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fix linking issue
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@ -188,11 +188,11 @@ template<typename Scalar> void glLoadMatrix(const Transform<Scalar,3,Affine>& t)
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template<typename Scalar> void glLoadMatrix(const Transform<Scalar,3,Projective>& t) { glLoadMatrix(t.matrix()); }
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template<typename Scalar> void glLoadMatrix(const Transform<Scalar,3,AffineCompact>& t) { glLoadMatrix(Transform<Scalar,3,Affine>(t).matrix()); }
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void glRotate(const Rotation2D<float>& rot)
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static void glRotate(const Rotation2D<float>& rot)
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{
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glRotatef(rot.angle()*180.f/float(M_PI), 0.f, 0.f, 1.f);
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}
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void glRotate(const Rotation2D<double>& rot)
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static void glRotate(const Rotation2D<double>& rot)
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{
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glRotated(rot.angle()*180.0/M_PI, 0.0, 0.0, 1.0);
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}
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@ -256,18 +256,18 @@ EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glGet,GLenum,_,double, 4,4,Doublev)
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#ifdef GL_VERSION_2_0
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void glUniform2fv_ei (GLint loc, const float* v) { glUniform2fv(loc,1,v); }
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void glUniform2iv_ei (GLint loc, const int* v) { glUniform2iv(loc,1,v); }
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static void glUniform2fv_ei (GLint loc, const float* v) { glUniform2fv(loc,1,v); }
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static void glUniform2iv_ei (GLint loc, const int* v) { glUniform2iv(loc,1,v); }
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void glUniform3fv_ei (GLint loc, const float* v) { glUniform3fv(loc,1,v); }
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void glUniform3iv_ei (GLint loc, const int* v) { glUniform3iv(loc,1,v); }
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static void glUniform3fv_ei (GLint loc, const float* v) { glUniform3fv(loc,1,v); }
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static void glUniform3iv_ei (GLint loc, const int* v) { glUniform3iv(loc,1,v); }
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void glUniform4fv_ei (GLint loc, const float* v) { glUniform4fv(loc,1,v); }
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void glUniform4iv_ei (GLint loc, const int* v) { glUniform4iv(loc,1,v); }
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static void glUniform4fv_ei (GLint loc, const float* v) { glUniform4fv(loc,1,v); }
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static void glUniform4iv_ei (GLint loc, const int* v) { glUniform4iv(loc,1,v); }
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void glUniformMatrix2fv_ei (GLint loc, const float* v) { glUniformMatrix2fv(loc,1,false,v); }
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void glUniformMatrix3fv_ei (GLint loc, const float* v) { glUniformMatrix3fv(loc,1,false,v); }
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void glUniformMatrix4fv_ei (GLint loc, const float* v) { glUniformMatrix4fv(loc,1,false,v); }
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static void glUniformMatrix2fv_ei (GLint loc, const float* v) { glUniformMatrix2fv(loc,1,false,v); }
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static void glUniformMatrix3fv_ei (GLint loc, const float* v) { glUniformMatrix3fv(loc,1,false,v); }
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static void glUniformMatrix4fv_ei (GLint loc, const float* v) { glUniformMatrix4fv(loc,1,false,v); }
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EIGEN_GL_FUNC1_DECLARATION (glUniform,GLint,const)
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@ -286,12 +286,12 @@ EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 4,4,Matrix
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#ifdef GL_VERSION_2_1
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void glUniformMatrix2x3fv_ei(GLint loc, const float* v) { glUniformMatrix2x3fv(loc,1,false,v); }
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void glUniformMatrix3x2fv_ei(GLint loc, const float* v) { glUniformMatrix3x2fv(loc,1,false,v); }
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void glUniformMatrix2x4fv_ei(GLint loc, const float* v) { glUniformMatrix2x4fv(loc,1,false,v); }
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void glUniformMatrix4x2fv_ei(GLint loc, const float* v) { glUniformMatrix4x2fv(loc,1,false,v); }
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void glUniformMatrix3x4fv_ei(GLint loc, const float* v) { glUniformMatrix3x4fv(loc,1,false,v); }
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void glUniformMatrix4x3fv_ei(GLint loc, const float* v) { glUniformMatrix4x3fv(loc,1,false,v); }
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static void glUniformMatrix2x3fv_ei(GLint loc, const float* v) { glUniformMatrix2x3fv(loc,1,false,v); }
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static void glUniformMatrix3x2fv_ei(GLint loc, const float* v) { glUniformMatrix3x2fv(loc,1,false,v); }
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static void glUniformMatrix2x4fv_ei(GLint loc, const float* v) { glUniformMatrix2x4fv(loc,1,false,v); }
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static void glUniformMatrix4x2fv_ei(GLint loc, const float* v) { glUniformMatrix4x2fv(loc,1,false,v); }
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static void glUniformMatrix3x4fv_ei(GLint loc, const float* v) { glUniformMatrix3x4fv(loc,1,false,v); }
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static void glUniformMatrix4x3fv_ei(GLint loc, const float* v) { glUniformMatrix4x3fv(loc,1,false,v); }
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EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 2,3,Matrix2x3fv_ei)
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EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 3,2,Matrix3x2fv_ei)
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@ -304,9 +304,9 @@ EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 4,3,Matrix
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#ifdef GL_VERSION_3_0
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void glUniform2uiv_ei (GLint loc, const unsigned int* v) { glUniform2uiv(loc,1,v); }
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void glUniform3uiv_ei (GLint loc, const unsigned int* v) { glUniform3uiv(loc,1,v); }
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void glUniform4uiv_ei (GLint loc, const unsigned int* v) { glUniform4uiv(loc,1,v); }
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static void glUniform2uiv_ei (GLint loc, const unsigned int* v) { glUniform2uiv(loc,1,v); }
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static void glUniform3uiv_ei (GLint loc, const unsigned int* v) { glUniform3uiv(loc,1,v); }
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static void glUniform4uiv_ei (GLint loc, const unsigned int* v) { glUniform4uiv(loc,1,v); }
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EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 2,2uiv_ei)
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EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 3,3uiv_ei)
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@ -315,9 +315,9 @@ EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,unsigned int, 4,4uiv_ei)
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#endif
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#ifdef GL_ARB_gpu_shader_fp64
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void glUniform2dv_ei (GLint loc, const double* v) { glUniform2dv(loc,1,v); }
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void glUniform3dv_ei (GLint loc, const double* v) { glUniform3dv(loc,1,v); }
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void glUniform4dv_ei (GLint loc, const double* v) { glUniform4dv(loc,1,v); }
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static void glUniform2dv_ei (GLint loc, const double* v) { glUniform2dv(loc,1,v); }
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static void glUniform3dv_ei (GLint loc, const double* v) { glUniform3dv(loc,1,v); }
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static void glUniform4dv_ei (GLint loc, const double* v) { glUniform4dv(loc,1,v); }
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EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,double, 2,2dv_ei)
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EIGEN_GL_FUNC1_SPECIALIZATION_VEC(glUniform,GLint,const,double, 3,3dv_ei)
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