeginPage). */
/* The static gl2ps
context
. gl2ps is not thread safe (we should
create a local GL2PScontext
dur
ing gl2psBeginPage). */
static
GL2PScontext
gl2ps
;
...
...
@@ -832,7 +832,7 @@ GLvoid gl2psBuildPolygonBoundary(GL2PSbsptree *tree){
GLvoid
gl2psAddPolyPrimitive
(
GLshort
type
,
GLshort
numverts
,
GL2PSvertex
*
verts
,
GLint
offset
,
GL
in
t
dash
,
GL
in
t
width
,
GL
shor
t
dash
,
GL
shor
t
width
,
GLshort
boundary
){
GLshort
i
;
GLfloat
factor
,
units
,
area
,
dZ
,
dZdX
,
dZdY
,
maxdZ
;
...
...
@@ -933,8 +933,8 @@ GLint gl2psGetVertex(GL2PSvertex *v, GLfloat *p){
}
GLint
gl2psParseFeedbackBuffer
(
GLvoid
){
GLint
i
,
used
,
count
,
v
,
vtot
,
offset
=
0
,
dash
=
0
,
psize
=
1
,
lwidth
=
1
;
GLshort
boundary
,
flag
;
GLint
i
,
used
,
count
,
v
,
vtot
,
offset
=
0
;
GLshort
boundary
,
flag
,
dash
=
0
,
psize
=
1
,
lwidth
=
1
;
GLfloat
*
current
;
GL2PSvertex
vertices
[
3
];
...
...
@@ -1284,10 +1284,9 @@ GLint gl2psEndPage(GLvoid){
GL2PSbsptree
*
root
;
GL2PSxyz
eye
=
{
0.
,
0.
,
100000.
};
GLint
shademodel
,
res
;
void
(
*
phead
)(
GLvoid
);
void
(
*
pprim
)(
GLvoid
*
a
,
GLvoid
*
b
);
void
(
*
pfoot
)(
GLvoid
);
void
(
*
phead
)(
GLvoid
);
void
(
*
pprim
)(
GLvoid
*
a
,
GLvoid
*
b
);
void
(
*
pfoot
)(
GLvoid
);
glGetIntegerv
(
GL_SHADE_MODEL
,
&
shademodel
);
gl2ps
.
shade
=
(
shademodel
==
GL_SMOOTH
);
...
...
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