[Scummvm-cvs-logs] SF.net SVN: scummvm: [22489] residual/trunk/tinygl

aquadran at users.sourceforge.net aquadran at users.sourceforge.net
Tue May 16 07:53:23 CEST 2006


Revision: 22489
Author:   aquadran
Date:     2006-05-16 07:52:36 -0700 (Tue, 16 May 2006)
ViewCVS:  http://svn.sourceforge.net/scummvm/?rev=22489&view=rev

Log Message:
-----------
formating

Modified Paths:
--------------
    residual/trunk/tinygl/api.cpp
    residual/trunk/tinygl/arrays.cpp
    residual/trunk/tinygl/clear.cpp
    residual/trunk/tinygl/clip.cpp
    residual/trunk/tinygl/error.cpp
    residual/trunk/tinygl/get.cpp
    residual/trunk/tinygl/gl.h
    residual/trunk/tinygl/image_util.cpp
    residual/trunk/tinygl/init.cpp
    residual/trunk/tinygl/light.cpp
    residual/trunk/tinygl/list.cpp
    residual/trunk/tinygl/matrix.cpp
    residual/trunk/tinygl/memory.cpp
    residual/trunk/tinygl/misc.cpp
    residual/trunk/tinygl/msghandling.cpp
    residual/trunk/tinygl/msghandling.h
    residual/trunk/tinygl/opinfo.h
    residual/trunk/tinygl/select.cpp
    residual/trunk/tinygl/specbuf.cpp
    residual/trunk/tinygl/specbuf.h
    residual/trunk/tinygl/texture.cpp
    residual/trunk/tinygl/vertex.cpp
    residual/trunk/tinygl/zgl.h
    residual/trunk/tinygl/zline.cpp
    residual/trunk/tinygl/zline.h
    residual/trunk/tinygl/zmath.cpp
    residual/trunk/tinygl/zmath.h
    residual/trunk/tinygl/ztriangle.cpp
    residual/trunk/tinygl/ztriangle.h
Modified: residual/trunk/tinygl/api.cpp
===================================================================
--- residual/trunk/tinygl/api.cpp	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/api.cpp	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,666 +1,605 @@
+
 #include "tinygl/zgl.h"
 #include <stdio.h>
-/* glVertex */
 
-void tglVertex4f(float x,float y,float z,float w)
-{
-  TGLParam p[5];
+// glVertex
 
-  p[0].op=OP_Vertex;
-  p[1].f=x;
-  p[2].f=y;
-  p[3].f=z;
-  p[4].f=w;
+void tglVertex4f(float x, float y, float z, float w) {
+	TGLParam p[5];
 
-  gl_add_op(p);
+	p[0].op = OP_Vertex;
+	p[1].f = x;
+	p[2].f = y;
+	p[3].f = z;
+	p[4].f = w;
+
+	gl_add_op(p);
 }
 
-void tglVertex2f(float x,float y) 
-{
-  tglVertex4f(x,y,0,1);
+void tglVertex2f(float x, float y)  {
+	tglVertex4f(x, y, 0, 1);
 }
 
-void tglVertex3f(float x,float y,float z) 
-{
-  tglVertex4f(x,y,z,1);
+void tglVertex3f(float x, float y, float z)  {
+	tglVertex4f(x, y, z, 1);
 }
 
-void tglVertex3fv(float *v) 
-{
-  tglVertex4f(v[0],v[1],v[2],1);
+void tglVertex3fv(float *v)  {
+	tglVertex4f(v[0], v[1], v[2], 1);
 }
 
-/* glNormal */
+// glNormal
 
-void tglNormal3f(float x,float y,float z)
-{
-  TGLParam p[4];
+void tglNormal3f(float x, float y, float z) {
+	TGLParam p[4];
 
-  p[0].op=OP_Normal;
-  p[1].f=x;
-  p[2].f=y;
-  p[3].f=z;
+	p[0].op = OP_Normal;
+	p[1].f = x;
+	p[2].f = y;
+	p[3].f = z;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglNormal3fv(float *v) 
-{
-  tglNormal3f(v[0],v[1],v[2]);
+void tglNormal3fv(float *v)  {
+	tglNormal3f(v[0], v[1], v[2]);
 }
 
-/* glColor */
+// glColor
 
-void tglColor4f(float r,float g,float b,float a)
-{
-  TGLParam p[8];
+void tglColor4f(float r, float g, float b, float a) {
+	TGLParam p[8];
 
-  p[0].op=OP_Color;
-  p[1].f=r;
-  p[2].f=g;
-  p[3].f=b;
-  p[4].f=a;
-  /* direct convertion to integer to go faster if no shading */
-  p[5].ui = (unsigned int) (r * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + 
-                            ZB_POINT_RED_MIN);
-  p[6].ui = (unsigned int) (g * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + 
-                            ZB_POINT_GREEN_MIN);
-  p[7].ui = (unsigned int) (b * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + 
-                            ZB_POINT_BLUE_MIN);
-  gl_add_op(p);
+	p[0].op = OP_Color;
+	p[1].f = r;
+	p[2].f = g;
+	p[3].f = b;
+	p[4].f = a;
+	// direct convertion to integer to go faster if no shading
+	p[5].ui = (unsigned int)(r * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + ZB_POINT_RED_MIN);
+	p[6].ui = (unsigned int)(g * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN);
+	p[7].ui = (unsigned int)(b * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN);
+	gl_add_op(p);
 }
 
-void tglColor4fv(float *v)
-{
-  TGLParam p[8];
+void tglColor4fv(float *v) {
+	TGLParam p[8];
 
-  p[0].op=OP_Color;
-  p[1].f=v[0];
-  p[2].f=v[1];
-  p[3].f=v[2];
-  p[4].f=v[3];
-  /* direct convertion to integer to go faster if no shading */
-  p[5].ui = (unsigned int) (v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + 
-                            ZB_POINT_RED_MIN);
-  p[6].ui = (unsigned int) (v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + 
-                            ZB_POINT_GREEN_MIN);
-  p[7].ui = (unsigned int) (v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + 
-                            ZB_POINT_BLUE_MIN);
-  gl_add_op(p);
+	p[0].op = OP_Color;
+	p[1].f=v[0];
+	p[2].f=v[1];
+	p[3].f=v[2];
+	p[4].f=v[3];
+	// direct convertion to integer to go faster if no shading
+	p[5].ui = (unsigned int)(v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) + ZB_POINT_RED_MIN);
+	p[6].ui = (unsigned int)(v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN);
+	p[7].ui = (unsigned int)(v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN);
+	gl_add_op(p);
 }
 
-void tglColor3f(float x,float y,float z) 
-{
-  tglColor4f(x,y,z,1);
+void tglColor3f(float x, float y, float z) {
+	tglColor4f(x, y, z, 1);
 }
 
-void glColor3fv(float *v) 
-{
-  tglColor4f(v[0],v[1],v[2],1);
+void glColor3fv(float *v)  {
+  tglColor4f(v[0], v[1], v[2], 1);
 }
 
+// TexCoord
 
-/* TexCoord */
+void tglTexCoord4f(float s, float t, float r, float q) {
+	TGLParam p[5];
 
-void tglTexCoord4f(float s,float t,float r,float q)
-{
-  TGLParam p[5];
+	p[0].op = OP_TexCoord;
+	p[1].f = s;
+	p[2].f = t;
+	p[3].f = r;
+	p[4].f = q;
 
-  p[0].op=OP_TexCoord;
-  p[1].f=s;
-  p[2].f=t;
-  p[3].f=r;
-  p[4].f=q;
-
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglTexCoord2f(float s,float t)
-{
-  tglTexCoord4f(s,t,0,1);
+void tglTexCoord2f(float s, float t) {
+	tglTexCoord4f(s, t, 0, 1);
 }
 
-void tglTexCoord2fv(float *v)
-{
-  tglTexCoord4f(v[0],v[1],0,1);
+void tglTexCoord2fv(float *v) {
+	tglTexCoord4f(v[0], v[1], 0, 1);
 }
 
-void tglEdgeFlag(int flag)
-{
-  TGLParam p[2];
+void tglEdgeFlag(int flag) {
+	TGLParam p[2];
 
-  p[0].op=OP_EdgeFlag;
-  p[1].i=flag;
+	p[0].op = OP_EdgeFlag;
+	p[1].i = flag;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-/* misc */
+// misc
 
-void tglShadeModel(int mode)
-{
-  TGLParam p[2];
+void tglShadeModel(int mode) {
+	TGLParam p[2];
 
-  assert(mode == TGL_FLAT || mode == TGL_SMOOTH);
+	assert(mode == TGL_FLAT || mode == TGL_SMOOTH);
 
-  p[0].op=OP_ShadeModel;
-  p[1].i=mode;
+	p[0].op = OP_ShadeModel;
+	p[1].i = mode;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglCullFace(int mode)
-{
-  TGLParam p[2];
+void tglCullFace(int mode) {
+	TGLParam p[2];
 
-  assert(mode == TGL_BACK || 
-         mode == TGL_FRONT || 
-         mode == TGL_FRONT_AND_BACK);
+	assert(mode == TGL_BACK || mode == TGL_FRONT || mode == TGL_FRONT_AND_BACK);
 
-  p[0].op=OP_CullFace;
-  p[1].i=mode;
+	p[0].op = OP_CullFace;
+	p[1].i = mode;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglFrontFace(int mode)
-{
-  TGLParam p[2];
+void tglFrontFace(int mode) {
+	TGLParam p[2];
 
-  assert(mode == TGL_CCW || mode == TGL_CW);
+	assert(mode == TGL_CCW || mode == TGL_CW);
 
-  mode = (mode != TGL_CCW);
+	mode = (mode != TGL_CCW);
 
-  p[0].op=OP_FrontFace;
-  p[1].i=mode;
+	p[0].op = OP_FrontFace;
+	p[1].i = mode;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglPolygonMode(int face,int mode)
-{
-  TGLParam p[3];
+void tglPolygonMode(int face, int mode) {
+	TGLParam p[3];
 
-  assert(face == TGL_BACK || 
-         face == TGL_FRONT || 
-         face == TGL_FRONT_AND_BACK);
-  assert(mode == TGL_POINT || mode == TGL_LINE || mode==TGL_FILL);
+	assert(face == TGL_BACK || face == TGL_FRONT || face == TGL_FRONT_AND_BACK);
+	assert(mode == TGL_POINT || mode == TGL_LINE || mode == TGL_FILL);
 
-  p[0].op=OP_PolygonMode;
-  p[1].i=face;
-  p[2].i=mode;
+	p[0].op = OP_PolygonMode;
+	p[1].i = face;
+	p[2].i = mode;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
 
-/* glEnable / glDisable */
+// glEnable, glDisable
 
-void tglEnable(int cap)
-{
-  TGLParam p[3];
+void tglEnable(int cap) {
+	TGLParam p[3];
 
-  p[0].op=OP_EnableDisable;
-  p[1].i=cap;
-  p[2].i=1;
+	p[0].op = OP_EnableDisable;
+	p[1].i = cap;
+	p[2].i = 1;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglDisable(int cap)
-{
-  TGLParam p[3];
+void tglDisable(int cap) {
+	TGLParam p[3];
 
-  p[0].op=OP_EnableDisable;
-  p[1].i=cap;
-  p[2].i=0;
+	p[0].op = OP_EnableDisable;
+	p[1].i = cap;
+	p[2].i = 0;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-/* glBegin / glEnd */
+// glBegin, glEnd
 
-void tglBegin(int mode)
-{
-  TGLParam p[2];
+void tglBegin(int mode) {
+	TGLParam p[2];
 
-  p[0].op=OP_Begin;
-  p[1].i=mode;
+	p[0].op = OP_Begin;
+	p[1].i = mode;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglEnd(void)
-{
-  TGLParam p[1];
+void tglEnd() {
+	TGLParam p[1];
 
-  p[0].op=OP_End;
+	p[0].op = OP_End;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-/* matrix */
+// matrix
 
-void tglMatrixMode(int mode)
-{
-  TGLParam p[2];
+void tglMatrixMode(int mode) {
+	TGLParam p[2];
 
-  p[0].op=OP_MatrixMode;
-  p[1].i=mode;
+	p[0].op = OP_MatrixMode;
+	p[1].i = mode;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglLoadMatrixf(const float *m)
-{
-  TGLParam p[17];
-  int i;
+void tglLoadMatrixf(const float *m) {
+	TGLParam p[17];
+	int i;
 
-  p[0].op=OP_LoadMatrix;
-  for(i=0;i<16;i++) p[i+1].f=m[i];
+	p[0].op = OP_LoadMatrix;
+	for (i = 0; i < 16; i++)
+		p[i + 1].f = m[i];
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglLoadIdentity(void)
-{
-  TGLParam p[1];
+void tglLoadIdentity() {
+	TGLParam p[1];
 
-  p[0].op=OP_LoadIdentity;
+	p[0].op = OP_LoadIdentity;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglMultMatrixf(const float *m)
-{
-  TGLParam p[17];
-  int i;
+void tglMultMatrixf(const float *m) {
+	TGLParam p[17];
+	int i;
 
-  p[0].op=OP_MultMatrix;
-  for(i=0;i<16;i++) p[i+1].f=m[i];
+	p[0].op = OP_MultMatrix;
+	for (i = 0; i < 16; i++)
+		p[i + 1].f = m[i];
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglPushMatrix(void)
-{
-  TGLParam p[1];
+void tglPushMatrix() {
+	TGLParam p[1];
 
-  p[0].op=OP_PushMatrix;
+	p[0].op = OP_PushMatrix;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglPopMatrix(void)
-{
-  TGLParam p[1];
+void tglPopMatrix() {
+	TGLParam p[1];
 
-  p[0].op=OP_PopMatrix;
+	p[0].op = OP_PopMatrix;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglRotatef(float angle,float x,float y,float z)
-{
-  TGLParam p[5];
+void tglRotatef(float angle, float x, float y, float z) {
+	TGLParam p[5];
 
-  p[0].op=OP_Rotate;
-  p[1].f=angle;
-  p[2].f=x;
-  p[3].f=y;
-  p[4].f=z;
+	p[0].op = OP_Rotate;
+	p[1].f = angle;
+	p[2].f = x;
+	p[3].f = y;
+	p[4].f = z;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglTranslatef(float x,float y,float z)
-{
-  TGLParam p[4];
+void tglTranslatef(float x, float y, float z) {
+	TGLParam p[4];
 
-  p[0].op=OP_Translate;
-  p[1].f=x;
-  p[2].f=y;
-  p[3].f=z;
+	p[0].op = OP_Translate;
+	p[1].f = x;
+	p[2].f = y;
+	p[3].f = z;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglScalef(float x,float y,float z)
-{
-  TGLParam p[4];
+void tglScalef(float x, float y, float z) {
+	TGLParam p[4];
 
-  p[0].op=OP_Scale;
-  p[1].f=x;
-  p[2].f=y;
-  p[3].f=z;
+	p[0].op = OP_Scale;
+	p[1].f = x;
+	p[2].f = y;
+	p[3].f = z;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
+void tglViewport(int x, int y, int width, int height) {
+	TGLParam p[5];
 
-void tglViewport(int x,int y,int width,int height)
-{
-  TGLParam p[5];
+	p[0].op = OP_Viewport;
+	p[1].i = x;
+	p[2].i = y;
+	p[3].i = width;
+	p[4].i = height;
 
-  p[0].op=OP_Viewport;
-  p[1].i=x;
-  p[2].i=y;
-  p[3].i=width;
-  p[4].i=height;
-
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglFrustum(double left,double right,double bottom,double top,
-               double nearv,double farv)
-{
-  TGLParam p[7];
+void tglFrustum(double left, double right, double bottom, double top,
+               double nearv, double farv) {
+	TGLParam p[7];
 
-  p[0].op=OP_Frustum;
-  p[1].f=(float)left;
-  p[2].f=(float)right;
-  p[3].f=(float)bottom;
-  p[4].f=(float)top;
-  p[5].f=(float)nearv;
-  p[6].f=(float)farv;
+	p[0].op = OP_Frustum;
+	p[1].f = (float)left;
+	p[2].f = (float)right;
+	p[3].f = (float)bottom;
+	p[4].f = (float)top;
+	p[5].f = (float)nearv;
+	p[6].f = (float)farv;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-/* lightening */
+// lightening
 
-void tglMaterialfv(int mode,int type,float *v)
-{
-  TGLParam p[7];
-  int i,n;
+void tglMaterialfv(int mode, int type, float *v) {
+	TGLParam p[7];
+	int i, n;
 
-  assert(mode == TGL_FRONT  || mode == TGL_BACK || mode==TGL_FRONT_AND_BACK);
+	assert(mode == TGL_FRONT  || mode == TGL_BACK || mode==TGL_FRONT_AND_BACK);
 
-  p[0].op=OP_Material;
-  p[1].i=mode;
-  p[2].i=type;
-  n=4;
-  if (type == TGL_SHININESS) n=1;
-  for(i=0;i<4;i++) p[3+i].f=v[i];
-  for(i=n;i<4;i++) p[3+i].f=0;
+	p[0].op = OP_Material;
+	p[1].i = mode;
+	p[2].i = type;
+	n = 4;
+	if (type == TGL_SHININESS)
+		n = 1;
+	for (i = 0; i < 4; i++)
+		p[3 + i].f = v[i];
+	for (i = n; i < 4; i++)
+		p[3 + i].f = 0;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglMaterialf(int mode,int type,float v)
-{
-  TGLParam p[7];
-  int i;
+void tglMaterialf(int mode, int type, float v) {
+	TGLParam p[7];
+	int i;
 
-  p[0].op=OP_Material;
-  p[1].i=mode;
-  p[2].i=type;
-  p[3].f=v;
-  for(i=0;i<3;i++) p[4+i].f=0;
+	p[0].op = OP_Material;
+	p[1].i = mode;
+	p[2].i = type;
+	p[3].f = v;
+	for (i = 0; i < 3; i++)
+		p[4 + i].f = 0;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglColorMaterial(int mode,int type)
-{
-  TGLParam p[3];
+void tglColorMaterial(int mode, int type) {
+	TGLParam p[3];
 
-  p[0].op=OP_ColorMaterial;
-  p[1].i=mode;
-  p[2].i=type;
+	p[0].op = OP_ColorMaterial;
+	p[1].i = mode;
+	p[2].i = type;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglLightfv(int light,int type,float *v)
-{
-  TGLParam p[7];
-  int i;
+void tglLightfv(int light, int type, float *v) {
+	TGLParam p[7];
+	int i;
 
-  p[0].op=OP_Light;
-  p[1].i=light;
-  p[2].i=type;
-  /* TODO: 3 composants ? */
-  for(i=0;i<4;i++) p[3+i].f=v[i];
+	p[0].op=OP_Light;
+	p[1].i=light;
+	p[2].i=type;
+	// TODO: 3 composants
+	for (i = 0; i < 4; i++)
+		p[3 + i].f = v[i];
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
 
-void tglLightf(int light,int type,float v)
-{
-  TGLParam p[7];
-  int i;
+void tglLightf(int light, int type, float v) {
+	TGLParam p[7];
+	int i;
 
-  p[0].op=OP_Light;
-  p[1].i=light;
-  p[2].i=type;
-  p[3].f=v;
-  for(i=0;i<3;i++) p[4+i].f=0;
+	p[0].op = OP_Light;
+	p[1].i = light;
+	p[2].i = type;
+	p[3].f = v;
+	for (i = 0; i < 3; i++)
+		p[4 + i].f = 0;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglLightModeli(int pname,int param)
-{
-  TGLParam p[6];
-  int i;
+void tglLightModeli(int pname, int param) {
+	TGLParam p[6];
+	int i;
 
-  p[0].op=OP_LightModel;
-  p[1].i=pname;
-  p[2].f=(float)param;
-  for(i=0;i<4;i++) p[3+i].f=0;
+	p[0].op = OP_LightModel;
+	p[1].i = pname;
+	p[2].f = (float)param;
+	for (i = 0; i < 4; i++)
+		p[3 + i].f = 0;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglLightModelfv(int pname,float *param)
-{
-  TGLParam p[6];
-  int i;
+void tglLightModelfv(int pname, float *param) {
+	TGLParam p[6];
+	int i;
 
-  p[0].op=OP_LightModel;
-  p[1].i=pname;
-  for(i=0;i<4;i++) p[2+i].f=param[i];
+	p[0].op = OP_LightModel;
+	p[1].i = pname;
+	for (i = 0; i < 4; i++)
+		p[2 + i].f = param[i];
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-/* clear */
+// clear
 
-void tglClear(int mask)
-{
-  TGLParam p[2];
+void tglClear(int mask) {
+	TGLParam p[2];
 
-  p[0].op=OP_Clear;
-  p[1].i=mask;
+	p[0].op = OP_Clear;
+	p[1].i = mask;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglClearColor(float r,float g,float b,float a)
-{
-  TGLParam p[5];
+void tglClearColor(float r, float g, float b, float a) {
+	TGLParam p[5];
 
-  p[0].op=OP_ClearColor;
-  p[1].f=r;
-  p[2].f=g;
-  p[3].f=b;
-  p[4].f=a;
+	p[0].op = OP_ClearColor;
+	p[1].f = r;
+	p[2].f = g;
+	p[3].f = b;
+	p[4].f = a;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglClearDepth(double depth)
-{
-  TGLParam p[2];
+void tglClearDepth(double depth) {
+	TGLParam p[2];
 
-  p[0].op=OP_ClearDepth;
-  p[1].f=(float)depth;
+	p[0].op = OP_ClearDepth;
+	p[1].f = (float)depth;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
+// textures
 
-/* textures */
-
 void tglTexImage2D( int target, int level, int components,
                    int width, int height, int border,
-                   int format, int type, void *pixels)
-{
-  TGLParam p[10];
+                   int format, int type, void *pixels) {
+	TGLParam p[10];
 
-  p[0].op=OP_TexImage2D;
-  p[1].i=target;
-  p[2].i=level;
-  p[3].i=components;
-  p[4].i=width;
-  p[5].i=height;
-  p[6].i=border;
-  p[7].i=format;
-  p[8].i=type;
-  p[9].p=pixels;
+	p[0].op = OP_TexImage2D;
+	p[1].i = target;
+	p[2].i = level;
+	p[3].i = components;
+	p[4].i = width;
+	p[5].i = height;
+	p[6].i = border;
+	p[7].i = format;
+	p[8].i = type;
+	p[9].p = pixels;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
+void tglBindTexture(int target, int texture) {
+	TGLParam p[3];
 
-void tglBindTexture(int target,int texture)
-{
-  TGLParam p[3];
+	p[0].op = OP_BindTexture;
+	p[1].i = target;
+	p[2].i = texture;
 
-  p[0].op=OP_BindTexture;
-  p[1].i=target;
-  p[2].i=texture;
-
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglTexEnvi(int target,int pname,int param)
-{
-  TGLParam p[8];
+void tglTexEnvi(int target, int pname, int param) {
+	TGLParam p[8];
   
-  p[0].op=OP_TexEnv;
-  p[1].i=target;
-  p[2].i=pname;
-  p[3].i=param;
-  p[4].f=0;
-  p[5].f=0;
-  p[6].f=0;
-  p[7].f=0;
+	p[0].op = OP_TexEnv;
+	p[1].i = target;
+	p[2].i = pname;
+	p[3].i = param;
+	p[4].f = 0;
+	p[5].f = 0;
+	p[6].f = 0;
+	p[7].f = 0;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglTexParameteri(int target,int pname,int param)
-{
-  TGLParam p[8];
+void tglTexParameteri(int target, int pname, int param) {
+	TGLParam p[8];
   
-  p[0].op=OP_TexParameter;
-  p[1].i=target;
-  p[2].i=pname;
-  p[3].i=param;
-  p[4].f=0;
-  p[5].f=0;
-  p[6].f=0;
-  p[7].f=0;
+	p[0].op = OP_TexParameter;
+	p[1].i = target;
+	p[2].i = pname;
+	p[3].i = param;
+	p[4].f = 0;
+	p[5].f = 0;
+	p[6].f = 0;
+	p[7].f = 0;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglPixelStorei(int pname,int param)
-{
-  TGLParam p[3];
+void tglPixelStorei(int pname, int param) {
+	TGLParam p[3];
 
-  p[0].op=OP_PixelStore;
-  p[1].i=pname;
-  p[2].i=param;
+	p[0].op = OP_PixelStore;
+	p[1].i = pname;
+	p[2].i = param;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-/* selection */
+// selection
 
-void tglInitNames(void)
-{
-  TGLParam p[1];
+void tglInitNames() {
+	TGLParam p[1];
 
-  p[0].op=OP_InitNames;
+	p[0].op = OP_InitNames;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglPushName(unsigned int name)
-{
-  TGLParam p[2];
+void tglPushName(unsigned int name) {
+	TGLParam p[2];
 
-  p[0].op=OP_PushName;
-  p[1].i=name;
+	p[0].op = OP_PushName;
+	p[1].i = name;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglPopName(void)
-{
-  TGLParam p[1];
+void tglPopName() {
+	TGLParam p[1];
 
-  p[0].op=OP_PopName;
+	p[0].op = OP_PopName;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglLoadName(unsigned int name)
-{
-  TGLParam p[2];
+void tglLoadName(unsigned int name) {
+	TGLParam p[2];
 
-  p[0].op=OP_LoadName;
-  p[1].i=name;
+	p[0].op = OP_LoadName;
+	p[1].i = name;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void 
-tglPolygonOffset(TGLfloat factor, TGLfloat units)
-{
+void  tglPolygonOffset(TGLfloat factor, TGLfloat units) {
   TGLParam p[3];
   p[0].op = OP_PolygonOffset;
   p[1].f = factor;
   p[2].f = units;
 }
 
-/* Special Functions */
+// Special Functions
 
-void tglCallList(unsigned int list)
-{
-  TGLParam p[2];
+void tglCallList(unsigned int list) {
+	TGLParam p[2];
 
-  p[0].op=OP_CallList;
-  p[1].i=list;
+	p[0].op = OP_CallList;
+	p[1].i = list;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-void tglFlush(void)
-{
-  /* nothing to do */
+void tglFlush() {
+	// nothing to do
 }
 
-void tglHint(int target,int mode)
-{
-  TGLParam p[3];
+void tglHint(int target, int mode) {
+	TGLParam p[3];
 
-  p[0].op=OP_Hint;
-  p[1].i=target;
-  p[2].i=mode;
+	p[0].op = OP_Hint;
+	p[1].i = target;
+	p[2].i = mode;
 
-  gl_add_op(p);
+	gl_add_op(p);
 }
 
-/* Non standard functions */
+// Non standard functions
 
-void tglDebug(int mode)
-{
-  GLContext *c=gl_get_context();
-  c->print_flag=mode;
+void tglDebug(int mode) {
+	GLContext *c = gl_get_context();
+	c->print_flag = mode;
 }
-

Modified: residual/trunk/tinygl/arrays.cpp
===================================================================
--- residual/trunk/tinygl/arrays.cpp	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/arrays.cpp	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,3 +1,4 @@
+
 #include "tinygl/zgl.h"
 #include <assert.h>
 #include <stdio.h>
@@ -2,203 +3,173 @@
 
-#define VERTEX_ARRAY   0x0001
-#define COLOR_ARRAY    0x0002
-#define NORMAL_ARRAY   0x0004
-#define TEXCOORD_ARRAY 0x0008
+#define VERTEX_ARRAY	0x0001
+#define COLOR_ARRAY		0x0002
+#define NORMAL_ARRAY	0x0004
+#define TEXCOORD_ARRAY	0x0008
 
-void
-glopArrayElement(GLContext *c, TGLParam *param)
-{
-  int i;
-  int states = c->client_states;
-  int idx = param[1].i;
-    
-  if (states & COLOR_ARRAY) {
-    TGLParam p[5];
-    int size = c->color_array_size; 
-    i = idx * (size + c->color_array_stride);
-    p[1].f = c->color_array[i];
-    p[2].f = c->color_array[i+1];
-    p[3].f = c->color_array[i+2];
-    p[4].f = size > 3 ? c->color_array[i+3] : 1.0f;
-    glopColor(c, p);  
-  }
-  if (states & NORMAL_ARRAY) {
-    i = idx * (3 + c->normal_array_stride);
-    c->current_normal.X = c->normal_array[i];
-    c->current_normal.Y = c->normal_array[i+1];
-    c->current_normal.Z = c->normal_array[i+2];
-    c->current_normal.Z = 0.0f;
-  }
-  if (states & TEXCOORD_ARRAY) {
-    int size = c->texcoord_array_size;
-    i = idx * (size + c->texcoord_array_stride);
-    c->current_tex_coord.X = c->texcoord_array[i];
-    c->current_tex_coord.Y = c->texcoord_array[i+1];
-    c->current_tex_coord.Z = size > 2 ? c->texcoord_array[i+2] : 0.0f;
-    c->current_tex_coord.W = size > 3 ? c->texcoord_array[i+3] : 1.0f;
-  }
-  if (states & VERTEX_ARRAY) {
-    TGLParam p[5];
-    int size = c->vertex_array_size;
-    i = idx * (size + c->vertex_array_stride);
-    p[1].f = c->vertex_array[i];
-    p[2].f = c->vertex_array[i+1];
-    p[3].f = size > 2 ? c->vertex_array[i+2] : 0.0f;
-    p[4].f = size > 3 ? c->vertex_array[i+3] : 1.0f;
-    glopVertex(c, p);
-  }
+void glopArrayElement(GLContext *c, TGLParam *param) {
+	int i;
+	int states = c->client_states;
+	int idx = param[1].i;
+
+	if (states & COLOR_ARRAY) {
+		TGLParam p[5];
+		int size = c->color_array_size; 
+		i = idx * (size + c->color_array_stride);
+		p[1].f = c->color_array[i];
+		p[2].f = c->color_array[i + 1];
+		p[3].f = c->color_array[i + 2];
+		p[4].f = size > 3 ? c->color_array[i + 3] : 1.0f;
+		glopColor(c, p);  
+	}
+	if (states & NORMAL_ARRAY) {
+		i = idx * (3 + c->normal_array_stride);
+		c->current_normal.X = c->normal_array[i];
+		c->current_normal.Y = c->normal_array[i + 1];
+		c->current_normal.Z = c->normal_array[i + 2];
+		c->current_normal.Z = 0.0f;
+	}
+	if (states & TEXCOORD_ARRAY) {
+		int size = c->texcoord_array_size;
+		i = idx * (size + c->texcoord_array_stride);
+		c->current_tex_coord.X = c->texcoord_array[i];
+		c->current_tex_coord.Y = c->texcoord_array[i + 1];
+		c->current_tex_coord.Z = size > 2 ? c->texcoord_array[i + 2] : 0.0f;
+		c->current_tex_coord.W = size > 3 ? c->texcoord_array[i + 3] : 1.0f;
+	}
+	if (states & VERTEX_ARRAY) {
+		TGLParam p[5];
+		int size = c->vertex_array_size;
+		i = idx * (size + c->vertex_array_stride);
+		p[1].f = c->vertex_array[i];
+		p[2].f = c->vertex_array[i + 1];
+		p[3].f = size > 2 ? c->vertex_array[i+2] : 0.0f;
+		p[4].f = size > 3 ? c->vertex_array[i+3] : 1.0f;
+		glopVertex(c, p);
+	}
 }
 
-void
-glArrayElement(TGLint i)
-{
-  TGLParam p[2];
-  p[0].op = OP_ArrayElement;
-  p[1].i = i;
-  gl_add_op(p);
+void glArrayElement(TGLint i) {
+	TGLParam p[2];
+	p[0].op = OP_ArrayElement;
+	p[1].i = i;
+	gl_add_op(p);
 }
 
-
-void
-glopEnableClientState(GLContext *c, TGLParam *p)
-{
-  c->client_states |= p[1].i;
+void glopEnableClientState(GLContext *c, TGLParam *p) {
+	c->client_states |= p[1].i;
 }
 
-void 
-glEnableClientState(TGLenum array)
-{
-  TGLParam p[2];
-  p[0].op = OP_EnableClientState;
-  
-  switch(array) {
-  case TGL_VERTEX_ARRAY:
-    p[1].i = VERTEX_ARRAY;
-    break;  
-  case TGL_NORMAL_ARRAY:
-    p[1].i = NORMAL_ARRAY;
-    break;
-  case TGL_COLOR_ARRAY:
-    p[1].i = COLOR_ARRAY;
-    break;
-  case TGL_TEXTURE_COORD_ARRAY:
-    p[1].i = TEXCOORD_ARRAY;
-    break;
-  default:
-    assert(0);
-    break;
-  }
-  gl_add_op(p);
+void glEnableClientState(TGLenum array) {
+	TGLParam p[2];
+	p[0].op = OP_EnableClientState;
+
+	switch(array) {
+	case TGL_VERTEX_ARRAY:
+		p[1].i = VERTEX_ARRAY;
+		break;  
+	case TGL_NORMAL_ARRAY:
+		p[1].i = NORMAL_ARRAY;
+		break;
+	case TGL_COLOR_ARRAY:
+		p[1].i = COLOR_ARRAY;
+		break;
+	case TGL_TEXTURE_COORD_ARRAY:
+		p[1].i = TEXCOORD_ARRAY;
+		break;
+	default:
+		assert(0);
+		break;
+	}
+	gl_add_op(p);
 }
 
-void
-glopDisableClientState(GLContext *c, TGLParam *p)
-{
-  c->client_states &= p[1].i;
+void glopDisableClientState(GLContext *c, TGLParam *p) {
+	c->client_states &= p[1].i;
 }
 
-void
-glDisableClientState(TGLenum array)
-{
-  TGLParam p[2];
-  p[0].op = OP_DisableClientState;
+void glDisableClientState(TGLenum array) {
+	TGLParam p[2];
+	p[0].op = OP_DisableClientState;
     
-  switch(array) {
-  case TGL_VERTEX_ARRAY:
-    p[1].i = ~VERTEX_ARRAY;
-    break;  
-  case TGL_NORMAL_ARRAY:
-    p[1].i = ~NORMAL_ARRAY;
-    break;
-  case TGL_COLOR_ARRAY:
-    p[1].i = ~COLOR_ARRAY;
-    break;
-  case TGL_TEXTURE_COORD_ARRAY:
-    p[1].i = ~TEXCOORD_ARRAY;
-    break;
-  default:
-    assert(0);
-    break;
-  }
-  gl_add_op(p);
+	switch(array) {
+	case TGL_VERTEX_ARRAY:
+		p[1].i = ~VERTEX_ARRAY;
+		break;  
+	case TGL_NORMAL_ARRAY:
+		p[1].i = ~NORMAL_ARRAY;
+		break;
+	case TGL_COLOR_ARRAY:
+		p[1].i = ~COLOR_ARRAY;
+		break;
+	case TGL_TEXTURE_COORD_ARRAY:
+		p[1].i = ~TEXCOORD_ARRAY;
+		break;
+	default:
+		assert(0);
+		break;
+	}
+	gl_add_op(p);
 }
 
-void
-glopVertexPointer(GLContext *c, TGLParam *p)
-{
-  c->vertex_array_size = p[1].i;
-  c->vertex_array_stride = p[2].i;
-  c->vertex_array = (float *)p[3].p;
+void glopVertexPointer(GLContext *c, TGLParam *p) {
+	c->vertex_array_size = p[1].i;
+	c->vertex_array_stride = p[2].i;
+	c->vertex_array = (float *)p[3].p;
 }
 
-void 
-glVertexPointer(TGLint size, TGLenum type, TGLsizei stride, 
-                const TGLvoid *pointer)
-{
-  TGLParam p[4];
-  assert(type == TGL_FLOAT);
-  p[0].op = OP_VertexPointer;
-  p[1].i = size;
-  p[2].i = stride;
-  p[3].p = (void*)pointer;
-  gl_add_op(p);
+void  glVertexPointer(TGLint size, TGLenum type, TGLsizei stride,
+					  const TGLvoid *pointer) {
+	TGLParam p[4];
+	assert(type == TGL_FLOAT);
+	p[0].op = OP_VertexPointer;
+	p[1].i = size;
+	p[2].i = stride;
+	p[3].p = (void *)pointer;
+	gl_add_op(p);
 }
 
-void
-glopColorPointer(GLContext *c, TGLParam *p)
-{
-  c->color_array_size = p[1].i;
-  c->color_array_stride = p[2].i;
-  c->color_array = (float *)p[3].p;  
+void glopColorPointer(GLContext *c, TGLParam *p) {
+	c->color_array_size = p[1].i;
+	c->color_array_stride = p[2].i;
+	c->color_array = (float *)p[3].p;  
 }
 
-void 
-glColorPointer(TGLint size, TGLenum type, TGLsizei stride, 
-               const TGLvoid *pointer)
-{
-  TGLParam p[4];
-  assert(type == TGL_FLOAT);
-  p[0].op = OP_ColorPointer;
-  p[1].i = size;
-  p[2].i = stride;
-  p[3].p = (void*)pointer;
-  gl_add_op(p);
+void  glColorPointer(TGLint size, TGLenum type, TGLsizei stride, 
+					 const TGLvoid *pointer) {
+	TGLParam p[4];
+	assert(type == TGL_FLOAT);
+	p[0].op = OP_ColorPointer;
+	p[1].i = size;
+	p[2].i = stride;
+	p[3].p = (void *)pointer;
+	gl_add_op(p);
 }
 
-void
-glopNormalPointer(GLContext *c, TGLParam *p)
-{
-  c->normal_array_stride = p[1].i;
-  c->normal_array = (float *)p[2].p;  
+void glopNormalPointer(GLContext *c, TGLParam *p) {
+	c->normal_array_stride = p[1].i;
+	c->normal_array = (float *)p[2].p;
 }
 
-void 
-glNormalPointer(TGLenum type, TGLsizei stride, 
-                const TGLvoid *pointer)
-{
-  TGLParam p[3];
-  assert(type == TGL_FLOAT);
-  p[0].op = OP_NormalPointer;
-  p[1].i = stride;
-  p[2].p = (void*)pointer;
+void glNormalPointer(TGLenum type, TGLsizei stride, const TGLvoid *pointer) {
+	TGLParam p[3];
+	assert(type == TGL_FLOAT);
+	p[0].op = OP_NormalPointer;
+	p[1].i = stride;
+	p[2].p = (void *)pointer;
 }
 
-void
-glopTexCoordPointer(GLContext *c, TGLParam *p)
-{
-  c->texcoord_array_size = p[1].i;
-  c->texcoord_array_stride = p[2].i;
-  c->texcoord_array = (float *)p[3].p;
+void glopTexCoordPointer(GLContext *c, TGLParam *p) {
+	c->texcoord_array_size = p[1].i;
+	c->texcoord_array_stride = p[2].i;
+	c->texcoord_array = (float *)p[3].p;
 }
 
-void 
-glTexCoordPointer(TGLint size, TGLenum type, TGLsizei stride, 
-                  const TGLvoid *pointer)
-{
-  TGLParam p[4];
-  assert(type == TGL_FLOAT);
-  p[0].op = OP_TexCoordPointer;
-  p[1].i = size;
-  p[2].i = stride;
-  p[3].p = (void*)pointer;
+void glTexCoordPointer(TGLint size, TGLenum type, TGLsizei stride,
+					   const TGLvoid *pointer) {
+	TGLParam p[4];
+	assert(type == TGL_FLOAT);
+	p[0].op = OP_TexCoordPointer;
+	p[1].i = size;
+	p[2].i = stride;
+	p[3].p = (void *)pointer;
 }

Modified: residual/trunk/tinygl/clear.cpp
===================================================================
--- residual/trunk/tinygl/clear.cpp	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/clear.cpp	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,30 +1,25 @@
+
 #include "tinygl/zgl.h"
 
+void glopClearColor(GLContext *c, TGLParam *p) {
+	c->clear_color.v[0] = p[1].f;
+	c->clear_color.v[1] = p[2].f;
+	c->clear_color.v[2] = p[3].f;
+	c->clear_color.v[3] = p[4].f;
+}
 
-void glopClearColor(GLContext *c,TGLParam *p)
-{
-  c->clear_color.v[0]=p[1].f;
-  c->clear_color.v[1]=p[2].f;
-  c->clear_color.v[2]=p[3].f;
-  c->clear_color.v[3]=p[4].f;
+void glopClearDepth(GLContext *c, TGLParam *p) {
+	c->clear_depth = p[1].f;
 }
-void glopClearDepth(GLContext *c,TGLParam *p)
-{
-  c->clear_depth=p[1].f;
-}
 
+void glopClear(GLContext *c,TGLParam *p) {
+	int mask = p[1].i;
+	int z = 0;
+	int r = (int)(c->clear_color.v[0] * 65535);
+	int g = (int)(c->clear_color.v[1] * 65535);
+	int b = (int)(c->clear_color.v[2] * 65535);
 
-void glopClear(GLContext *c,TGLParam *p)
-{
-  int mask=p[1].i;
-  int z=0;
-  int r=(int)(c->clear_color.v[0]*65535);
-  int g=(int)(c->clear_color.v[1]*65535);
-  int b=(int)(c->clear_color.v[2]*65535);
-
-  /* TODO : correct value of Z */
-
-  ZB_clear(c->zb,mask & TGL_DEPTH_BUFFER_BIT,z,
-	   mask & TGL_COLOR_BUFFER_BIT,r,g,b);
+	// TODO : correct value of Z
+	ZB_clear(c->zb,mask & TGL_DEPTH_BUFFER_BIT, z,
+			mask & TGL_COLOR_BUFFER_BIT, r, g, b);
 }
-

Modified: residual/trunk/tinygl/clip.cpp
===================================================================
--- residual/trunk/tinygl/clip.cpp	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/clip.cpp	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,445 +1,432 @@
+
 #include "tinygl/zgl.h"
 
-/* fill triangle profile */
-/* #define PROFILE */
+// fill triangle profile
+// #define PROFILE
 
-#define CLIP_XMIN   (1<<0)
-#define CLIP_XMAX   (1<<1)
-#define CLIP_YMIN   (1<<2)
-#define CLIP_YMAX   (1<<3)
-#define CLIP_ZMIN   (1<<4)
-#define CLIP_ZMAX   (1<<5)
+#define CLIP_XMIN	(1 << 0)
+#define CLIP_XMAX	(1 << 1)
+#define CLIP_YMIN	(1 << 2)
+#define CLIP_YMAX	(1 << 3)
+#define CLIP_ZMIN	(1 << 4)
+#define CLIP_ZMAX	(1 << 5)
 
-void gl_transform_to_viewport(GLContext *c,GLVertex *v)
-{
-  float winv;
+void gl_transform_to_viewport(GLContext *c, GLVertex *v) {
+	float winv;
 
-  /* coordinates */
-  winv=(float)(1.0/v->pc.W);
-  v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X 
-                   + c->viewport.trans.X );
-  v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y 
-                   + c->viewport.trans.Y );
-  v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z 
-                   + c->viewport.trans.Z );
-  /* color */
-  if (c->lighting_enabled) {
-      v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) 
-                    + ZB_POINT_RED_MIN);
-      v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) 
-                    + ZB_POINT_GREEN_MIN);
-      v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) 
-                    + ZB_POINT_BLUE_MIN);
-  } else {
-      /* no need to convert to integer if no lighting : take current color */
-      v->zp.r = c->longcurrent_color[0];
-      v->zp.g = c->longcurrent_color[1];
-      v->zp.b = c->longcurrent_color[2];
-  }
+	// coordinates
+	winv = (float)(1.0 / v->pc.W);
+	v->zp.x = (int)(v->pc.X * winv * c->viewport.scale.X + c->viewport.trans.X);
+	v->zp.y = (int)(v->pc.Y * winv * c->viewport.scale.Y + c->viewport.trans.Y);
+	v->zp.z = (int)(v->pc.Z * winv * c->viewport.scale.Z + c->viewport.trans.Z);
+	// color
+	if (c->lighting_enabled) {
+		v->zp.r = (int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) 
+					+ ZB_POINT_RED_MIN);
+		v->zp.g = (int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) 
+					+ ZB_POINT_GREEN_MIN);
+		v->zp.b = (int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) 
+					+ ZB_POINT_BLUE_MIN);
+	} else {
+		// no need to convert to integer if no lighting : take current color
+		v->zp.r = c->longcurrent_color[0];
+		v->zp.g = c->longcurrent_color[1];
+		v->zp.b = c->longcurrent_color[2];
+	}
   
-  /* texture */
+	// texture
 
-  if (c->texture_2d_enabled) {
-    v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) 
+	if (c->texture_2d_enabled) {
+		v->zp.s = (int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) 
                   + ZB_POINT_S_MIN);
-    v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) 
+		v->zp.t = (int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) 
                   + ZB_POINT_T_MIN);
-  }
+	}
 }
 
+static void gl_add_select1(GLContext *c, int z1, int z2, int z3) {
+	int min, max;
 
-static void gl_add_select1(GLContext *c,int z1,int z2,int z3)
-{
-  int min,max;
-  min=max=z1;
-  if (z2<min) min=z2;
-  if (z3<min) min=z3;
-  if (z2>max) max=z2;
-  if (z3>max) max=z3;
+	min = max = z1;
+	if (z2 < min)
+		min = z2;
+	if (z3 < min)
+		min = z3;
+	if (z2 > max)
+		max = z2;
+	if (z3 > max)
+		max = z3;
 
-  gl_add_select(c,0xffffffff-min,0xffffffff-max);
+	gl_add_select(c, 0xffffffff - min, 0xffffffff - max);
 }
 
-/* point */
+// point
 
-void gl_draw_point(GLContext *c,GLVertex *p0)
-{
-  if (p0->clip_code == 0) {
-    if (c->render_mode == TGL_SELECT) {
-      gl_add_select(c,p0->zp.z,p0->zp.z);
-    } else {
-      ZB_plot(c->zb,&p0->zp);
-    }
-  }
+void gl_draw_point(GLContext *c, GLVertex *p0) {
+	if (p0->clip_code == 0) {
+		if (c->render_mode == TGL_SELECT) {
+			gl_add_select(c,p0->zp.z,p0->zp.z);
+		} else {
+			ZB_plot(c->zb,&p0->zp);
+		}
+	}
 }
 
-/* line */
+// line
 
-static inline void interpolate(GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
-{
-  q->pc.X=p0->pc.X+(p1->pc.X-p0->pc.X)*t;
-  q->pc.Y=p0->pc.Y+(p1->pc.Y-p0->pc.Y)*t;
-  q->pc.Z=p0->pc.Z+(p1->pc.Z-p0->pc.Z)*t;
-  q->pc.W=p0->pc.W+(p1->pc.W-p0->pc.W)*t;
+static inline void interpolate(GLVertex *q, GLVertex *p0, GLVertex *p1, float t) {
+	q->pc.X = p0->pc.X + (p1->pc.X - p0->pc.X) * t;
+	q->pc.Y = p0->pc.Y + (p1->pc.Y - p0->pc.Y) * t;
+	q->pc.Z = p0->pc.Z + (p1->pc.Z - p0->pc.Z) * t;
+	q->pc.W = p0->pc.W + (p1->pc.W - p0->pc.W) * t;
 
-  q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
-  q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
-  q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
+	q->color.v[0] = p0->color.v[0] + (p1->color.v[0] - p0->color.v[0]) * t;
+	q->color.v[1] = p0->color.v[1] + (p1->color.v[1] - p0->color.v[1]) * t;
+	q->color.v[2] = p0->color.v[2] + (p1->color.v[2] - p0->color.v[2]) * t;
 }
 
-/*
- * Line Clipping 
- */
+// Line Clipping 
 
-/* Line Clipping algorithm from 'Computer Graphics', Principles and
-   Practice */
-static inline int ClipLine1(float denom,float num,float *tmin,float *tmax)
-{
-  float t;
-	 
-  if (denom>0) {
-    t=num/denom;
-    if (t>*tmax) return 0;
-    if (t>*tmin) *tmin=t;
-  } else if (denom<0) {
-    t=num/denom;
-    if (t<*tmin) return 0;
-    if (t<*tmax) *tmax=t;
-  } else if (num>0) return 0;
-  return 1;
+// Line Clipping algorithm from 'Computer Graphics', Principles and
+// Practice
+static inline int ClipLine1(float denom,float num,float *tmin,float *tmax) {
+	float t;
+
+	if (denom > 0) {
+		t = num / denom;
+		if (t > *tmax)
+			return 0;
+		if (t > *tmin)
+			*tmin = t;
+	} else if (denom < 0) {
+		t = num / denom;
+		if (t < *tmin)
+			return 0;
+		if (t < *tmax)
+			*tmax = t;
+	} else if (num > 0)
+		return 0;
+
+	return 1;
 }
 
-void gl_draw_line(GLContext *c,GLVertex *p1,GLVertex *p2)
-{
-  float dx,dy,dz,dw,x1,y1,z1,w1;
-  float tmin,tmax;
-  GLVertex q1,q2;
-  int cc1,cc2;
+void gl_draw_line(GLContext *c, GLVertex *p1, GLVertex *p2) {
+	float dx, dy, dz, dw, x1, y1, z1, w1;
+	float tmin, tmax;
+	GLVertex q1, q2;
+	int cc1, cc2;
   
-  cc1=p1->clip_code;
-  cc2=p2->clip_code;
+	cc1 = p1->clip_code;
+	cc2 = p2->clip_code;
 
-  if ( (cc1 | cc2) == 0) {
-    if (c->render_mode == TGL_SELECT) {
-      gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z);
-    } else {
-        if (c->depth_test)
-            ZB_line_z(c->zb,&p1->zp,&p2->zp);
-        else
-            ZB_line(c->zb,&p1->zp,&p2->zp);
-    }
-  } else if ( (cc1&cc2) != 0 ) {
-    return;
-  } else {
-    dx=p2->pc.X-p1->pc.X;
-    dy=p2->pc.Y-p1->pc.Y;
-    dz=p2->pc.Z-p1->pc.Z;
-    dw=p2->pc.W-p1->pc.W;
-    x1=p1->pc.X;
-    y1=p1->pc.Y;
-    z1=p1->pc.Z;
-    w1=p1->pc.W;
-    
-    tmin=0;
-    tmax=1;
-    if (ClipLine1(dx+dw,-x1-w1,&tmin,&tmax) &&
-        ClipLine1(-dx+dw,x1-w1,&tmin,&tmax) &&
-        ClipLine1(dy+dw,-y1-w1,&tmin,&tmax) &&
-        ClipLine1(-dy+dw,y1-w1,&tmin,&tmax) &&
-        ClipLine1(dz+dw,-z1-w1,&tmin,&tmax) && 
-        ClipLine1(-dz+dw,z1-w1,&tmin,&tmax)) {
+	if ((cc1 | cc2) == 0) {
+		if (c->render_mode == TGL_SELECT) {
+			gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z);
+	} else {
+		if (c->depth_test)
+			ZB_line_z(c->zb,&p1->zp,&p2->zp);
+		else
+			ZB_line(c->zb,&p1->zp,&p2->zp);
+		}
+	} else if ( (cc1&cc2) != 0 ) {
+		return;
+	} else {
+		dx=p2->pc.X-p1->pc.X;
+		dy=p2->pc.Y-p1->pc.Y;
+		dz=p2->pc.Z-p1->pc.Z;
+		dw=p2->pc.W-p1->pc.W;
+		x1=p1->pc.X;
+		y1=p1->pc.Y;
+		z1=p1->pc.Z;
+		w1=p1->pc.W;
 
-      interpolate(&q1,p1,p2,tmin);
-      interpolate(&q2,p1,p2,tmax);
-      gl_transform_to_viewport(c,&q1);
-      gl_transform_to_viewport(c,&q2);
+		tmin=0;
+		tmax=1;
+		if (ClipLine1(dx + dw, -x1 - w1, &tmin, &tmax) &&
+				ClipLine1(-dx + dw, x1 - w1, &tmin, &tmax) &&
+				ClipLine1(dy + dw, -y1 - w1, &tmin, &tmax) &&
+				ClipLine1(-dy + dw, y1 - w1, &tmin, &tmax) &&
+				ClipLine1(dz + dw, -z1 - w1, &tmin, &tmax) && 
+				ClipLine1(-dz + dw, z1 - w1, &tmin, &tmax)) {
+			interpolate(&q1,p1,p2,tmin);
+			interpolate(&q2,p1,p2,tmax);
+			gl_transform_to_viewport(c,&q1);
+			gl_transform_to_viewport(c,&q2);
 
-      if (c->depth_test)
-          ZB_line_z(c->zb,&q1.zp,&q2.zp);
-      else
-          ZB_line(c->zb,&q1.zp,&q2.zp);
-    }
-  }
+			if (c->depth_test)
+				ZB_line_z(c->zb,&q1.zp,&q2.zp);
+			else
+				ZB_line(c->zb,&q1.zp,&q2.zp);
+		}
+	}
 }
 
-	 
-/* triangle */
+// triangle
 
-/*
- * Clipping
- */
+// Clipping
 
-/* We clip the segment [a,b] against the 6 planes of the normal volume.
- * We compute the point 'c' of intersection and the value of the parameter 't'
- * of the intersection if x=a+t(b-a). 
- */
+// We clip the segment [a,b] against the 6 planes of the normal volume.
+// We compute the point 'c' of intersection and the value of the parameter 't'
+// of the intersection if x=a+t(b-a). 
 	 
-#define clip_func(name,sign,dir,dir1,dir2) \
-static float name(V4 *c,V4 *a,V4 *b) \
-{\
-  float t,dX,dY,dZ,dW,den;\
-  dX = (b->X - a->X);\
-  dY = (b->Y - a->Y);\
-  dZ = (b->Z - a->Z);\
-  dW = (b->W - a->W);\
-  den = -(sign d ## dir) + dW;\
-  if (den == 0) t=0;\
-  else t = ( sign a->dir - a->W) / den;\
-  c->dir1 = a->dir1 + t * d ## dir1;\
-  c->dir2 = a->dir2 + t * d ## dir2;\
-  c->W = a->W + t * dW;\
-  c->dir = sign c->W;\
-  return t;\
+#define clip_func(name, sign, dir, dir1, dir2) \
+static float name(V4 *c, V4 *a, V4 *b) { \
+	float t, dX, dY, dZ, dW, den;\
+	dX = (b->X - a->X); \
+	dY = (b->Y - a->Y); \
+	dZ = (b->Z - a->Z); \
+	dW = (b->W - a->W); \
+	den = -(sign d ## dir) + dW; \
+	if (den == 0) \
+		t = 0; \
+	else \
+		t = (sign a->dir - a->W) / den; \
+	c->dir1 = a->dir1 + t * d ## dir1; \
+	c->dir2 = a->dir2 + t * d ## dir2; \
+	c->W = a->W + t * dW; \
+	c->dir = sign c->W; \
+	return t; \
 }
 
+clip_func(clip_xmin, -, X, Y, Z)
+clip_func(clip_xmax, +, X, Y, Z)
+clip_func(clip_ymin, -, Y, X, Z)
+clip_func(clip_ymax, +, Y, X, Z)
+clip_func(clip_zmin, -, Z, X, Y)
+clip_func(clip_zmax, +, Z, X, Y)
 
-clip_func(clip_xmin,-,X,Y,Z)
+float (*clip_proc[6])(V4 *, V4 *, V4 *)=  {
+	clip_xmin, clip_xmax,
+	clip_ymin, clip_ymax,
+	clip_zmin, clip_zmax
+};
 
-clip_func(clip_xmax,+,X,Y,Z)
+static inline void updateTmp(GLContext *c, GLVertex *q,
+							 GLVertex *p0, GLVertex *p1, float t) {
+	if (c->current_shade_model == TGL_SMOOTH) {
+		q->color.v[0] = p0->color.v[0] + (p1->color.v[0] - p0->color.v[0]) * t;
+		q->color.v[1] = p0->color.v[1] + (p1->color.v[1] - p0->color.v[1]) * t;
+		q->color.v[2] = p0->color.v[2] + (p1->color.v[2] - p0->color.v[2]) * t;
+	} else {
+		q->color.v[0] = p0->color.v[0];
+		q->color.v[1] = p0->color.v[1];
+		q->color.v[2] = p0->color.v[2];
+	}
 
-clip_func(clip_ymin,-,Y,X,Z)
+	if (c->texture_2d_enabled) {
+		q->tex_coord.X = p0->tex_coord.X + (p1->tex_coord.X - p0->tex_coord.X) * t;
+		q->tex_coord.Y = p0->tex_coord.Y + (p1->tex_coord.Y - p0->tex_coord.Y) * t;
+	}
 
-clip_func(clip_ymax,+,Y,X,Z)
+	q->clip_code=gl_clipcode(q->pc.X, q->pc.Y, q->pc.Z, q->pc.W);
+	if (q->clip_code == 0)
+		gl_transform_to_viewport(c, q);
+}
 
-clip_func(clip_zmin,-,Z,X,Y)
+static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0,
+								  GLVertex *p1, GLVertex *p2, int clip_bit);
 
-clip_func(clip_zmax,+,Z,X,Y)
+void gl_draw_triangle(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
+	int co,c_and,cc[3],front;
+	float norm;
 
+	cc[0]=p0->clip_code;
+	cc[1]=p1->clip_code;
+	cc[2]=p2->clip_code;
 
-float (*clip_proc[6])(V4 *,V4 *,V4 *)=  {
-    clip_xmin,clip_xmax,
-    clip_ymin,clip_ymax,
-    clip_zmin,clip_zmax
-};
+	co=cc[0] | cc[1] | cc[2];
 
-static inline void updateTmp(GLContext *c,
-			     GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
-{
-  if (c->current_shade_model == TGL_SMOOTH) {
-    q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
-    q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
-    q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
-  } else {
-    q->color.v[0]=p0->color.v[0];
-    q->color.v[1]=p0->color.v[1];
-    q->color.v[2]=p0->color.v[2];
-  }
+	// we handle the non clipped case here to go faster
+	if (co == 0) {
+		norm = (float)(p1->zp.x - p0->zp.x) * (float)(p2->zp.y - p0->zp.y) -
+				(float)(p2->zp.x - p0->zp.x) * (float)(p1->zp.y - p0->zp.y);
+		if (norm == 0)
+			return;
 
-  if (c->texture_2d_enabled) {
-    q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t;
-    q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t;
-  }
+		front = norm < 0.0;
+		front = front ^ c->current_front_face;
 
-  q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W);
-  if (q->clip_code==0)
-    gl_transform_to_viewport(c,q);
+		// back face culling
+		if (c->cull_face_enabled) {
+			// most used case first */
+			if (c->current_cull_face == TGL_BACK) {
+				if (front == 0)
+					return;
+				c->draw_triangle_front(c, p0, p1, p2);
+			} else if (c->current_cull_face == TGL_FRONT) {
+				if (front != 0)
+					return;
+				c->draw_triangle_back(c,p0,p1,p2);
+			} else {
+				return;
+			}
+		} else {
+			// no culling
+			if (front) {
+				c->draw_triangle_front(c, p0, p1, p2);
+			} else {
+				c->draw_triangle_back(c, p0, p1, p2);
+			}
+		}
+	} else {
+		c_and = cc[0] & cc[1] & cc[2];
+		if (c_and == 0) {
+			gl_draw_triangle_clip(c, p0, p1, p2, 0);
+		}
+	}
 }
 
-static void gl_draw_triangle_clip(GLContext *c,
-                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit);
+static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0, 
+								  GLVertex *p1, GLVertex *p2, int clip_bit) {
+	int co, c_and, co1, cc[3], edge_flag_tmp, clip_mask;
+	GLVertex tmp1, tmp2, *q[3];
+	float tt;
 
-void gl_draw_triangle(GLContext *c,
-                      GLVertex *p0,GLVertex *p1,GLVertex *p2)
-{
-  int co,c_and,cc[3],front;
-  float norm;
+	cc[0] = p0->clip_code;
+	cc[1] = p1->clip_code;
+	cc[2] = p2->clip_code;
   
-  cc[0]=p0->clip_code;
-  cc[1]=p1->clip_code;
-  cc[2]=p2->clip_code;
-  
-  co=cc[0] | cc[1] | cc[2];
+	co = cc[0] | cc[1] | cc[2];
+	if (co == 0) {
+		gl_draw_triangle(c, p0, p1, p2);
+	} else {
+		c_and = cc[0] & cc[1] & cc[2];
+		// the triangle is completely outside
+		if (c_and != 0)
+			return;
 
-  /* we handle the non clipped case here to go faster */
-  if (co==0) {
-    
-      norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)-
-        (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y);
-      
-      if (norm == 0) return;
+		// find the next direction to clip
+		while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
+			clip_bit++;
+		}
 
-      front = norm < 0.0;
-      front = front ^ c->current_front_face;
-  
-      /* back face culling */
-      if (c->cull_face_enabled) {
-        /* most used case first */
-        if (c->current_cull_face == TGL_BACK) {
-          if (front == 0) return;
-          c->draw_triangle_front(c,p0,p1,p2);
-        } else if (c->current_cull_face == TGL_FRONT) {
-          if (front != 0) return;
-          c->draw_triangle_back(c,p0,p1,p2);
-        } else {
-          return;
-        }
-      } else {
-        /* no culling */
-        if (front) {
-          c->draw_triangle_front(c,p0,p1,p2);
-        } else {
-          c->draw_triangle_back(c,p0,p1,p2);
-        }
-      }
-  } else {
-    c_and=cc[0] & cc[1] & cc[2];
-    if (c_and==0) {
-      gl_draw_triangle_clip(c,p0,p1,p2,0);
-    }
-  }
-}
+		// this test can be true only in case of rounding errors
+		if (clip_bit == 6) {
+#if 0
+			printf("Error:\n");
+			printf("%f %f %f %f\n", p0->pc.X, p0->pc.Y, p0->pc.Z, p0->pc.W);
+			printf("%f %f %f %f\n", p1->pc.X, p1->pc.Y, p1->pc.Z, p1->pc.W);
+			printf("%f %f %f %f\n", p2->pc.X, p2->pc.Y, p2->pc.Z, p2->pc.W);
+#endif
+			return;
+		}
 
-static void gl_draw_triangle_clip(GLContext *c,
-                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit)
-{
-  int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask;
-  GLVertex tmp1,tmp2,*q[3];
-  float tt;
-  
-  cc[0]=p0->clip_code;
-  cc[1]=p1->clip_code;
-  cc[2]=p2->clip_code;
-  
-  co=cc[0] | cc[1] | cc[2];
-  if (co == 0) {
-    gl_draw_triangle(c,p0,p1,p2);
-  } else {
-    c_and=cc[0] & cc[1] & cc[2];
-    /* the triangle is completely outside */
-    if (c_and!=0) return;
+		clip_mask = 1 << clip_bit;
+		co1 = (cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
 
-    /* find the next direction to clip */
-    while (clip_bit < 6 && (co & (1 << clip_bit)) == 0)  {
-      clip_bit++;
-    }
+		if (co1)  { 
+			// one point outside
+			if (cc[0] & clip_mask) {
+				q[0] = p0; q[1] = p1; q[2] = p2;
+			} else if (cc[1] & clip_mask) {
+				q[0] = p1; q[1] = p2; q[2] = p0;
+			} else {
+				q[0] = p2; q[1] = p0; q[2] = p1;
+			}
 
-    /* this test can be true only in case of rounding errors */
-    if (clip_bit == 6) {
-#if 0
-      printf("Error:\n");
-      printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);
-      printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);
-      printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
-#endif
-      return;
-    }
-  
-    clip_mask = 1 << clip_bit;
-    co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
-    
-    if (co1)  { 
-      /* one point outside */
+			tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
+			updateTmp(c, &tmp1, q[0], q[1], tt);
 
-      if (cc[0] & clip_mask) { q[0]=p0; q[1]=p1; q[2]=p2; }
-      else if (cc[1] & clip_mask) { q[0]=p1; q[1]=p2; q[2]=p0; }
-      else { q[0]=p2; q[1]=p0; q[2]=p1; }
-      
-      tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
-      updateTmp(c,&tmp1,q[0],q[1],tt);
+			tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
+			updateTmp(c, &tmp2, q[0], q[2],tt);
 
-      tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
-      updateTmp(c,&tmp2,q[0],q[2],tt);
+			tmp1.edge_flag = q[0]->edge_flag;
+			edge_flag_tmp = q[2]->edge_flag;
+			q[2]->edge_flag = 0;
+			gl_draw_triangle_clip(c, &tmp1, q[1], q[2], clip_bit + 1);
 
-      tmp1.edge_flag=q[0]->edge_flag;
-      edge_flag_tmp=q[2]->edge_flag;
-      q[2]->edge_flag=0;
-      gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1);
+			tmp2.edge_flag = 1;
+			tmp1.edge_flag = 0;
+			q[2]->edge_flag = edge_flag_tmp;
+			gl_draw_triangle_clip(c, &tmp2, &tmp1, q[2], clip_bit + 1);
+		} else {
+			// two points outside
+			if ((cc[0] & clip_mask) == 0) {
+				q[0] = p0; q[1] = p1; q[2] = p2;
+			} else if ((cc[1] & clip_mask) == 0) {
+				q[0] = p1; q[1] = p2; q[2] = p0;
+			} else {
+				q[0] = p2; q[1] = p0; q[2] = p1;
+			}
 
-      tmp2.edge_flag=1;
-      tmp1.edge_flag=0;
-      q[2]->edge_flag=edge_flag_tmp;
-      gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1);
-    } else {
-      /* two points outside */
+			tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
+			updateTmp(c, &tmp1, q[0], q[1], tt);
 
-      if ((cc[0] & clip_mask)==0) { q[0]=p0; q[1]=p1; q[2]=p2; }
-      else if ((cc[1] & clip_mask)==0) { q[0]=p1; q[1]=p2; q[2]=p0; } 
-      else { q[0]=p2; q[1]=p0; q[2]=p1; }
-      
-      tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
-      updateTmp(c,&tmp1,q[0],q[1],tt);
+			tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
+			updateTmp(c, &tmp2, q[0], q[2], tt);
 
-      tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
-      updateTmp(c,&tmp2,q[0],q[2],tt);
-      
-      tmp1.edge_flag=1;
-      tmp2.edge_flag=q[2]->edge_flag;
-      gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1);
-    }
-  }
+			tmp1.edge_flag = 1;
+			tmp2.edge_flag = q[2]->edge_flag;
+			gl_draw_triangle_clip(c, q[0], &tmp1, &tmp2, clip_bit + 1);
+		}
+	}
 }
 
-
-void gl_draw_triangle_select(GLContext *c,
-                             GLVertex *p0,GLVertex *p1,GLVertex *p2)
-{
-  gl_add_select1(c,p0->zp.z,p1->zp.z,p2->zp.z);
+void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1,GLVertex *p2) {
+	gl_add_select1(c, p0->zp.z, p1->zp.z, p2->zp.z);
 }
 
 #ifdef PROFILE
-int count_triangles,count_triangles_textured,count_pixels;
+int count_triangles, count_triangles_textured, count_pixels;
 #endif
 
-void gl_draw_triangle_fill(GLContext *c,
-                           GLVertex *p0,GLVertex *p1,GLVertex *p2)
-{
+void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
 #ifdef PROFILE
-  {
-    int norm;
-    assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
-    assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
-    assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
-    assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
-    assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
-    assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
-    
-    norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)-
-      (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y);
-    count_pixels+=abs(norm)/2;
-    count_triangles++;
-  }
+	{
+		int norm;
+		assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
+		assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
+		assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
+		assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
+		assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
+		assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
+
+		norm = (p1->zp.x - p0->zp.x) * (p2->zp.y - p0->zp.y) -
+				(p2->zp.x - p0->zp.x) * (p1->zp.y - p0->zp.y);
+		count_pixels += abs(norm) / 2;
+		count_triangles++;
+	}
 #endif
     
-  if (c->texture_2d_enabled) {
+	if (c->texture_2d_enabled) {
 #ifdef PROFILE
-    count_triangles_textured++;
+		count_triangles_textured++;
 #endif
-    ZB_setTexture(c->zb,(PIXEL *)c->current_texture->images[0].pixmap);
-    ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp);
-  } else if (c->current_shade_model == TGL_SMOOTH) {
-    ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp);
-  } else {
-    ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp);
-  }
+		ZB_setTexture(c->zb, (PIXEL *)c->current_texture->images[0].pixmap);
+		ZB_fillTriangleMappingPerspective(c->zb, &p0->zp, &p1->zp, &p2->zp);
+	} else if (c->current_shade_model == TGL_SMOOTH) {
+		ZB_fillTriangleSmooth(c->zb, &p0->zp, &p1->zp, &p2->zp);
+	} else {
+		ZB_fillTriangleFlat(c->zb, &p0->zp, &p1->zp, &p2->zp);
+	}
 }
 
-/* Render a clipped triangle in line mode */  
+// Render a clipped triangle in line mode
 
-void gl_draw_triangle_line(GLContext *c,
-                           GLVertex *p0,GLVertex *p1,GLVertex *p2)
-{
-    if (c->depth_test) {
-        if (p0->edge_flag) ZB_line_z(c->zb,&p0->zp,&p1->zp);
-        if (p1->edge_flag) ZB_line_z(c->zb,&p1->zp,&p2->zp);
-        if (p2->edge_flag) ZB_line_z(c->zb,&p2->zp,&p0->zp);
-    } else {
-        if (p0->edge_flag) ZB_line(c->zb,&p0->zp,&p1->zp);
-        if (p1->edge_flag) ZB_line(c->zb,&p1->zp,&p2->zp);
-        if (p2->edge_flag) ZB_line(c->zb,&p2->zp,&p0->zp);
-    }
+void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1,GLVertex *p2) {
+	if (c->depth_test) {
+		if (p0->edge_flag)
+			ZB_line_z(c->zb, &p0->zp, &p1->zp);
+		if (p1->edge_flag)
+			ZB_line_z(c->zb, &p1->zp, &p2->zp);
+		if (p2->edge_flag)
+			ZB_line_z(c->zb, &p2->zp, &p0->zp);
+	} else {
+		if (p0->edge_flag)
+			ZB_line(c->zb, &p0->zp, &p1->zp);
+		if (p1->edge_flag)
+			ZB_line(c->zb, &p1->zp, &p2->zp);
+		if (p2->edge_flag)
+			ZB_line(c->zb, &p2->zp, &p0->zp);
+	}
 }
 
-
-
-/* Render a clipped triangle in point mode */
-void gl_draw_triangle_point(GLContext *c,
-                            GLVertex *p0,GLVertex *p1,GLVertex *p2)
-{
-  if (p0->edge_flag) ZB_plot(c->zb,&p0->zp);
-  if (p1->edge_flag) ZB_plot(c->zb,&p1->zp);
-  if (p2->edge_flag) ZB_plot(c->zb,&p2->zp);
+// Render a clipped triangle in point mode
+void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
+	if (p0->edge_flag)
+		ZB_plot(c->zb, &p0->zp);
+	if (p1->edge_flag)
+		ZB_plot(c->zb, &p1->zp);
+	if (p2->edge_flag)
+		ZB_plot(c->zb, &p2->zp);
 }
-
-
-
-

Modified: residual/trunk/tinygl/error.cpp
===================================================================
--- residual/trunk/tinygl/error.cpp	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/error.cpp	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,16 +1,16 @@
+
 #include <stdarg.h>
 #include "tinygl/zgl.h"
 
-void gl_fatal_error(char *format, ...)
-{
-  va_list ap;
+void gl_fatal_error(char *format, ...) {
+	va_list ap;
 
-  va_start(ap,format);
+	va_start(ap, format);
 
-  fprintf(stderr,"TinyGL: fatal error: ");
-  vfprintf(stderr,format,ap);
-  fprintf(stderr,"\n");
-  exit(1);
+	fprintf(stderr, "TinyGL: fatal error: ");
+	vfprintf(stderr, format,ap);
+	fprintf(stderr, "\n");
+	exit(1);
 
-  va_end(ap);
+	va_end(ap);
 }

Modified: residual/trunk/tinygl/get.cpp
===================================================================
--- residual/trunk/tinygl/get.cpp	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/get.cpp	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,16 +1,16 @@
+
 #include "tinygl/zgl.h"
 
-void glGetIntegerv(int pname,int *params)
-{
-  GLContext *c=gl_get_context();
+void glGetIntegerv(int pname,int *params) {
+	GLContext *c=gl_get_context();
 
-  switch(pname) {
-  case TGL_VIEWPORT:
-    params[0]=c->viewport.xmin;
-    params[1]=c->viewport.ymin;
-    params[2]=c->viewport.xsize;
-    params[3]=c->viewport.ysize;
-    break;
+	switch(pname) {
+	case TGL_VIEWPORT:
+		params[0]=c->viewport.xmin;
+		params[1]=c->viewport.ymin;
+		params[2]=c->viewport.xsize;
+		params[3]=c->viewport.ysize;
+		break;
   case TGL_MAX_MODELVIEW_STACK_DEPTH:
     *params = MAX_MODELVIEW_STACK_DEPTH;
     break;

Modified: residual/trunk/tinygl/gl.h
===================================================================
--- residual/trunk/tinygl/gl.h	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/gl.h	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,674 +1,671 @@
-/*
- * The following constants come from Mesa
- */
+
+// The following constants come from Mesa
+
 #ifndef TGL_H
 #define TGL_H
 
 #define TGL_VERSION_1_1 1
 
 enum {
-	/* Boolean values */
-	TGL_FALSE			= 0,
-	TGL_TRUE				= 1,
+	// Boolean values
+	TGL_FALSE						= 0,
+	TGL_TRUE						= 1,
 
-	/* Data types */
-	TGL_BYTE				= 0x1400,
-	TGL_UNSIGNED_BYTE		= 0x1401,
-	TGL_SHORT			= 0x1402,
-	TGL_UNSIGNED_SHORT		= 0x1403,
-	TGL_INT				= 0x1404,
-	TGL_UNSIGNED_INT			= 0x1405,
-	TGL_FLOAT			= 0x1406,
-	TGL_DOUBLE			= 0x140A,
-	TGL_2_BYTES			= 0x1407,
-	TGL_3_BYTES			= 0x1408,
-	TGL_4_BYTES			= 0x1409,
+	// Data types
+	TGL_BYTE						= 0x1400,
+	TGL_UNSIGNED_BYTE				= 0x1401,
+	TGL_SHORT						= 0x1402,
+	TGL_UNSIGNED_SHORT				= 0x1403,
+	TGL_INT							= 0x1404,
+	TGL_UNSIGNED_INT				= 0x1405,
+	TGL_FLOAT						= 0x1406,
+	TGL_DOUBLE						= 0x140A,
+	TGL_2_BYTES						= 0x1407,
+	TGL_3_BYTES						= 0x1408,
+	TGL_4_BYTES						= 0x1409,
 
-	/* Primitives */
-	TGL_LINES			= 0x0001,
-	TGL_POINTS			= 0x0000,
-	TGL_LINE_STRIP			= 0x0003,
-	TGL_LINE_LOOP			= 0x0002,
-	TGL_TRIANGLES			= 0x0004,
-	TGL_TRIANGLE_STRIP		= 0x0005,
-	TGL_TRIANGLE_FAN			= 0x0006,
-	TGL_QUADS			= 0x0007,
-	TGL_QUAD_STRIP			= 0x0008,
-	TGL_POLYGON			= 0x0009,
-	TGL_EDGE_FLAG			= 0x0B43,
+	// Primitives
+	TGL_LINES						= 0x0001,
+	TGL_POINTS						= 0x0000,
+	TGL_LINE_STRIP					= 0x0003,
+	TGL_LINE_LOOP					= 0x0002,
+	TGL_TRIANGLES					= 0x0004,
+	TGL_TRIANGLE_STRIP				= 0x0005,
+	TGL_TRIANGLE_FAN				= 0x0006,
+	TGL_QUADS						= 0x0007,
+	TGL_QUAD_STRIP					= 0x0008,
+	TGL_POLYGON						= 0x0009,
+	TGL_EDGE_FLAG					= 0x0B43,
 
-	/* Vertex Arrays */
-	TGL_VERTEX_ARRAY			= 0x8074,
-	TGL_NORMAL_ARRAY			= 0x8075,
-	TGL_COLOR_ARRAY			= 0x8076,
-	TGL_INDEX_ARRAY			= 0x8077,
-	TGL_TEXTURE_COORD_ARRAY		= 0x8078,
-	TGL_EDGE_FLAG_ARRAY		= 0x8079,
-	TGL_VERTEX_ARRAY_SIZE		= 0x807A,
-	TGL_VERTEX_ARRAY_TYPE		= 0x807B,
-	TGL_VERTEX_ARRAY_STRIDE		= 0x807C,
-	TGL_VERTEX_ARRAY_COUNT		= 0x807D,
-	TGL_NORMAL_ARRAY_TYPE		= 0x807E,
-	TGL_NORMAL_ARRAY_STRIDE		= 0x807F,
-	TGL_NORMAL_ARRAY_COUNT		= 0x8080,
-	TGL_COLOR_ARRAY_SIZE		= 0x8081,
-	TGL_COLOR_ARRAY_TYPE		= 0x8082,
-	TGL_COLOR_ARRAY_STRIDE		= 0x8083,
-	TGL_COLOR_ARRAY_COUNT		= 0x8084,
-	TGL_INDEX_ARRAY_TYPE		= 0x8085,
-	TGL_INDEX_ARRAY_STRIDE		= 0x8086,
-	TGL_INDEX_ARRAY_COUNT		= 0x8087,
+	// Vertex Arrays
+	TGL_VERTEX_ARRAY				= 0x8074,
+	TGL_NORMAL_ARRAY				= 0x8075,
+	TGL_COLOR_ARRAY					= 0x8076,
+	TGL_INDEX_ARRAY					= 0x8077,
+	TGL_TEXTURE_COORD_ARRAY			= 0x8078,
+	TGL_EDGE_FLAG_ARRAY				= 0x8079,
+	TGL_VERTEX_ARRAY_SIZE			= 0x807A,
+	TGL_VERTEX_ARRAY_TYPE			= 0x807B,
+	TGL_VERTEX_ARRAY_STRIDE			= 0x807C,
+	TGL_VERTEX_ARRAY_COUNT			= 0x807D,
+	TGL_NORMAL_ARRAY_TYPE			= 0x807E,
+	TGL_NORMAL_ARRAY_STRIDE			= 0x807F,
+	TGL_NORMAL_ARRAY_COUNT			= 0x8080,
+	TGL_COLOR_ARRAY_SIZE			= 0x8081,
+	TGL_COLOR_ARRAY_TYPE			= 0x8082,
+	TGL_COLOR_ARRAY_STRIDE			= 0x8083,
+	TGL_COLOR_ARRAY_COUNT			= 0x8084,
+	TGL_INDEX_ARRAY_TYPE			= 0x8085,
+	TGL_INDEX_ARRAY_STRIDE			= 0x8086,
+	TGL_INDEX_ARRAY_COUNT			= 0x8087,
 	TGL_TEXTURE_COORD_ARRAY_SIZE	= 0x8088,
 	TGL_TEXTURE_COORD_ARRAY_TYPE	= 0x8089,
 	TGL_TEXTURE_COORD_ARRAY_STRIDE	= 0x808A,
 	TGL_TEXTURE_COORD_ARRAY_COUNT	= 0x808B,
-	TGL_EDGE_FLAG_ARRAY_STRIDE	= 0x808C,
-	TGL_EDGE_FLAG_ARRAY_COUNT	= 0x808D,
+	TGL_EDGE_FLAG_ARRAY_STRIDE		= 0x808C,
+	TGL_EDGE_FLAG_ARRAY_COUNT		= 0x808D,
 	TGL_VERTEX_ARRAY_POINTER		= 0x808E,
 	TGL_NORMAL_ARRAY_POINTER		= 0x808F,
-	TGL_COLOR_ARRAY_POINTER		= 0x8090,
-	TGL_INDEX_ARRAY_POINTER		= 0x8091,
+	TGL_COLOR_ARRAY_POINTER			= 0x8090,
+	TGL_INDEX_ARRAY_POINTER			= 0x8091,
 	TGL_TEXTURE_COORD_ARRAY_POINTER	= 0x8092,
-	TGL_EDGE_FLAG_ARRAY_POINTER	= 0x8093,
-        TGL_V2F				= 0x2A20,
-	TGL_V3F				= 0x2A21,
-	TGL_C4UB_V2F			= 0x2A22,
-	TGL_C4UB_V3F			= 0x2A23,
-	TGL_C3F_V3F			= 0x2A24,
-	TGL_N3F_V3F			= 0x2A25,
-	TGL_C4F_N3F_V3F			= 0x2A26,
-	TGL_T2F_V3F			= 0x2A27,
-	TGL_T4F_V4F			= 0x2A28,
-	TGL_T2F_C4UB_V3F			= 0x2A29,
-	TGL_T2F_C3F_V3F			= 0x2A2A,
-	TGL_T2F_N3F_V3F			= 0x2A2B,
-	TGL_T2F_C4F_N3F_V3F		= 0x2A2C,
-	TGL_T4F_C4F_N3F_V4F		= 0x2A2D,
+	TGL_EDGE_FLAG_ARRAY_POINTER		= 0x8093,
+	TGL_V2F							= 0x2A20,
+	TGL_V3F							= 0x2A21,
+	TGL_C4UB_V2F					= 0x2A22,
+	TGL_C4UB_V3F					= 0x2A23,
+	TGL_C3F_V3F						= 0x2A24,
+	TGL_N3F_V3F						= 0x2A25,
+	TGL_C4F_N3F_V3F					= 0x2A26,
+	TGL_T2F_V3F						= 0x2A27,
+	TGL_T4F_V4F						= 0x2A28,
+	TGL_T2F_C4UB_V3F				= 0x2A29,
+	TGL_T2F_C3F_V3F					= 0x2A2A,
+	TGL_T2F_N3F_V3F					= 0x2A2B,
+	TGL_T2F_C4F_N3F_V3F				= 0x2A2C,
+	TGL_T4F_C4F_N3F_V4F				= 0x2A2D,
 
-	/* Matrix Mode */
-	TGL_MATRIX_MODE			= 0x0BA0,
-	TGL_MODELVIEW			= 0x1700,
-	TGL_PROJECTION			= 0x1701,
-	TGL_TEXTURE			= 0x1702,
+	// Matrix Mode 
+	TGL_MATRIX_MODE					= 0x0BA0,
+	TGL_MODELVIEW					= 0x1700,
+	TGL_PROJECTION					= 0x1701,
+	TGL_TEXTURE						= 0x1702,
 
-	/* Points */
-	TGL_POINT_SMOOTH			= 0x0B10,
-	TGL_POINT_SIZE			= 0x0B11,
-	TGL_POINT_SIZE_GRANULARITY 	= 0x0B13,
-	TGL_POINT_SIZE_RANGE		= 0x0B12,
+	// Points
+	TGL_POINT_SMOOTH				= 0x0B10,
+	TGL_POINT_SIZE					= 0x0B11,
+	TGL_POINT_SIZE_GRANULARITY 		= 0x0B13,
+	TGL_POINT_SIZE_RANGE			= 0x0B12,
 
-	/* Lines */
-	TGL_LINE_SMOOTH			= 0x0B20,
-	TGL_LINE_STIPPLE			= 0x0B24,
+	// Lines
+	TGL_LINE_SMOOTH					= 0x0B20,
+	TGL_LINE_STIPPLE				= 0x0B24,
 	TGL_LINE_STIPPLE_PATTERN		= 0x0B25,
-	TGL_LINE_STIPPLE_REPEAT		= 0x0B26,
-	TGL_LINE_WIDTH			= 0x0B21,
-	TGL_LINE_WIDTH_GRANULARITY	= 0x0B23,
-	TGL_LINE_WIDTH_RANGE		= 0x0B22,
+	TGL_LINE_STIPPLE_REPEAT			= 0x0B26,
+	TGL_LINE_WIDTH					= 0x0B21,
+	TGL_LINE_WIDTH_GRANULARITY		= 0x0B23,
+	TGL_LINE_WIDTH_RANGE			= 0x0B22,
 
-	/* Polygons */
-	TGL_POINT			= 0x1B00,
-	TGL_LINE				= 0x1B01,
-	TGL_FILL				= 0x1B02,
-	TGL_CCW				= 0x0901,
-	TGL_CW				= 0x0900,
-	TGL_FRONT			= 0x0404,
-	TGL_BACK				= 0x0405,
-	TGL_CULL_FACE			= 0x0B44,
-	TGL_CULL_FACE_MODE		= 0x0B45,
-	TGL_POLYGON_SMOOTH		= 0x0B41,
-	TGL_POLYGON_STIPPLE		= 0x0B42,
-	TGL_FRONT_FACE			= 0x0B46,
-	TGL_POLYGON_MODE			= 0x0B40,
-	TGL_POLYGON_OFFSET_FACTOR	= 0x3038,
+	// Polygons
+	TGL_POINT						= 0x1B00,
+	TGL_LINE						= 0x1B01,
+	TGL_FILL						= 0x1B02,
+	TGL_CCW							= 0x0901,
+	TGL_CW							= 0x0900,
+	TGL_FRONT						= 0x0404,
+	TGL_BACK						= 0x0405,
+	TGL_CULL_FACE					= 0x0B44,
+	TGL_CULL_FACE_MODE				= 0x0B45,
+	TGL_POLYGON_SMOOTH				= 0x0B41,
+	TGL_POLYGON_STIPPLE				= 0x0B42,
+	TGL_FRONT_FACE					= 0x0B46,
+	TGL_POLYGON_MODE				= 0x0B40,
+	TGL_POLYGON_OFFSET_FACTOR		= 0x3038,
 	TGL_POLYGON_OFFSET_UNITS		= 0x2A00,
 	TGL_POLYGON_OFFSET_POINT		= 0x2A01,
-	TGL_POLYGON_OFFSET_LINE		= 0x2A02,
-	TGL_POLYGON_OFFSET_FILL		= 0x8037,
+	TGL_POLYGON_OFFSET_LINE			= 0x2A02,
+	TGL_POLYGON_OFFSET_FILL			= 0x8037,
 
-	/* Display Lists */
-	TGL_COMPILE			= 0x1300,
-	TGL_COMPILE_AND_EXECUTE		= 0x1301,
-	TGL_LIST_BASE			= 0x0B32,
-	TGL_LIST_INDEX			= 0x0B33,
-	TGL_LIST_MODE			= 0x0B30,
+	// Display Lists
+	TGL_COMPILE						= 0x1300,
+	TGL_COMPILE_AND_EXECUTE			= 0x1301,
+	TGL_LIST_BASE					= 0x0B32,
+	TGL_LIST_INDEX					= 0x0B33,
+	TGL_LIST_MODE					= 0x0B30,
 
-	/* Depth buffer */
-	TGL_NEVER			= 0x0200,
-	TGL_LESS				= 0x0201,
-	TGL_GEQUAL			= 0x0206,
-	TGL_LEQUAL			= 0x0203,
-	TGL_GREATER			= 0x0204,
-	TGL_NOTEQUAL			= 0x0205,
-	TGL_EQUAL			= 0x0202,
-	TGL_ALWAYS			= 0x0207,
-	TGL_DEPTH_TEST			= 0x0B71,
-	TGL_DEPTH_BITS			= 0x0D56,
-	TGL_DEPTH_CLEAR_VALUE		= 0x0B73,
-	TGL_DEPTH_FUNC			= 0x0B74,
-	TGL_DEPTH_RANGE			= 0x0B70,
-	TGL_DEPTH_WRITEMASK		= 0x0B72,
-	TGL_DEPTH_COMPONENT		= 0x1902,
+	// Depth buffer
+	TGL_NEVER						= 0x0200,
+	TGL_LESS						= 0x0201,
+	TGL_GEQUAL						= 0x0206,
+	TGL_LEQUAL						= 0x0203,
+	TGL_GREATER						= 0x0204,
+	TGL_NOTEQUAL					= 0x0205,
+	TGL_EQUAL						= 0x0202,
+	TGL_ALWAYS						= 0x0207,
+	TGL_DEPTH_TEST					= 0x0B71,
+	TGL_DEPTH_BITS					= 0x0D56,
+	TGL_DEPTH_CLEAR_VALUE			= 0x0B73,
+	TGL_DEPTH_FUNC					= 0x0B74,
+	TGL_DEPTH_RANGE					= 0x0B70,
+	TGL_DEPTH_WRITEMASK				= 0x0B72,
+	TGL_DEPTH_COMPONENT				= 0x1902,
 
-	/* Lighting */
-	TGL_LIGHTING			= 0x0B50,
-	TGL_LIGHT0			= 0x4000,
-	TGL_LIGHT1			= 0x4001,
-	TGL_LIGHT2			= 0x4002,
-	TGL_LIGHT3			= 0x4003,
-	TGL_LIGHT4			= 0x4004,
-	TGL_LIGHT5			= 0x4005,
-	TGL_LIGHT6			= 0x4006,
-	TGL_LIGHT7			= 0x4007,
-	TGL_SPOT_EXPONENT		= 0x1205,
-	TGL_SPOT_CUTOFF			= 0x1206,
+	// Lighting
+	TGL_LIGHTING					= 0x0B50,
+	TGL_LIGHT0						= 0x4000,
+	TGL_LIGHT1						= 0x4001,
+	TGL_LIGHT2						= 0x4002,
+	TGL_LIGHT3						= 0x4003,
+	TGL_LIGHT4						= 0x4004,
+	TGL_LIGHT5						= 0x4005,
+	TGL_LIGHT6						= 0x4006,
+	TGL_LIGHT7						= 0x4007,
+	TGL_SPOT_EXPONENT				= 0x1205,
+	TGL_SPOT_CUTOFF					= 0x1206,
 	TGL_CONSTANT_ATTENUATION		= 0x1207,
-	TGL_LINEAR_ATTENUATION		= 0x1208,
-	TGL_QUADRATIC_ATTENUATION	= 0x1209,
-	TGL_AMBIENT			= 0x1200,
-	TGL_DIFFUSE			= 0x1201,
-	TGL_SPECULAR			= 0x1202,
-	TGL_SHININESS			= 0x1601,
-	TGL_EMISSION			= 0x1600,
-	TGL_POSITION			= 0x1203,
-	TGL_SPOT_DIRECTION		= 0x1204,
-	TGL_AMBIENT_AND_DIFFUSE		= 0x1602,
-	TGL_COLOR_INDEXES		= 0x1603,
+	TGL_LINEAR_ATTENUATION			= 0x1208,
+	TGL_QUADRATIC_ATTENUATION		= 0x1209,
+	TGL_AMBIENT						= 0x1200,
+	TGL_DIFFUSE						= 0x1201,
+	TGL_SPECULAR					= 0x1202,
+	TGL_SHININESS					= 0x1601,
+	TGL_EMISSION					= 0x1600,
+	TGL_POSITION					= 0x1203,
+	TGL_SPOT_DIRECTION				= 0x1204,
+	TGL_AMBIENT_AND_DIFFUSE			= 0x1602,
+	TGL_COLOR_INDEXES				= 0x1603,
 	TGL_LIGHT_MODEL_TWO_SIDE		= 0x0B52,
 	TGL_LIGHT_MODEL_LOCAL_VIEWER	= 0x0B51,
-	TGL_LIGHT_MODEL_AMBIENT		= 0x0B53,
-	TGL_FRONT_AND_BACK		= 0x0408,
-	TGL_SHADE_MODEL			= 0x0B54,
-	TGL_FLAT				= 0x1D00,
-	TGL_SMOOTH			= 0x1D01,
-	TGL_COLOR_MATERIAL		= 0x0B57,
-	TGL_COLOR_MATERIAL_FACE		= 0x0B55,
+	TGL_LIGHT_MODEL_AMBIENT			= 0x0B53,
+	TGL_FRONT_AND_BACK				= 0x0408,
+	TGL_SHADE_MODEL					= 0x0B54,
+	TGL_FLAT						= 0x1D00,
+	TGL_SMOOTH						= 0x1D01,
+	TGL_COLOR_MATERIAL				= 0x0B57,
+	TGL_COLOR_MATERIAL_FACE			= 0x0B55,
 	TGL_COLOR_MATERIAL_PARAMETER	= 0x0B56,
-	TGL_NORMALIZE			= 0x0BA1,
+	TGL_NORMALIZE					= 0x0BA1,
 
-	/* User clipping planes */
-	TGL_CLIP_PLANE0			= 0x3000,
-	TGL_CLIP_PLANE1			= 0x3001,
-	TGL_CLIP_PLANE2			= 0x3002,
-	TGL_CLIP_PLANE3			= 0x3003,
-	TGL_CLIP_PLANE4			= 0x3004,
-	TGL_CLIP_PLANE5			= 0x3005,
+	// User clipping planes
+	TGL_CLIP_PLANE0					= 0x3000,
+	TGL_CLIP_PLANE1					= 0x3001,
+	TGL_CLIP_PLANE2					= 0x3002,
+	TGL_CLIP_PLANE3					= 0x3003,
+	TGL_CLIP_PLANE4					= 0x3004,
+	TGL_CLIP_PLANE5					= 0x3005,
 
-	/* Accumulation buffer */
-	TGL_ACCUM_RED_BITS		= 0x0D58,
-	TGL_ACCUM_GREEN_BITS		= 0x0D59,
-	TGL_ACCUM_BLUE_BITS		= 0x0D5A,
-	TGL_ACCUM_ALPHA_BITS		= 0x0D5B,
-	TGL_ACCUM_CLEAR_VALUE		= 0x0B80,
-	TGL_ACCUM			= 0x0100,
-	TGL_ADD				= 0x0104,
-	TGL_LOAD				= 0x0101,
-	TGL_MULT				= 0x0103,
-	TGL_RETURN			= 0x0102,
+	// Accumulation buffer
+	TGL_ACCUM_RED_BITS				= 0x0D58,
+	TGL_ACCUM_GREEN_BITS			= 0x0D59,
+	TGL_ACCUM_BLUE_BITS				= 0x0D5A,
+	TGL_ACCUM_ALPHA_BITS			= 0x0D5B,
+	TGL_ACCUM_CLEAR_VALUE			= 0x0B80,
+	TGL_ACCUM						= 0x0100,
+	TGL_ADD							= 0x0104,
+	TGL_LOAD						= 0x0101,
+	TGL_MULT						= 0x0103,
+	TGL_RETURN						= 0x0102,
 
-	/* Alpha testing */
-	TGL_ALPHA_TEST			= 0x0BC0,
-	TGL_ALPHA_TEST_REF		= 0x0BC2,
-	TGL_ALPHA_TEST_FUNC		= 0x0BC1,
+	// Alpha testing
+	TGL_ALPHA_TEST					= 0x0BC0,
+	TGL_ALPHA_TEST_REF				= 0x0BC2,
+	TGL_ALPHA_TEST_FUNC				= 0x0BC1,
 
-	/* Blending */
-	TGL_BLEND			= 0x0BE2,
-	TGL_BLEND_SRC			= 0x0BE1,
-	TGL_BLEND_DST			= 0x0BE0,
-	TGL_ZERO				= 0,
-	TGL_ONE				= 1,
-	TGL_SRC_COLOR			= 0x0300,
-	TGL_ONE_MINUS_SRC_COLOR		= 0x0301,
-	TGL_DST_COLOR			= 0x0306,
-	TGL_ONE_MINUS_DST_COLOR		= 0x0307,
-	TGL_SRC_ALPHA			= 0x0302,
-	TGL_ONE_MINUS_SRC_ALPHA		= 0x0303,
-	TGL_DST_ALPHA			= 0x0304,
-	TGL_ONE_MINUS_DST_ALPHA		= 0x0305,
-	TGL_SRC_ALPHA_SATURATE		= 0x0308,
-	TGL_CONSTANT_COLOR		= 0x8001,
+	// Blending
+	TGL_BLEND						= 0x0BE2,
+	TGL_BLEND_SRC					= 0x0BE1,
+	TGL_BLEND_DST					= 0x0BE0,
+	TGL_ZERO						= 0,
+	TGL_ONE							= 1,
+	TGL_SRC_COLOR					= 0x0300,
+	TGL_ONE_MINUS_SRC_COLOR			= 0x0301,
+	TGL_DST_COLOR					= 0x0306,
+	TGL_ONE_MINUS_DST_COLOR			= 0x0307,
+	TGL_SRC_ALPHA					= 0x0302,
+	TGL_ONE_MINUS_SRC_ALPHA			= 0x0303,
+	TGL_DST_ALPHA					= 0x0304,
+	TGL_ONE_MINUS_DST_ALPHA			= 0x0305,
+	TGL_SRC_ALPHA_SATURATE			= 0x0308,
+	TGL_CONSTANT_COLOR				= 0x8001,
 	TGL_ONE_MINUS_CONSTANT_COLOR	= 0x8002,
-	TGL_CONSTANT_ALPHA		= 0x8003,
+	TGL_CONSTANT_ALPHA				= 0x8003,
 	TGL_ONE_MINUS_CONSTANT_ALPHA	= 0x8004,
 
-	/* Render Mode */
-	TGL_FEEDBACK			= 0x1C01,
-	TGL_RENDER			= 0x1C00,
-	TGL_SELECT			= 0x1C02,
+	// Render Mode
+	TGL_FEEDBACK					= 0x1C01,
+	TGL_RENDER						= 0x1C00,
+	TGL_SELECT						= 0x1C02,
 
-	/* Feedback */
-	TGL_2D				= 0x0600,
-	TGL_3D				= 0x0601,
-	TGL_3D_COLOR			= 0x0602,
-	TGL_3D_COLOR_TEXTURE		= 0x0603,
-	TGL_4D_COLOR_TEXTURE		= 0x0604,
-	TGL_POINT_TOKEN			= 0x0701,
-	TGL_LINE_TOKEN			= 0x0702,
-	TGL_LINE_RESET_TOKEN		= 0x0707,
-	TGL_POLYGON_TOKEN		= 0x0703,
-	TGL_BITMAP_TOKEN			= 0x0704,
-	TGL_DRAW_PIXEL_TOKEN		= 0x0705,
-	TGL_COPY_PIXEL_TOKEN		= 0x0706,
-	TGL_PASS_THROUGH_TOKEN		= 0x0700,
+	// Feedback
+	TGL_2D							= 0x0600,
+	TGL_3D							= 0x0601,
+	TGL_3D_COLOR					= 0x0602,
+	TGL_3D_COLOR_TEXTURE			= 0x0603,
+	TGL_4D_COLOR_TEXTURE			= 0x0604,
+	TGL_POINT_TOKEN					= 0x0701,
+	TGL_LINE_TOKEN					= 0x0702,
+	TGL_LINE_RESET_TOKEN			= 0x0707,
+	TGL_POLYGON_TOKEN				= 0x0703,
+	TGL_BITMAP_TOKEN				= 0x0704,
+	TGL_DRAW_PIXEL_TOKEN			= 0x0705,
+	TGL_COPY_PIXEL_TOKEN			= 0x0706,
+	TGL_PASS_THROUGH_TOKEN			= 0x0700,
 
-	/* Fog */
-	TGL_FOG				= 0x0B60,
-	TGL_FOG_MODE			= 0x0B65,
-	TGL_FOG_DENSITY			= 0x0B62,
-	TGL_FOG_COLOR			= 0x0B66,
-	TGL_FOG_INDEX			= 0x0B61,
-	TGL_FOG_START			= 0x0B63,
-	TGL_FOG_END			= 0x0B64,
-	TGL_LINEAR			= 0x2601,
-	TGL_EXP				= 0x0800,
-	TGL_EXP2				= 0x0801,
+	// Fog
+	TGL_FOG							= 0x0B60,
+	TGL_FOG_MODE					= 0x0B65,
+	TGL_FOG_DENSITY					= 0x0B62,
+	TGL_FOG_COLOR					= 0x0B66,
+	TGL_FOG_INDEX					= 0x0B61,
+	TGL_FOG_START					= 0x0B63,
+	TGL_FOG_END						= 0x0B64,
+	TGL_LINEAR						= 0x2601,
+	TGL_EXP							= 0x0800,
+	TGL_EXP2						= 0x0801,
 
-	/* Logic Ops */
-	TGL_LOGIC_OP			= 0x0BF1,
-	TGL_LOGIC_OP_MODE		= 0x0BF0,
-	TGL_CLEAR			= 0x1500,
-	TGL_SET				= 0x150F,
-	TGL_COPY				= 0x1503,
-	TGL_COPY_INVERTED		= 0x150C,
-	TGL_NOOP				= 0x1505,
-	TGL_INVERT			= 0x150A,
-	TGL_AND				= 0x1501,
-	TGL_NAND				= 0x150E,
-	TGL_OR				= 0x1507,
-	TGL_NOR				= 0x1508,
-	TGL_XOR				= 0x1506,
-	TGL_EQUIV			= 0x1509,
-	TGL_AND_REVERSE			= 0x1502,
-	TGL_AND_INVERTED			= 0x1504,
-	TGL_OR_REVERSE			= 0x150B,
-	TGL_OR_INVERTED			= 0x150D,
+	// Logic Ops
+	TGL_LOGIC_OP					= 0x0BF1,
+	TGL_LOGIC_OP_MODE				= 0x0BF0,
+	TGL_CLEAR						= 0x1500,
+	TGL_SET							= 0x150F,
+	TGL_COPY						= 0x1503,
+	TGL_COPY_INVERTED				= 0x150C,
+	TGL_NOOP						= 0x1505,
+	TGL_INVERT						= 0x150A,
+	TGL_AND							= 0x1501,
+	TGL_NAND						= 0x150E,
+	TGL_OR							= 0x1507,
+	TGL_NOR							= 0x1508,
+	TGL_XOR							= 0x1506,
+	TGL_EQUIV						= 0x1509,
+	TGL_AND_REVERSE					= 0x1502,
+	TGL_AND_INVERTED				= 0x1504,
+	TGL_OR_REVERSE					= 0x150B,
+	TGL_OR_INVERTED					= 0x150D,
 
-	/* Stencil */
-	TGL_STENCIL_TEST			= 0x0B90,
-	TGL_STENCIL_WRITEMASK		= 0x0B98,
-	TGL_STENCIL_BITS			= 0x0D57,
-	TGL_STENCIL_FUNC			= 0x0B92,
-	TGL_STENCIL_VALUE_MASK		= 0x0B93,
-	TGL_STENCIL_REF			= 0x0B97,
-	TGL_STENCIL_FAIL			= 0x0B94,
-	TGL_STENCIL_PASS_DEPTH_PASS	= 0x0B96,
-	TGL_STENCIL_PASS_DEPTH_FAIL	= 0x0B95,
-	TGL_STENCIL_CLEAR_VALUE		= 0x0B91,
-	TGL_STENCIL_INDEX		= 0x1901,
-	TGL_KEEP				= 0x1E00,
-	TGL_REPLACE			= 0x1E01,
-	TGL_INCR				= 0x1E02,
-	TGL_DECR				= 0x1E03,
+	// Stencil
+	TGL_STENCIL_TEST				= 0x0B90,
+	TGL_STENCIL_WRITEMASK			= 0x0B98,
+	TGL_STENCIL_BITS				= 0x0D57,
+	TGL_STENCIL_FUNC				= 0x0B92,
+	TGL_STENCIL_VALUE_MASK			= 0x0B93,
+	TGL_STENCIL_REF					= 0x0B97,
+	TGL_STENCIL_FAIL				= 0x0B94,
+	TGL_STENCIL_PASS_DEPTH_PASS		= 0x0B96,
+	TGL_STENCIL_PASS_DEPTH_FAIL		= 0x0B95,
+	TGL_STENCIL_CLEAR_VALUE			= 0x0B91,
+	TGL_STENCIL_INDEX				= 0x1901,
+	TGL_KEEP						= 0x1E00,
+	TGL_REPLACE						= 0x1E01,
+	TGL_INCR						= 0x1E02,
+	TGL_DECR						= 0x1E03,
 
-	/* Buffers, Pixel Drawing/Reading */
-	TGL_NONE				= 0,
-	TGL_LEFT				= 0x0406,
-	TGL_RIGHT			= 0x0407,
-	/*TGL_FRONT			= 0x0404, */
-	/*TGL_BACK			= 0x0405, */
-	/*TGL_FRONT_AND_BACK		= 0x0408, */
-	TGL_FRONT_LEFT			= 0x0400,
-	TGL_FRONT_RIGHT			= 0x0401,
-	TGL_BACK_LEFT			= 0x0402,
-	TGL_BACK_RIGHT			= 0x0403,
-	TGL_AUX0				= 0x0409,
-	TGL_AUX1				= 0x040A,
-	TGL_AUX2				= 0x040B,
-	TGL_AUX3				= 0x040C,
-	TGL_COLOR_INDEX			= 0x1900,
-	TGL_RED				= 0x1903,
-	TGL_GREEN			= 0x1904,
-	TGL_BLUE				= 0x1905,
-	TGL_ALPHA			= 0x1906,
-	TGL_LUMINANCE			= 0x1909,
-	TGL_LUMINANCE_ALPHA		= 0x190A,
-	TGL_ALPHA_BITS			= 0x0D55,
-	TGL_RED_BITS			= 0x0D52,
-	TGL_GREEN_BITS			= 0x0D53,
-	TGL_BLUE_BITS			= 0x0D54,
-	TGL_INDEX_BITS			= 0x0D51,
-	TGL_SUBPIXEL_BITS		= 0x0D50,
-	TGL_AUX_BUFFERS			= 0x0C00,
-	TGL_READ_BUFFER			= 0x0C02,
-	TGL_DRAW_BUFFER			= 0x0C01,
-	TGL_DOUBLEBUFFER			= 0x0C32,
-	TGL_STEREO			= 0x0C33,
-	TGL_BITMAP			= 0x1A00,
-	TGL_COLOR			= 0x1800,
-	TGL_DEPTH			= 0x1801,
-	TGL_STENCIL			= 0x1802,
-	TGL_DITHER			= 0x0BD0,
-	TGL_RGB				= 0x1907,
-	TGL_RGBA				= 0x1908,
+	// Buffers, Pixel Drawing/Reading
+	TGL_NONE						= 0,
+	TGL_LEFT						= 0x0406,
+	TGL_RIGHT						= 0x0407,
+	//TGL_FRONT						= 0x0404,
+	//TGL_BACK						= 0x0405,
+	//TGL_FRONT_AND_BACK			= 0x0408,
+	TGL_FRONT_LEFT					= 0x0400,
+	TGL_FRONT_RIGHT					= 0x0401,
+	TGL_BACK_LEFT					= 0x0402,
+	TGL_BACK_RIGHT					= 0x0403,
+	TGL_AUX0						= 0x0409,
+	TGL_AUX1						= 0x040A,
+	TGL_AUX2						= 0x040B,
+	TGL_AUX3						= 0x040C,
+	TGL_COLOR_INDEX					= 0x1900,
+	TGL_RED							= 0x1903,
+	TGL_GREEN						= 0x1904,
+	TGL_BLUE						= 0x1905,
+	TGL_ALPHA						= 0x1906,
+	TGL_LUMINANCE					= 0x1909,
+	TGL_LUMINANCE_ALPHA				= 0x190A,
+	TGL_ALPHA_BITS					= 0x0D55,
+	TGL_RED_BITS					= 0x0D52,
+	TGL_GREEN_BITS					= 0x0D53,
+	TGL_BLUE_BITS					= 0x0D54,
+	TGL_INDEX_BITS					= 0x0D51,
+	TGL_SUBPIXEL_BITS				= 0x0D50,
+	TGL_AUX_BUFFERS					= 0x0C00,
+	TGL_READ_BUFFER					= 0x0C02,
+	TGL_DRAW_BUFFER					= 0x0C01,
+	TGL_DOUBLEBUFFER				= 0x0C32,
+	TGL_STEREO						= 0x0C33,
+	TGL_BITMAP						= 0x1A00,
+	TGL_COLOR						= 0x1800,
+	TGL_DEPTH						= 0x1801,
+	TGL_STENCIL						= 0x1802,
+	TGL_DITHER						= 0x0BD0,
+	TGL_RGB							= 0x1907,
+	TGL_RGBA						= 0x1908,
 
-	/* Implementation limits */
-	TGL_MAX_LIST_NESTING		= 0x0B31,
-	TGL_MAX_ATTRIB_STACK_DEPTH	= 0x0D35,
+	// Implementation limits
+	TGL_MAX_LIST_NESTING			= 0x0B31,
+	TGL_MAX_ATTRIB_STACK_DEPTH		= 0x0D35,
 	TGL_MAX_MODELVIEW_STACK_DEPTH	= 0x0D36,
 	TGL_MAX_NAME_STACK_DEPTH		= 0x0D37,
 	TGL_MAX_PROJECTION_STACK_DEPTH	= 0x0D38,
-	TGL_MAX_TEXTURE_STACK_DEPTH	= 0x0D39,
-	TGL_MAX_EVAL_ORDER		= 0x0D30,
-	TGL_MAX_LIGHTS			= 0x0D31,
-	TGL_MAX_CLIP_PLANES		= 0x0D32,
-	TGL_MAX_TEXTURE_SIZE		= 0x0D33,
-	TGL_MAX_PIXEL_MAP_TABLE		= 0x0D34,
-	TGL_MAX_VIEWPORT_DIMS		= 0x0D3A,
-	TGL_MAX_CLIENT_ATTRIB_STACK_DEPTH= 0x0D3B,
+	TGL_MAX_TEXTURE_STACK_DEPTH		= 0x0D39,
+	TGL_MAX_EVAL_ORDER				= 0x0D30,
+	TGL_MAX_LIGHTS					= 0x0D31,
+	TGL_MAX_CLIP_PLANES				= 0x0D32,
+	TGL_MAX_TEXTURE_SIZE			= 0x0D33,
+	TGL_MAX_PIXEL_MAP_TABLE			= 0x0D34,
+	TGL_MAX_VIEWPORT_DIMS			= 0x0D3A,
+	TGL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B,
 
-	/* Gets */
-	TGL_ATTRIB_STACK_DEPTH		= 0x0BB0,
-	TGL_COLOR_CLEAR_VALUE		= 0x0C22,
-	TGL_COLOR_WRITEMASK		= 0x0C23,
-	TGL_CURRENT_INDEX		= 0x0B01,
-	TGL_CURRENT_COLOR		= 0x0B00,
-	TGL_CURRENT_NORMAL		= 0x0B02,
+	// Gets
+	TGL_ATTRIB_STACK_DEPTH			= 0x0BB0,
+	TGL_COLOR_CLEAR_VALUE			= 0x0C22,
+	TGL_COLOR_WRITEMASK				= 0x0C23,
+	TGL_CURRENT_INDEX				= 0x0B01,
+	TGL_CURRENT_COLOR				= 0x0B00,
+	TGL_CURRENT_NORMAL				= 0x0B02,
 	TGL_CURRENT_RASTER_COLOR		= 0x0B04,
-	TGL_CURRENT_RASTER_DISTANCE	= 0x0B09,
+	TGL_CURRENT_RASTER_DISTANCE		= 0x0B09,
 	TGL_CURRENT_RASTER_INDEX		= 0x0B05,
-	TGL_CURRENT_RASTER_POSITION	= 0x0B07,
+	TGL_CURRENT_RASTER_POSITION		= 0x0B07,
 	TGL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06,
 	TGL_CURRENT_RASTER_POSITION_VALID = 0x0B08,
-	TGL_CURRENT_TEXTURE_COORDS	= 0x0B03,
-	TGL_INDEX_CLEAR_VALUE		= 0x0C20,
-	TGL_INDEX_MODE			= 0x0C30,
-	TGL_INDEX_WRITEMASK		= 0x0C21,
-	TGL_MODELVIEW_MATRIX		= 0x0BA6,
-	TGL_MODELVIEW_STACK_DEPTH	= 0x0BA3,
-	TGL_NAME_STACK_DEPTH		= 0x0D70,
-	TGL_PROJECTION_MATRIX		= 0x0BA7,
-	TGL_PROJECTION_STACK_DEPTH	= 0x0BA4,
-	TGL_RENDER_MODE			= 0x0C40,
-	TGL_RGBA_MODE			= 0x0C31,
-	TGL_TEXTURE_MATRIX		= 0x0BA8,
-	TGL_TEXTURE_STACK_DEPTH		= 0x0BA5,
-	TGL_VIEWPORT			= 0x0BA2,
+	TGL_CURRENT_TEXTURE_COORDS		= 0x0B03,
+	TGL_INDEX_CLEAR_VALUE			= 0x0C20,
+	TGL_INDEX_MODE					= 0x0C30,
+	TGL_INDEX_WRITEMASK				= 0x0C21,
+	TGL_MODELVIEW_MATRIX			= 0x0BA6,
+	TGL_MODELVIEW_STACK_DEPTH		= 0x0BA3,
+	TGL_NAME_STACK_DEPTH			= 0x0D70,
+	TGL_PROJECTION_MATRIX			= 0x0BA7,
+	TGL_PROJECTION_STACK_DEPTH		= 0x0BA4,
+	TGL_RENDER_MODE					= 0x0C40,
+	TGL_RGBA_MODE					= 0x0C31,
+	TGL_TEXTURE_MATRIX				= 0x0BA8,
+	TGL_TEXTURE_STACK_DEPTH			= 0x0BA5,
+	TGL_VIEWPORT					= 0x0BA2,
 
-
-	/* Evaluators */
-	TGL_AUTO_NORMAL			= 0x0D80,
-	TGL_MAP1_COLOR_4			= 0x0D90,
-	TGL_MAP1_GRID_DOMAIN		= 0x0DD0,
-	TGL_MAP1_GRID_SEGMENTS		= 0x0DD1,
-	TGL_MAP1_INDEX			= 0x0D91,
-	TGL_MAP1_NORMAL			= 0x0D92,
+	// Evaluators
+	TGL_AUTO_NORMAL					= 0x0D80,
+	TGL_MAP1_COLOR_4				= 0x0D90,
+	TGL_MAP1_GRID_DOMAIN			= 0x0DD0,
+	TGL_MAP1_GRID_SEGMENTS			= 0x0DD1,
+	TGL_MAP1_INDEX					= 0x0D91,
+	TGL_MAP1_NORMAL					= 0x0D92,
 	TGL_MAP1_TEXTURE_COORD_1		= 0x0D93,
 	TGL_MAP1_TEXTURE_COORD_2		= 0x0D94,
 	TGL_MAP1_TEXTURE_COORD_3		= 0x0D95,
 	TGL_MAP1_TEXTURE_COORD_4		= 0x0D96,
-	TGL_MAP1_VERTEX_3		= 0x0D97,
-	TGL_MAP1_VERTEX_4		= 0x0D98,
-	TGL_MAP2_COLOR_4			= 0x0DB0,
-	TGL_MAP2_GRID_DOMAIN		= 0x0DD2,
-	TGL_MAP2_GRID_SEGMENTS		= 0x0DD3,
-	TGL_MAP2_INDEX			= 0x0DB1,
-	TGL_MAP2_NORMAL			= 0x0DB2,
+	TGL_MAP1_VERTEX_3				= 0x0D97,
+	TGL_MAP1_VERTEX_4				= 0x0D98,
+	TGL_MAP2_COLOR_4				= 0x0DB0,
+	TGL_MAP2_GRID_DOMAIN			= 0x0DD2,
+	TGL_MAP2_GRID_SEGMENTS			= 0x0DD3,
+	TGL_MAP2_INDEX					= 0x0DB1,
+	TGL_MAP2_NORMAL					= 0x0DB2,
 	TGL_MAP2_TEXTURE_COORD_1		= 0x0DB3,
 	TGL_MAP2_TEXTURE_COORD_2		= 0x0DB4,
 	TGL_MAP2_TEXTURE_COORD_3		= 0x0DB5,
 	TGL_MAP2_TEXTURE_COORD_4		= 0x0DB6,
-	TGL_MAP2_VERTEX_3		= 0x0DB7,
-	TGL_MAP2_VERTEX_4		= 0x0DB8,
-	TGL_COEFF			= 0x0A00,
-	TGL_DOMAIN			= 0x0A02,
-	TGL_ORDER			= 0x0A01,
+	TGL_MAP2_VERTEX_3				= 0x0DB7,
+	TGL_MAP2_VERTEX_4				= 0x0DB8,
+	TGL_COEFF						= 0x0A00,
+	TGL_DOMAIN						= 0x0A02,
+	TGL_ORDER						= 0x0A01,
 
-	/* Hints */
-	TGL_FOG_HINT			= 0x0C54,
-	TGL_LINE_SMOOTH_HINT		= 0x0C52,
+	// Hints
+	TGL_FOG_HINT					= 0x0C54,
+	TGL_LINE_SMOOTH_HINT			= 0x0C52,
 	TGL_PERSPECTIVE_CORRECTION_HINT	= 0x0C50,
-	TGL_POINT_SMOOTH_HINT		= 0x0C51,
-	TGL_POLYGON_SMOOTH_HINT		= 0x0C53,
-	TGL_DONT_CARE			= 0x1100,
-	TGL_FASTEST			= 0x1101,
-	TGL_NICEST			= 0x1102,
+	TGL_POINT_SMOOTH_HINT			= 0x0C51,
+	TGL_POLYGON_SMOOTH_HINT			= 0x0C53,
+	TGL_DONT_CARE					= 0x1100,
+	TGL_FASTEST						= 0x1101,
+	TGL_NICEST						= 0x1102,
 
-	/* Scissor box */
-	TGL_SCISSOR_TEST			= 0x0C11,
-	TGL_SCISSOR_BOX			= 0x0C10,
+	// Scissor box
+	TGL_SCISSOR_TEST				= 0x0C11,
+	TGL_SCISSOR_BOX					= 0x0C10,
 
-	/* Pixel Mode / Transfer */
-	TGL_MAP_COLOR			= 0x0D10,
-	TGL_MAP_STENCIL			= 0x0D11,
-	TGL_INDEX_SHIFT			= 0x0D12,
-	TGL_INDEX_OFFSET			= 0x0D13,
-	TGL_RED_SCALE			= 0x0D14,
-	TGL_RED_BIAS			= 0x0D15,
-	TGL_GREEN_SCALE			= 0x0D18,
-	TGL_GREEN_BIAS			= 0x0D19,
-	TGL_BLUE_SCALE			= 0x0D1A,
-	TGL_BLUE_BIAS			= 0x0D1B,
-	TGL_ALPHA_SCALE			= 0x0D1C,
-	TGL_ALPHA_BIAS			= 0x0D1D,
-	TGL_DEPTH_SCALE			= 0x0D1E,
-	TGL_DEPTH_BIAS			= 0x0D1F,
-	TGL_PIXEL_MAP_S_TO_S_SIZE	= 0x0CB1,
-	TGL_PIXEL_MAP_I_TO_I_SIZE	= 0x0CB0,
-	TGL_PIXEL_MAP_I_TO_R_SIZE	= 0x0CB2,
-	TGL_PIXEL_MAP_I_TO_G_SIZE	= 0x0CB3,
-	TGL_PIXEL_MAP_I_TO_B_SIZE	= 0x0CB4,
-	TGL_PIXEL_MAP_I_TO_A_SIZE	= 0x0CB5,
-	TGL_PIXEL_MAP_R_TO_R_SIZE	= 0x0CB6,
-	TGL_PIXEL_MAP_G_TO_G_SIZE	= 0x0CB7,
-	TGL_PIXEL_MAP_B_TO_B_SIZE	= 0x0CB8,
-	TGL_PIXEL_MAP_A_TO_A_SIZE	= 0x0CB9,
-	TGL_PIXEL_MAP_S_TO_S		= 0x0C71,
-	TGL_PIXEL_MAP_I_TO_I		= 0x0C70,
-	TGL_PIXEL_MAP_I_TO_R		= 0x0C72,
-	TGL_PIXEL_MAP_I_TO_G		= 0x0C73,
-	TGL_PIXEL_MAP_I_TO_B		= 0x0C74,
-	TGL_PIXEL_MAP_I_TO_A		= 0x0C75,
-	TGL_PIXEL_MAP_R_TO_R		= 0x0C76,
-	TGL_PIXEL_MAP_G_TO_G		= 0x0C77,
-	TGL_PIXEL_MAP_B_TO_B		= 0x0C78,
-	TGL_PIXEL_MAP_A_TO_A		= 0x0C79,
-	TGL_PACK_ALIGNMENT		= 0x0D05,
-	TGL_PACK_LSB_FIRST		= 0x0D01,
-	TGL_PACK_ROW_LENGTH		= 0x0D02,
-	TGL_PACK_SKIP_PIXELS		= 0x0D04,
-	TGL_PACK_SKIP_ROWS		= 0x0D03,
-	TGL_PACK_SWAP_BYTES		= 0x0D00,
-	TGL_UNPACK_ALIGNMENT		= 0x0CF5,
-	TGL_UNPACK_LSB_FIRST		= 0x0CF1,
-	TGL_UNPACK_ROW_LENGTH		= 0x0CF2,
-	TGL_UNPACK_SKIP_PIXELS		= 0x0CF4,
-	TGL_UNPACK_SKIP_ROWS		= 0x0CF3,
-	TGL_UNPACK_SWAP_BYTES		= 0x0CF0,
-	TGL_ZOOM_X			= 0x0D16,
-	TGL_ZOOM_Y			= 0x0D17,
+	// Pixel Mode / Transfer
+	TGL_MAP_COLOR					= 0x0D10,
+	TGL_MAP_STENCIL					= 0x0D11,
+	TGL_INDEX_SHIFT					= 0x0D12,
+	TGL_INDEX_OFFSET				= 0x0D13,
+	TGL_RED_SCALE					= 0x0D14,
+	TGL_RED_BIAS					= 0x0D15,
+	TGL_GREEN_SCALE					= 0x0D18,
+	TGL_GREEN_BIAS					= 0x0D19,
+	TGL_BLUE_SCALE					= 0x0D1A,
+	TGL_BLUE_BIAS					= 0x0D1B,
+	TGL_ALPHA_SCALE					= 0x0D1C,
+	TGL_ALPHA_BIAS					= 0x0D1D,
+	TGL_DEPTH_SCALE					= 0x0D1E,
+	TGL_DEPTH_BIAS					= 0x0D1F,
+	TGL_PIXEL_MAP_S_TO_S_SIZE		= 0x0CB1,
+	TGL_PIXEL_MAP_I_TO_I_SIZE		= 0x0CB0,
+	TGL_PIXEL_MAP_I_TO_R_SIZE		= 0x0CB2,
+	TGL_PIXEL_MAP_I_TO_G_SIZE		= 0x0CB3,
+	TGL_PIXEL_MAP_I_TO_B_SIZE		= 0x0CB4,
+	TGL_PIXEL_MAP_I_TO_A_SIZE		= 0x0CB5,
+	TGL_PIXEL_MAP_R_TO_R_SIZE		= 0x0CB6,
+	TGL_PIXEL_MAP_G_TO_G_SIZE		= 0x0CB7,
+	TGL_PIXEL_MAP_B_TO_B_SIZE		= 0x0CB8,
+	TGL_PIXEL_MAP_A_TO_A_SIZE		= 0x0CB9,
+	TGL_PIXEL_MAP_S_TO_S			= 0x0C71,
+	TGL_PIXEL_MAP_I_TO_I			= 0x0C70,
+	TGL_PIXEL_MAP_I_TO_R			= 0x0C72,
+	TGL_PIXEL_MAP_I_TO_G			= 0x0C73,
+	TGL_PIXEL_MAP_I_TO_B			= 0x0C74,
+	TGL_PIXEL_MAP_I_TO_A			= 0x0C75,
+	TGL_PIXEL_MAP_R_TO_R			= 0x0C76,
+	TGL_PIXEL_MAP_G_TO_G			= 0x0C77,
+	TGL_PIXEL_MAP_B_TO_B			= 0x0C78,
+	TGL_PIXEL_MAP_A_TO_A			= 0x0C79,
+	TGL_PACK_ALIGNMENT				= 0x0D05,
+	TGL_PACK_LSB_FIRST				= 0x0D01,
+	TGL_PACK_ROW_LENGTH				= 0x0D02,
+	TGL_PACK_SKIP_PIXELS			= 0x0D04,
+	TGL_PACK_SKIP_ROWS				= 0x0D03,
+	TGL_PACK_SWAP_BYTES				= 0x0D00,
+	TGL_UNPACK_ALIGNMENT			= 0x0CF5,
+	TGL_UNPACK_LSB_FIRST			= 0x0CF1,
+	TGL_UNPACK_ROW_LENGTH			= 0x0CF2,
+	TGL_UNPACK_SKIP_PIXELS			= 0x0CF4,
+	TGL_UNPACK_SKIP_ROWS			= 0x0CF3,
+	TGL_UNPACK_SWAP_BYTES			= 0x0CF0,
+	TGL_ZOOM_X						= 0x0D16,
+	TGL_ZOOM_Y						= 0x0D17,
 
-	/* Texture mapping */
-	TGL_TEXTURE_ENV			= 0x2300,
-	TGL_TEXTURE_ENV_MODE		= 0x2200,
-	TGL_TEXTURE_1D			= 0x0DE0,
-	TGL_TEXTURE_2D			= 0x0DE1,
-	TGL_TEXTURE_WRAP_S		= 0x2802,
-	TGL_TEXTURE_WRAP_T		= 0x2803,
-	TGL_TEXTURE_MAG_FILTER		= 0x2800,
-	TGL_TEXTURE_MIN_FILTER		= 0x2801,
-	TGL_TEXTURE_ENV_COLOR		= 0x2201,
-	TGL_TEXTURE_GEN_S		= 0x0C60,
-	TGL_TEXTURE_GEN_T		= 0x0C61,
-	TGL_TEXTURE_GEN_MODE		= 0x2500,
+	// Texture mapping
+	TGL_TEXTURE_ENV					= 0x2300,
+	TGL_TEXTURE_ENV_MODE			= 0x2200,
+	TGL_TEXTURE_1D					= 0x0DE0,
+	TGL_TEXTURE_2D					= 0x0DE1,
+	TGL_TEXTURE_WRAP_S				= 0x2802,
+	TGL_TEXTURE_WRAP_T				= 0x2803,
+	TGL_TEXTURE_MAG_FILTER			= 0x2800,
+	TGL_TEXTURE_MIN_FILTER			= 0x2801,
+	TGL_TEXTURE_ENV_COLOR			= 0x2201,
+	TGL_TEXTURE_GEN_S				= 0x0C60,
+	TGL_TEXTURE_GEN_T				= 0x0C61,
+	TGL_TEXTURE_GEN_MODE			= 0x2500,
 	TGL_TEXTURE_BORDER_COLOR		= 0x1004,
-	TGL_TEXTURE_WIDTH		= 0x1000,
-	TGL_TEXTURE_HEIGHT		= 0x1001,
-	TGL_TEXTURE_BORDER		= 0x1005,
-	TGL_TEXTURE_COMPONENTS		= 0x1003,
-	TGL_NEAREST_MIPMAP_NEAREST	= 0x2700,
-	TGL_NEAREST_MIPMAP_LINEAR	= 0x2702,
-	TGL_LINEAR_MIPMAP_NEAREST	= 0x2701,
+	TGL_TEXTURE_WIDTH				= 0x1000,
+	TGL_TEXTURE_HEIGHT				= 0x1001,
+	TGL_TEXTURE_BORDER				= 0x1005,
+	TGL_TEXTURE_COMPONENTS			= 0x1003,
+	TGL_NEAREST_MIPMAP_NEAREST		= 0x2700,
+	TGL_NEAREST_MIPMAP_LINEAR		= 0x2702,
+	TGL_LINEAR_MIPMAP_NEAREST		= 0x2701,
 	TGL_LINEAR_MIPMAP_LINEAR		= 0x2703,
-	TGL_OBJECT_LINEAR		= 0x2401,
-	TGL_OBJECT_PLANE			= 0x2501,
-	TGL_EYE_LINEAR			= 0x2400,
-	TGL_EYE_PLANE			= 0x2502,
-	TGL_SPHERE_MAP			= 0x2402,
-	TGL_DECAL			= 0x2101,
-	TGL_MODULATE			= 0x2100,
-	TGL_NEAREST			= 0x2600,
-	TGL_REPEAT			= 0x2901,
-	TGL_CLAMP			= 0x2900,
-	TGL_S				= 0x2000,
-	TGL_T				= 0x2001,
-	TGL_R				= 0x2002,
-	TGL_Q				= 0x2003,
-	TGL_TEXTURE_GEN_R		= 0x0C62,
-	TGL_TEXTURE_GEN_Q		= 0x0C63,
+	TGL_OBJECT_LINEAR				= 0x2401,
+	TGL_OBJECT_PLANE				= 0x2501,
+	TGL_EYE_LINEAR					= 0x2400,
+	TGL_EYE_PLANE					= 0x2502,
+	TGL_SPHERE_MAP					= 0x2402,
+	TGL_DECAL						= 0x2101,
+	TGL_MODULATE					= 0x2100,
+	TGL_NEAREST						= 0x2600,
+	TGL_REPEAT						= 0x2901,
+	TGL_CLAMP						= 0x2900,
+	TGL_S							= 0x2000,
+	TGL_T							= 0x2001,
+	TGL_R							= 0x2002,
+	TGL_Q							= 0x2003,
+	TGL_TEXTURE_GEN_R				= 0x0C62,
+	TGL_TEXTURE_GEN_Q				= 0x0C63,
 
-	TGL_PROXY_TEXTURE_1D		= 0x8063,
-	TGL_PROXY_TEXTURE_2D		= 0x8064,
-	TGL_TEXTURE_PRIORITY		= 0x8066,
-	TGL_TEXTURE_RESIDENT		= 0x8067,
-	TGL_TEXTURE_1D_BINDING		= 0x8068,
-	TGL_TEXTURE_2D_BINDING		= 0x8069,
+	TGL_PROXY_TEXTURE_1D			= 0x8063,
+	TGL_PROXY_TEXTURE_2D			= 0x8064,
+	TGL_TEXTURE_PRIORITY			= 0x8066,
+	TGL_TEXTURE_RESIDENT			= 0x8067,
+	TGL_TEXTURE_1D_BINDING			= 0x8068,
+	TGL_TEXTURE_2D_BINDING			= 0x8069,
 
-	/* Internal texture formats */
-	TGL_ALPHA4			= 0x803B,
-	TGL_ALPHA8			= 0x803C,
-	TGL_ALPHA12			= 0x803D,
-	TGL_ALPHA16			= 0x803E,
-	TGL_LUMINANCE4			= 0x803F,
-	TGL_LUMINANCE8			= 0x8040,
-	TGL_LUMINANCE12			= 0x8041,
-	TGL_LUMINANCE16			= 0x8042,
-	TGL_LUMINANCE4_ALPHA4		= 0x8043,
-	TGL_LUMINANCE6_ALPHA2		= 0x8044,
-	TGL_LUMINANCE8_ALPHA8		= 0x8045,
-	TGL_LUMINANCE12_ALPHA4		= 0x8046,
-	TGL_LUMINANCE12_ALPHA12		= 0x8047,
-	TGL_LUMINANCE16_ALPHA16		= 0x8048,
-	TGL_INTENSITY			= 0x8049,
-	TGL_INTENSITY4			= 0x804A,
-	TGL_INTENSITY8			= 0x804B,
-	TGL_INTENSITY12			= 0x804C,
-	TGL_INTENSITY16			= 0x804D,
-	TGL_R3_G3_B2			= 0x2A10,
-	TGL_RGB4				= 0x804F,
-	TGL_RGB5				= 0x8050,
-	TGL_RGB8				= 0x8051,
-	TGL_RGB10			= 0x8052,
-	TGL_RGB12			= 0x8053,
-	TGL_RGB16			= 0x8054,
-	TGL_RGBA2			= 0x8055,
-	TGL_RGBA4			= 0x8056,
-	TGL_RGB5_A1			= 0x8057,
-	TGL_RGBA8			= 0x8058,
-	TGL_RGB10_A2			= 0x8059,
-	TGL_RGBA12			= 0x805A,
-	TGL_RGBA16			= 0x805B,
+	// Internal texture formats
+	TGL_ALPHA4						= 0x803B,
+	TGL_ALPHA8						= 0x803C,
+	TGL_ALPHA12						= 0x803D,
+	TGL_ALPHA16						= 0x803E,
+	TGL_LUMINANCE4					= 0x803F,
+	TGL_LUMINANCE8					= 0x8040,
+	TGL_LUMINANCE12					= 0x8041,
+	TGL_LUMINANCE16					= 0x8042,
+	TGL_LUMINANCE4_ALPHA4			= 0x8043,
+	TGL_LUMINANCE6_ALPHA2			= 0x8044,
+	TGL_LUMINANCE8_ALPHA8			= 0x8045,
+	TGL_LUMINANCE12_ALPHA4			= 0x8046,
+	TGL_LUMINANCE12_ALPHA12			= 0x8047,
+	TGL_LUMINANCE16_ALPHA16			= 0x8048,
+	TGL_INTENSITY					= 0x8049,
+	TGL_INTENSITY4					= 0x804A,
+	TGL_INTENSITY8					= 0x804B,
+	TGL_INTENSITY12					= 0x804C,
+	TGL_INTENSITY16					= 0x804D,
+	TGL_R3_G3_B2					= 0x2A10,
+	TGL_RGB4						= 0x804F,
+	TGL_RGB5						= 0x8050,
+	TGL_RGB8						= 0x8051,
+	TGL_RGB10						= 0x8052,
+	TGL_RGB12						= 0x8053,
+	TGL_RGB16						= 0x8054,
+	TGL_RGBA2						= 0x8055,
+	TGL_RGBA4						= 0x8056,
+	TGL_RGB5_A1						= 0x8057,
+	TGL_RGBA8						= 0x8058,
+	TGL_RGB10_A2					= 0x8059,
+	TGL_RGBA12						= 0x805A,
+	TGL_RGBA16						= 0x805B,
 
-	/* Utility */
-	TGL_VENDOR			= 0x1F00,
-	TGL_RENDERER			= 0x1F01,
-	TGL_VERSION			= 0x1F02,
-	TGL_EXTENSIONS			= 0x1F03,
+	// Utility
+	TGL_VENDOR						= 0x1F00,
+	TGL_RENDERER					= 0x1F01,
+	TGL_VERSION						= 0x1F02,
+	TGL_EXTENSIONS					= 0x1F03,
 
-	/* Errors */
-	TGL_INVALID_VALUE		= 0x0501,
-	TGL_INVALID_ENUM			= 0x0500,
-	TGL_INVALID_OPERATION		= 0x0502,
-	TGL_STACK_OVERFLOW		= 0x0503,
-	TGL_STACK_UNDERFLOW		= 0x0504,
-	TGL_OUT_OF_MEMORY		= 0x0505,
+	// Errors
+	TGL_INVALID_VALUE				= 0x0501,
+	TGL_INVALID_ENUM				= 0x0500,
+	TGL_INVALID_OPERATION			= 0x0502,
+	TGL_STACK_OVERFLOW				= 0x0503,
+	TGL_STACK_UNDERFLOW				= 0x0504,
+	TGL_OUT_OF_MEMORY				= 0x0505,
 
-	/*
-	 * 1.0 Extensions
-	 */
-        /* TGL_EXT_blend_minmax and TGL_EXT_blend_color */
-	TGL_CONSTANT_COLOR_EXT		= 0x8001,
-	TGL_ONE_MINUS_CONSTANT_COLOR_EXT	= 0x8002,
-	TGL_CONSTANT_ALPHA_EXT		= 0x8003,
-	TGL_ONE_MINUS_CONSTANT_ALPHA_EXT	= 0x8004,
-	TGL_BLEND_EQUATION_EXT		= 0x8009,
-	TGL_MIN_EXT			= 0x8007,
-	TGL_MAX_EXT			= 0x8008,
-	TGL_FUNC_ADD_EXT			= 0x8006,
-	TGL_FUNC_SUBTRACT_EXT		= 0x800A,
+	// 1.0 Extensions
+
+	// TGL_EXT_blend_minmax and TGL_EXT_blend_color
+	TGL_CONSTANT_COLOR_EXT			= 0x8001,
+	TGL_ONE_MINUS_CONSTANT_COLOR_EXT = 0x8002,
+	TGL_CONSTANT_ALPHA_EXT			= 0x8003,
+	TGL_ONE_MINUS_CONSTANT_ALPHA_EXT = 0x8004,
+	TGL_BLEND_EQUATION_EXT			= 0x8009,
+	TGL_MIN_EXT						= 0x8007,
+	TGL_MAX_EXT						= 0x8008,
+	TGL_FUNC_ADD_EXT				= 0x8006,
+	TGL_FUNC_SUBTRACT_EXT			= 0x800A,
 	TGL_FUNC_REVERSE_SUBTRACT_EXT	= 0x800B,
-	TGL_BLEND_COLOR_EXT		= 0x8005,
+	TGL_BLEND_COLOR_EXT				= 0x8005,
 
-	/* TGL_EXT_polygon_offset */
-        TGL_POLYGON_OFFSET_EXT           = 0x8037,
-        TGL_POLYGON_OFFSET_FACTOR_EXT    = 0x8038,
-        TGL_POLYGON_OFFSET_BIAS_EXT      = 0x8039,
+	// TGL_EXT_polygon_offset
+	TGL_POLYGON_OFFSET_EXT           = 0x8037,
+	TGL_POLYGON_OFFSET_FACTOR_EXT    = 0x8038,
+	TGL_POLYGON_OFFSET_BIAS_EXT      = 0x8039,
 
-	/* TGL_EXT_vertex_array */
-	TGL_VERTEX_ARRAY_EXT		= 0x8074,
-	TGL_NORMAL_ARRAY_EXT		= 0x8075,
-	TGL_COLOR_ARRAY_EXT		= 0x8076,
-	TGL_INDEX_ARRAY_EXT		= 0x8077,
-	TGL_TEXTURE_COORD_ARRAY_EXT	= 0x8078,
-	TGL_EDGE_FLAG_ARRAY_EXT		= 0x8079,
-	TGL_VERTEX_ARRAY_SIZE_EXT	= 0x807A,
-	TGL_VERTEX_ARRAY_TYPE_EXT	= 0x807B,
-	TGL_VERTEX_ARRAY_STRIDE_EXT	= 0x807C,
-	TGL_VERTEX_ARRAY_COUNT_EXT	= 0x807D,
-	TGL_NORMAL_ARRAY_TYPE_EXT	= 0x807E,
-	TGL_NORMAL_ARRAY_STRIDE_EXT	= 0x807F,
-	TGL_NORMAL_ARRAY_COUNT_EXT	= 0x8080,
+	// TGL_EXT_vertex_array
+	TGL_VERTEX_ARRAY_EXT			= 0x8074,
+	TGL_NORMAL_ARRAY_EXT			= 0x8075,
+	TGL_COLOR_ARRAY_EXT				= 0x8076,
+	TGL_INDEX_ARRAY_EXT				= 0x8077,
+	TGL_TEXTURE_COORD_ARRAY_EXT		= 0x8078,
+	TGL_EDGE_FLAG_ARRAY_EXT			= 0x8079,
+	TGL_VERTEX_ARRAY_SIZE_EXT		= 0x807A,
+	TGL_VERTEX_ARRAY_TYPE_EXT		= 0x807B,
+	TGL_VERTEX_ARRAY_STRIDE_EXT		= 0x807C,
+	TGL_VERTEX_ARRAY_COUNT_EXT		= 0x807D,
+	TGL_NORMAL_ARRAY_TYPE_EXT		= 0x807E,
+	TGL_NORMAL_ARRAY_STRIDE_EXT		= 0x807F,
+	TGL_NORMAL_ARRAY_COUNT_EXT		= 0x8080,
 	TGL_COLOR_ARRAY_SIZE_EXT		= 0x8081,
 	TGL_COLOR_ARRAY_TYPE_EXT		= 0x8082,
-	TGL_COLOR_ARRAY_STRIDE_EXT	= 0x8083,
-	TGL_COLOR_ARRAY_COUNT_EXT	= 0x8084,
+	TGL_COLOR_ARRAY_STRIDE_EXT		= 0x8083,
+	TGL_COLOR_ARRAY_COUNT_EXT		= 0x8084,
 	TGL_INDEX_ARRAY_TYPE_EXT		= 0x8085,
-	TGL_INDEX_ARRAY_STRIDE_EXT	= 0x8086,
-	TGL_INDEX_ARRAY_COUNT_EXT	= 0x8087,
-	TGL_TEXTURE_COORD_ARRAY_SIZE_EXT	= 0x8088,
-	TGL_TEXTURE_COORD_ARRAY_TYPE_EXT	= 0x8089,
-	TGL_TEXTURE_COORD_ARRAY_STRIDE_EXT= 0x808A,
-	TGL_TEXTURE_COORD_ARRAY_COUNT_EXT= 0x808B,
+	TGL_INDEX_ARRAY_STRIDE_EXT		= 0x8086,
+	TGL_INDEX_ARRAY_COUNT_EXT		= 0x8087,
+	TGL_TEXTURE_COORD_ARRAY_SIZE_EXT = 0x8088,
+	TGL_TEXTURE_COORD_ARRAY_TYPE_EXT = 0x8089,
+	TGL_TEXTURE_COORD_ARRAY_STRIDE_EXT = 0x808A,
+	TGL_TEXTURE_COORD_ARRAY_COUNT_EXT = 0x808B,
 	TGL_EDGE_FLAG_ARRAY_STRIDE_EXT	= 0x808C,
 	TGL_EDGE_FLAG_ARRAY_COUNT_EXT	= 0x808D,
 	TGL_VERTEX_ARRAY_POINTER_EXT	= 0x808E,
 	TGL_NORMAL_ARRAY_POINTER_EXT	= 0x808F,
-	TGL_COLOR_ARRAY_POINTER_EXT	= 0x8090,
-	TGL_INDEX_ARRAY_POINTER_EXT	= 0x8091,
-	TGL_TEXTURE_COORD_ARRAY_POINTER_EXT= 0x8092,
+	TGL_COLOR_ARRAY_POINTER_EXT		= 0x8090,
+	TGL_INDEX_ARRAY_POINTER_EXT		= 0x8091,
+	TGL_TEXTURE_COORD_ARRAY_POINTER_EXT = 0x8092,
 	TGL_EDGE_FLAG_ARRAY_POINTER_EXT	= 0x8093
-
 };
 
 enum {
-	TGL_CURRENT_BIT		= 0x00000001,
-	TGL_POINT_BIT		= 0x00000002,
-	TGL_LINE_BIT		= 0x00000004,
-	TGL_POLYGON_BIT		= 0x00000008,
+	TGL_CURRENT_BIT			= 0x00000001,
+	TGL_POINT_BIT			= 0x00000002,
+	TGL_LINE_BIT			= 0x00000004,
+	TGL_POLYGON_BIT			= 0x00000008,
 	TGL_POLYGON_STIPPLE_BIT	= 0x00000010,
-	TGL_PIXEL_MODE_BIT	= 0x00000020,
+	TGL_PIXEL_MODE_BIT		= 0x00000020,
 	TGL_LIGHTING_BIT		= 0x00000040,
-	TGL_FOG_BIT		= 0x00000080,
+	TGL_FOG_BIT				= 0x00000080,
 	TGL_DEPTH_BUFFER_BIT	= 0x00000100,
 	TGL_ACCUM_BUFFER_BIT	= 0x00000200,
 	TGL_STENCIL_BUFFER_BIT	= 0x00000400,
 	TGL_VIEWPORT_BIT		= 0x00000800,
-	TGL_TRANSFORM_BIT	= 0x00001000,
-	TGL_ENABLE_BIT		= 0x00002000,
+	TGL_TRANSFORM_BIT		= 0x00001000,
+	TGL_ENABLE_BIT			= 0x00002000,
 	TGL_COLOR_BUFFER_BIT	= 0x00004000,
-	TGL_HINT_BIT		= 0x00008000,
-	TGL_EVAL_BIT		= 0x00010000,
-	TGL_LIST_BIT		= 0x00020000,
-	TGL_TEXTURE_BIT		= 0x00040000,
-	TGL_SCISSOR_BIT		= 0x00080000,
-	TGL_ALL_ATTRIB_BITS	= 0x000fffff
+	TGL_HINT_BIT			= 0x00008000,
+	TGL_EVAL_BIT			= 0x00010000,
+	TGL_LIST_BIT			= 0x00020000,
+	TGL_TEXTURE_BIT			= 0x00040000,
+	TGL_SCISSOR_BIT			= 0x00080000,
+	TGL_ALL_ATTRIB_BITS		= 0x000fffff
 };
 
-/* some types */
+// some types
 
-typedef int		TGLenum;
-typedef void		TGLvoid;
+typedef int				TGLenum;
+typedef void			TGLvoid;
 typedef unsigned char	TGLboolean;
-typedef signed char	TGLbyte;		/* 1-byte signed */
-typedef short		TGLshort;	/* 2-byte signed */
-typedef int		TGLint;		/* 4-byte signed */
-typedef unsigned char	TGLubyte;	/* 1-byte unsigned */
-typedef unsigned short	TGLushort;	/* 2-byte unsigned */
-typedef unsigned int	TGLuint;		/* 4-byte unsigned */
-typedef float		TGLfloat;	/* single precision float */
-typedef double		TGLdouble;	/* double precision float */
-typedef int TGLsizei;
+typedef signed char		TGLbyte;	// 1-byte signed
+typedef short			TGLshort;	// 2-byte signed
+typedef int				TGLint;		// 4-byte signed
+typedef unsigned char	TGLubyte;	// 1-byte unsigned
+typedef unsigned short	TGLushort;	// 2-byte unsigned
+typedef unsigned int	TGLuint;	// 4-byte unsigned
+typedef float			TGLfloat;	// single precision float
+typedef double			TGLdouble;	// double precision float
+typedef int				TGLsizei;
 
-/* functions */
+// functions
 
 void tglEnable(int code);
 void tglDisable(int code);
@@ -681,27 +678,27 @@
 void tglEnd(void);
 
 #define PROTO_GL1(name)				\
-void tgl ## name ## 1f(float);	\
-void tgl ## name ## 1d(double);	\
-void tgl ## name ## 1fv(float *);		\
+void tgl ## name ## 1f(float);		\
+void tgl ## name ## 1d(double);		\
+void tgl ## name ## 1fv(float *);	\
 void tgl ## name ## 1dv(double *);
 
-#define PROTO_GL2(name)				\
-void tgl ## name ## 2f(float ,float);	\
-void tgl ## name ## 2d(double ,double);	\
+#define PROTO_GL2(name)					\
+void tgl ## name ## 2f(float, float);	\
+void tgl ## name ## 2d(double, double);	\
 void tgl ## name ## 2fv(float *);		\
 void tgl ## name ## 2dv(double *);
 
-#define PROTO_GL3(name)				\
-void tgl ## name ## 3f(float ,float ,float);	\
-void tgl ## name ## 3d(double ,double ,double);	\
-void tgl ## name ## 3fv(float *);		\
+#define PROTO_GL3(name)							\
+void tgl ## name ## 3f(float, float, float);	\
+void tgl ## name ## 3d(double, double, double);	\
+void tgl ## name ## 3fv(float *);				\
 void tgl ## name ## 3dv(double *);
 
-#define PROTO_GL4(name)				\
-void tgl ## name ## 4f(float ,float ,float, float );	\
-void tgl ## name ## 4d(double ,double ,double, double );	\
-void tgl ## name ## 4fv(float *);		\
+#define PROTO_GL4(name)									\
+void tgl ## name ## 4f(float, float, float, float);		\
+void tgl ## name ## 4d(double, double, double, double);	\
+void tgl ## name ## 4fv(float *);						\
 void tgl ## name ## 4dv(double *);
 
 PROTO_GL2(Vertex)
@@ -720,86 +717,86 @@
 
 void tglEdgeFlag(int flag);
 
-/* matrix */
+// matrix
 void tglMatrixMode(int mode);
 void tglLoadMatrixf(const float *m);
 void tglLoadIdentity(void);
 void tglMultMatrixf(const float *m);
 void tglPushMatrix(void);
 void tglPopMatrix(void);
-void tglRotatef(float angle,float x,float y,float z);
-void tglTranslatef(float x,float y,float z);
-void tglScalef(float x,float y,float z);
+void tglRotatef(float angle, float x, float y, float z);
+void tglTranslatef(float x, float y, float z);
+void tglScalef(float x, float y, float z);
 
-void tglViewport(int x,int y,int width,int height);
-void tglFrustum(double left,double right,double bottom,double top,
-               double nearv,double farv);
+void tglViewport(int x, int y, int width, int height);
+void tglFrustum(double left, double right, double bottom, double top,
+               double nearv, double farv);
 
-/* lists */
+// lists
 unsigned int tglGenLists(int range);
 int tglIsList(unsigned int list);
-void tglNewList(unsigned int list,int mode);
+void tglNewList(unsigned int list, int mode);
 void tglEndList(void);
 void tglCallList(unsigned int list);
 
-/* clear */
+// clear
 void tglClear(int mask);
-void tglClearColor(float r,float g,float b,float a);
+void tglClearColor(float r, float g, float b, float a);
 void tglClearDepth(double depth);
 
-/* selection */
+// selection
 int tglRenderMode(int mode);
-void tglSelectBuffer(int size,unsigned int *buf);
+void tglSelectBuffer(int size, unsigned int *buf);
 
 void tglInitNames(void);
 void tglPushName(unsigned int name);
 void tglPopName(void);
 void tglLoadName(unsigned int name);
 
-/* textures */
+// textures
 void tglGenTextures(int n, unsigned int *textures);
 void tglDeleteTextures(int n, const unsigned int *textures);
-void tglBindTexture(int target,int texture);
-void tglTexImage2D( int target, int level, int components,
-		    int width, int height, int border,
+void tglBindTexture(int target, int texture);
+void tglTexImage2D(int target, int level, int components,
+					int width, int height, int border,
                     int format, int type, void *pixels);
-void tglTexEnvi(int target,int pname,int param);
-void tglTexParameteri(int target,int pname,int param);
-void tglPixelStorei(int pname,int param);
+void tglTexEnvi(int target, int pname, int param);
+void tglTexParameteri(int target, int pname, int param);
+void tglPixelStorei(int pname, int param);
 
-/* lighting */
+// lighting
 
-void tglMaterialfv(int mode,int type,float *v);
-void tglMaterialf(int mode,int type,float v);
-void tglColorMaterial(int mode,int type);
+void tglMaterialfv(int mode, int type, float *v);
+void tglMaterialf(int mode, int type, float v);
+void tglColorMaterial(int mode, int type);
 
-void tglLightfv(int light,int type,float *v);
-void tglLightf(int light,int type,float v);
-void tglLightModeli(int pname,int param);
-void tglLightModelfv(int pname,float *param);
+void tglLightfv(int light, int type, float *v);
+void tglLightf(int light, int type, float v);
+void tglLightModeli(int pname, int param);
+void tglLightModelfv(int pname, float *param);
 
-/* misc */
+// misc
 
 void tglFlush(void);
-void tglHint(int target,int mode);
-void tglGetIntegerv(int pname,int *params);
+void tglHint(int target, int mode);
+void tglGetIntegerv(int pname, int *params);
 void tglGetFloatv(int pname, float *v);
 void tglFrontFace(int mode);
 
-/* opengl 1.2 arrays */
+// opengl 1.2 arrays
 void tglEnableClientState(TGLenum array);
 void tglDisableClientState(TGLenum array);
 void tglArrayElement(TGLint i);
-void tglVertexPointer(TGLint size, TGLenum type, TGLsizei stride, 
+void tglVertexPointer(TGLint size, TGLenum type, TGLsizei stride,
                      const TGLvoid *pointer);
-void tglColorPointer(TGLint size, TGLenum type, TGLsizei stride, 
+void tglColorPointer(TGLint size, TGLenum type, TGLsizei stride,
                      const TGLvoid *pointer);
-void tglNormalPointer(TGLenum type, TGLsizei stride, 
+void tglNormalPointer(TGLenum type, TGLsizei stride,
                       const TGLvoid *pointer);
-void tglTexCoordPointer(TGLint size, TGLenum type, TGLsizei stride, 
+void tglTexCoordPointer(TGLint size, TGLenum type, TGLsizei stride,
                        const TGLvoid *pointer);
 
-/* opengl 1.2 polygon offset */
+// opengl 1.2 polygon offset
 void tglPolygonOffset(TGLfloat factor, TGLfloat units);
 
 void tglDebug(int mode);

Modified: residual/trunk/tinygl/image_util.cpp
===================================================================
--- residual/trunk/tinygl/image_util.cpp	2006-05-16 10:02:27 UTC (rev 22488)
+++ residual/trunk/tinygl/image_util.cpp	2006-05-16 14:52:36 UTC (rev 22489)
@@ -1,120 +1,107 @@
+
 #include "tinygl/zgl.h"
 
-/*
- * image conversion
- */
+// image conversion
 
-void gl_convertRGB_to_5R6G5B(unsigned short *pixmap,unsigned char *rgb,
-                             int xsize,int ysize)
-{
-  int i,n;
-  unsigned char *p;
+void gl_convertRGB_to_5R6G5B(unsigned short *pixmap, unsigned char *rgb,
+                             int xsize, int ysize) {
+	int i, n;
+	unsigned char *p;
 
-  p=rgb;
-  n=xsize*ysize;
-  for(i=0;i<n;i++) {
-    pixmap[i]=((p[0]&0xF8)<<8) | ((p[1]&0xFC)<<3) | ((p[2]&0xF8)>>3); 
-    p+=3;
-  }
+	p = rgb;
+	n = xsize * ysize;
+	for (i = 0; i < n; i++) {
+		pixmap[i] = ((p[0] & 0xF8) << 8) | ((p[1] & 0xFC) << 3) | ((p[2] & 0xF8) >> 3); 
+		p += 3;
+	}
 }
 
-/*
- * linear interpolation with xf,yf normalized to 2^16
- */
+// linear interpolation with xf, yf normalized to 2^16
 
 #define INTERP_NORM_BITS  16
 #define INTERP_NORM       (1 << INTERP_NORM_BITS)
 
-static inline int interpolate(int v00,int v01,int v10,int xf,int yf)
-{
-  return v00+(((v01-v00)*xf + (v10-v00)*yf) >> INTERP_NORM_BITS);
+static inline int interpolate(int v00, int v01, int v10, int xf, int yf) {
+	return v00 + (((v01 - v00) * xf + (v10 - v00) * yf) >> INTERP_NORM_BITS);
 }
 
+// TODO: more accurate resampling 
 
-/* 
- * TODO: more accurate resampling 
- */
+void gl_resizeImage(unsigned char *dest, int xsize_dest, int ysize_dest,
+                    unsigned char *src, int xsize_src, int ysize_src) {
+	unsigned char *pix, *pix_src;
+	float x1, y1, x1inc, y1inc;
+	int xi, yi, j, xf, yf, x, y;
 
-void gl_resizeImage(unsigned char *dest,int xsize_dest,int ysize_dest,
-                    unsigned char *src,int xsize_src,int ysize_src)
-{
-  unsigned char *pix,*pix_src;
-  float x1,y1,x1inc,y1inc;
-  int xi,yi,j,xf,yf,x,y;
-
-  pix=dest;
-  pix_src=src;
+	pix = dest;
+	pix_src = src;
   
-  x1inc=(float) (xsize_src - 1) / (float) (xsize_dest - 1);
-  y1inc=(float) (ysize_src - 1) / (float) (ysize_dest - 1);
+	x1inc = (float)(xsize_src - 1) / (float)(xsize_dest - 1);
+	y1inc = (float)(ysize_src - 1) / (float)(ysize_dest - 1);
 
-  y1=0;
-  for(y=0;y<ysize_dest;y++) {
-    x1=0;
-    for(x=0;x<xsize_dest;x++) {
-      xi=(int) x1;
-      yi=(int) y1;
-      xf=(int) ((x1 - floor(x1)) * INTERP_NORM);
-      yf=(int) ((y1 - floor(y1)) * INTERP_NORM);
-      
-      if ((xf+yf) <= INTERP_NORM) {
-	for(j=0;j<3;j++) {
-	  pix[j]=interpolate(pix_src[(yi*xsize_src+xi)*3+j],
-			     pix_src[(yi*xsize_src+xi+1)*3+j],
-			     pix_src[((yi+1)*xsize_src+xi)*3+j],
-			     xf,yf);
+	y1 = 0;
+	for (y = 0; y < ysize_dest; y++) {
+		x1 = 0;
+		for (x = 0; x < xsize_dest; x++) {
+			xi = (int)x1;
+			yi = (int)y1;
+			xf = (int)((x1 - floor(x1)) * INTERP_NORM);
+			yf = (int)((y1 - floor(y1)) * INTERP_NORM);
+
+			if ((xf + yf) <= INTERP_NORM) {
+				for (j = 0; j < 3; j++) {
+					pix[j] = interpolate(pix_src[(yi * xsize_src + xi) * 3 + j],
+								pix_src[(yi * xsize_src + xi + 1) * 3 + j],
+								pix_src[((yi + 1) * xsize_src + xi) * 3 + j],
+								xf, yf);
+				}
+			} else {
+					xf = INTERP_NORM - xf;
+					yf = INTERP_NORM - yf;
+					for (j = 0; j < 3; j++) {
+						pix[j] = interpolate(pix_src[((yi + 1) * xsize_src + xi + 1) * 3 + j],
+						pix_src[((yi + 1) * xsize_src + xi) * 3 + j],
+						pix_src[(yi * xsize_src + xi + 1) * 3 + j],
+						xf, yf);
+					}
+			}
+			pix += 3;
+			x1 += x1inc;
+		}
+		y1 += y1inc;
 	}
-      } else {
-	xf=INTERP_NORM - xf;
-	yf=INTERP_NORM - yf;
-	for(j=0;j<3;j++) {
-	  pix[j]=interpolate(pix_src[((yi+1)*xsize_src+xi+1)*3+j],
-			     pix_src[((yi+1)*xsize_src+xi)*3+j],
-			     pix_src[(yi*xsize_src+xi+1)*3+j],
-			     xf,yf);
-	}
-      }
-      
-      pix+=3;
-      x1+=x1inc;
-    }
-    y1+=y1inc;
-  }
 }
 
 #define FRAC_BITS 16
 
-/* resizing with no interlating nor nearest pixel */
+// resizing with no interlating nor nearest pixel
+void gl_resizeImageNoInterpolate(unsigned char *dest, int xsize_dest, int ysize_dest,
+                                 unsigned char *src, int xsize_src, int ysize_src) {
+	unsigned char *pix, *pix_src, *pix1;
+	int x1, y1, x1inc, y1inc;
+	int xi, yi, x, y;
 
-void gl_resizeImageNoInterpolate(unsigned char *dest,int xsize_dest,int ysize_dest,
-                                 unsigned char *src,int xsize_src,int ysize_src)
-{
-  unsigned char *pix,*pix_src,*pix1;
-  int x1,y1,x1inc,y1inc;

@@ Diff output truncated at 100000 characters. @@

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