Free functions should only be declared as static in separate compilation units

(grafted from d85abc89c5
)
This commit is contained in:
Christoph Hertzberg 2014-12-12 12:01:03 +01:00
parent 57ec399ec9
commit 608733415a

View File

@ -178,11 +178,11 @@ template<typename Scalar> void glLoadMatrix(const Transform<Scalar,3,Affine>& t)
template<typename Scalar> void glLoadMatrix(const Transform<Scalar,3,Projective>& t) { glLoadMatrix(t.matrix()); }
template<typename Scalar> void glLoadMatrix(const Transform<Scalar,3,AffineCompact>& t) { glLoadMatrix(Transform<Scalar,3,Affine>(t).matrix()); }
static void glRotate(const Rotation2D<float>& rot)
inline void glRotate(const Rotation2D<float>& rot)
{
glRotatef(rot.angle()*180.f/float(M_PI), 0.f, 0.f, 1.f);
}
static void glRotate(const Rotation2D<double>& rot)
inline void glRotate(const Rotation2D<double>& rot)
{
glRotated(rot.angle()*180.0/M_PI, 0.0, 0.0, 1.0);
}
@ -246,18 +246,18 @@ EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glGet,GLenum,_,double, 4,4,Doublev)
#ifdef GL_VERSION_2_0
static void glUniform2fv_ei (GLint loc, const float* v) { glUniform2fv(loc,1,v); }
static void glUniform2iv_ei (GLint loc, const int* v) { glUniform2iv(loc,1,v); }
inline void glUniform2fv_ei (GLint loc, const float* v) { glUniform2fv(loc,1,v); }
inline void glUniform2iv_ei (GLint loc, const int* v) { glUniform2iv(loc,1,v); }
static void glUniform3fv_ei (GLint loc, const float* v) { glUniform3fv(loc,1,v); }
static void glUniform3iv_ei (GLint loc, const int* v) { glUniform3iv(loc,1,v); }
inline void glUniform3fv_ei (GLint loc, const float* v) { glUniform3fv(loc,1,v); }
inline void glUniform3iv_ei (GLint loc, const int* v) { glUniform3iv(loc,1,v); }
static void glUniform4fv_ei (GLint loc, const float* v) { glUniform4fv(loc,1,v); }
static void glUniform4iv_ei (GLint loc, const int* v) { glUniform4iv(loc,1,v); }
inline void glUniform4fv_ei (GLint loc, const float* v) { glUniform4fv(loc,1,v); }
inline void glUniform4iv_ei (GLint loc, const int* v) { glUniform4iv(loc,1,v); }
static void glUniformMatrix2fv_ei (GLint loc, const float* v) { glUniformMatrix2fv(loc,1,false,v); }
static void glUniformMatrix3fv_ei (GLint loc, const float* v) { glUniformMatrix3fv(loc,1,false,v); }
static void glUniformMatrix4fv_ei (GLint loc, const float* v) { glUniformMatrix4fv(loc,1,false,v); }
inline void glUniformMatrix2fv_ei (GLint loc, const float* v) { glUniformMatrix2fv(loc,1,false,v); }
inline void glUniformMatrix3fv_ei (GLint loc, const float* v) { glUniformMatrix3fv(loc,1,false,v); }
inline void glUniformMatrix4fv_ei (GLint loc, const float* v) { glUniformMatrix4fv(loc,1,false,v); }
EIGEN_GL_FUNC1_DECLARATION (glUniform,GLint,const)
@ -294,9 +294,9 @@ EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 4,3,Matrix
#ifdef GL_VERSION_3_0
static void glUniform2uiv_ei (GLint loc, const unsigned int* v) { glUniform2uiv(loc,1,v); }
static void glUniform3uiv_ei (GLint loc, const unsigned int* v) { glUniform3uiv(loc,1,v); }
static void glUniform4uiv_ei (GLint loc, const unsigned int* v) { glUniform4uiv(loc,1,v); }
inline void glUniform2uiv_ei (GLint loc, const unsigned int* v) { glUniform2uiv(loc,1,v); }
inline void glUniform3uiv_ei (GLint loc, const unsigned int* v) { glUniform3uiv(loc,1,v); }
inline void glUniform4uiv_ei (GLint loc, const unsigned int* v) { glUniform4uiv(loc,1,v); }
EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 2,2uiv_ei)
EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 3,3uiv_ei)
@ -305,9 +305,9 @@ EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 4,4uiv_ei)
#endif
#ifdef GL_ARB_gpu_shader_fp64
static void glUniform2dv_ei (GLint loc, const double* v) { glUniform2dv(loc,1,v); }
static void glUniform3dv_ei (GLint loc, const double* v) { glUniform3dv(loc,1,v); }
static void glUniform4dv_ei (GLint loc, const double* v) { glUniform4dv(loc,1,v); }
inline void glUniform2dv_ei (GLint loc, const double* v) { glUniform2dv(loc,1,v); }
inline void glUniform3dv_ei (GLint loc, const double* v) { glUniform3dv(loc,1,v); }
inline void glUniform4dv_ei (GLint loc, const double* v) { glUniform4dv(loc,1,v); }
EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,double, 2,2dv_ei)
EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,double, 3,3dv_ei)