fix linking issue

This commit is contained in:
Gael Guennebaud 2011-08-12 22:38:53 +02:00
parent f162f7c323
commit ca7d3dca79

View File

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