indexing description: "Wrapper to all camera/view specific functions" date: "$Date$" revision: "$Revision$" class EMGL_VIEW inherit EMGL_FUNCTIONS export {NONE} all end feature --general function wrapper emgl_viewport ( x:INTEGER; y:INTEGER; width:INTEGER; height:INTEGER ) is --Wrap the OpenGL function `gl_viewport` do gl_viewport_external( x, y, width, height ) end emgl_scissor ( x:INTEGER; y:INTEGER; width:INTEGER; height:INTEGER ) is --Wrap the OpenGL function `gl_scissor` do gl_scissor_external( x, y, width, height ) end emgl_clip_plane ( plane:INTEGER; equation:POINTER ) is --Wrap the OpenGL function `gl_clip_plane` do gl_clip_plane_external( plane, equation ) end emgl_frustum ( left:DOUBLE; right:DOUBLE; bottom:DOUBLE; top:DOUBLE; znear:DOUBLE; zfar:DOUBLE ) is --Wrap the OpenGL function `gl_frustum` do gl_frustum_external( left, right, bottom, top, znear, zfar ) end emgl_load_identity is --Wrap the OpenGL function `gl_load_identity` do gl_load_identity_external end emgl_load_matrix ( m:EM_MATRIX44 ) is --Wrap the OpenGL function `gl_load_matrixd` do gl_load_matrixd_external( m ) end emgl_load_matrixd ( m:POINTER ) is --Wrap the OpenGL function `gl_load_matrixd` do gl_load_matrixd_external( m ) end emgl_load_matrixf ( m:POINTER ) is --Wrap the OpenGL function `gl_load_matrixf` do gl_load_matrixf_external( m ) end emgl_matrix_mode ( mode:INTEGER ) is --Wrap the OpenGL function `gl_matrix_mode` do gl_matrix_mode_external( mode ) end emgl_mult_matrix ( m:EM_MATRIX44 ) is --Wrap the OpenGL function `gl_mult_matrixd` do gl_mult_matrixd_external( m ) end emgl_mult_matrixd ( m:POINTER ) is --Wrap the OpenGL function `gl_mult_matrixd` do gl_mult_matrixd_external( m ) end emgl_mult_matrixf ( m:POINTER ) is --Wrap the OpenGL function `gl_mult_matrixf` do gl_mult_matrixf_external( m ) end emgl_ortho ( left:DOUBLE; right:DOUBLE; bottom:DOUBLE; top:DOUBLE; znear:DOUBLE; zfar:DOUBLE ) is --Wrap the OpenGL function `gl_ortho` do gl_ortho_external( left, right, bottom, top, znear, zfar ) end emgl_pop_matrix is --Wrap the OpenGL function `gl_pop_matrix` do gl_pop_matrix_external end emgl_push_matrix is --Wrap the OpenGL function `gl_push_matrix` do gl_push_matrix_external end emgl_rotate ( q: EM_QUATERNION ) is --Wrap the OpenGL function `gl_rotated` local m : EM_MATRIX44 do m := q gl_mult_matrixd_external( m ) end emgl_rotated ( angle:DOUBLE; x:DOUBLE; y:DOUBLE; z:DOUBLE ) is --Wrap the OpenGL function `gl_rotated` do gl_rotated_external( angle, x, y, z ) end emgl_rotatef ( angle:REAL; x:REAL; y:REAL; z:REAL ) is --Wrap the OpenGL function `gl_rotatef` do gl_rotatef_external( angle, x, y, z ) end emgl_scale ( v:EM_VECTOR3D ) is --Wrap the OpenGL function `gl_scaled` do gl_scaled_external( v.x, v.y, v.z ) end emgl_scaled ( x:DOUBLE; y:DOUBLE; z:DOUBLE ) is --Wrap the OpenGL function `gl_scaled` do gl_scaled_external( x, y, z ) end emgl_scalef ( x:REAL; y:REAL; z:REAL ) is --Wrap the OpenGL function `gl_scalef` do gl_scalef_external( x, y, z ) end emgl_translate ( v: EM_VECTOR3D ) is --Wrap the OpenGL function `gl_translated` do gl_translated_external( v.x, v.y, v.z ) end emgl_translated ( x:DOUBLE; y:DOUBLE; z:DOUBLE ) is --Wrap the OpenGL function `gl_translated` do gl_translated_external( x, y, z ) end emgl_translatef ( x:REAL; y:REAL; z:REAL ) is --Wrap the OpenGL function `gl_translatef` do gl_translatef_external( x, y, z ) end end