From 608733415ac36824f9c2a9b11ee0ee755f701a77 Mon Sep 17 00:00:00 2001 From: Christoph Hertzberg Date: Fri, 12 Dec 2014 12:01:03 +0100 Subject: [PATCH] Free functions should only be declared as static in separate compilation units (grafted from d85abc89c5782eebe2b0f2c920d6c495b4dcc091 ) --- unsupported/Eigen/OpenGLSupport | 34 ++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/unsupported/Eigen/OpenGLSupport b/unsupported/Eigen/OpenGLSupport index 4ed545174..6ca1b1217 100644 --- a/unsupported/Eigen/OpenGLSupport +++ b/unsupported/Eigen/OpenGLSupport @@ -178,11 +178,11 @@ template void glLoadMatrix(const Transform& t) template void glLoadMatrix(const Transform& t) { glLoadMatrix(t.matrix()); } template void glLoadMatrix(const Transform& t) { glLoadMatrix(Transform(t).matrix()); } -static void glRotate(const Rotation2D& rot) +inline void glRotate(const Rotation2D& rot) { glRotatef(rot.angle()*180.f/float(M_PI), 0.f, 0.f, 1.f); } -static void glRotate(const Rotation2D& rot) +inline void glRotate(const Rotation2D& 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)