+
+/*******************************************************************************
+
+ Copyright (c) 2009, Charles McGarvey
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+ FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+ DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+ CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+ OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+*******************************************************************************/
+
+#include "OpenGL.hh"
+
+
+#if USE_DOUBLE_PRECISION
+
+void (*glLoadMatrix)(const GLscalar*)(glLoadMatrixd);
+void (*glMultMatrix)(const GLscalar*)(glMultMatrixd);
+
+void (*glColor3)(GLscalar, GLscalar, GLscalar)(glColor3d);
+void (*glColor4)(GLscalar, GLscalar, GLscalar, GLscalar)(glColor4d);
+void (*glColor3v)(const GLscalar*)(glColor3dv);
+void (*glColor4v)(const GLscalar*)(glColor4dv);
+
+void (*glVertex2)(GLscalar, GLscalar)(glVertex2d);
+void (*glVertex3)(GLscalar, GLscalar, GLscalar)(glVertex3d);
+void (*glVertex4)(GLscalar, GLscalar, GLscalar, GLscalar)(glVertex4d);
+void (*glVertex2v)(const GLscalar*)(glVertex2dv);
+void (*glVertex3v)(const GLscalar*)(glVertex3dv);
+void (*glVertex4v)(const GLscalar*)(glVertex4dv);
+
+#else
+
+void (*glLoadMatrix)(const GLscalar*)(glLoadMatrixf);
+void (*glMultMatrix)(const GLscalar*)(glMultMatrixf);
+
+void (*glVertex2)(GLscalar, GLscalar)(glVertex2f);
+void (*glVertex3)(GLscalar, GLscalar, GLscalar)(glVertex3f);
+void (*glVertex4)(GLscalar, GLscalar, GLscalar, GLscalar)(glVertex4f);
+void (*glVertex2v)(const GLscalar*)(glVertex2fv);
+void (*glVertex3v)(const GLscalar*)(glVertex3fv);
+void (*glVertex4v)(const GLscalar*)(glVertex4fv);
+
+void (*glColor3)(GLscalar, GLscalar, GLscalar)(glColor3f);
+void (*glColor4)(GLscalar, GLscalar, GLscalar, GLscalar)(glColor4f);
+void (*glColor3v)(const GLscalar*)(glColor3fv);
+void (*glColor4v)(const GLscalar*)(glColor4fv);
+
+#endif
+
+
+/** vim: set ts=4 sw=4 tw=80: *************************************************/
+