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📄 t_dd_vertex.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  4.0.3 * * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: *    Keith Whitwell <keith@tungstengraphics.com> */typedef struct {   GLfloat x, y, z, w;} TAG(_coord_t);#ifdef COLOR_IS_RGBAtypedef struct {#if defined(BYTE_ORDER) && defined(BIG_ENDIAN) && BYTE_ORDER == BIG_ENDIAN   GLubyte alpha, blue, green, red;#else   GLubyte red, green, blue, alpha;#endif} TAG(_color_t);#elsetypedef struct {#if defined(BYTE_ORDER) && defined(BIG_ENDIAN) && BYTE_ORDER == BIG_ENDIAN   GLubyte alpha, red, green, blue;#else   GLubyte blue, green, red, alpha;#endif} TAG(_color_t);#endiftypedef union {   struct {      GLfloat x, y, z, w;      TAG(_color_t) color;      TAG(_color_t) specular;      GLfloat u0, v0;      GLfloat u1, v1;      GLfloat u2, v2;      GLfloat u3, v3;   } v;   struct {      GLfloat x, y, z, w;      TAG(_color_t) color;      TAG(_color_t) specular;      GLfloat u0, v0, q0;      GLfloat u1, v1, q1;      GLfloat u2, v2, q2;      GLfloat u3, v3, q3;   } pv;   struct {      GLfloat x, y, z;      TAG(_color_t) color;   } tv;   GLfloat f[24];   GLuint  ui[24];   GLubyte ub4[24][4];} TAG(Vertex), *TAG(VertexPtr);

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