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authorGravatar Gael Guennebaud <g.gael@free.fr>2015-09-03 13:42:54 +0200
committerGravatar Gael Guennebaud <g.gael@free.fr>2015-09-03 13:42:54 +0200
commit3942db9d7c6c9953a1f4f60d50a9244c8d71cf34 (patch)
tree95b2b2e26f02a0870a244e356a85e00003224a13 /unsupported/Eigen/OpenGLSupport
parent5c9ee73eb9b69dc67c436c9db1f5c1fb7ac215c5 (diff)
Use inline versus static free functions.
Diffstat (limited to 'unsupported/Eigen/OpenGLSupport')
-rw-r--r--unsupported/Eigen/OpenGLSupport12
1 files changed, 6 insertions, 6 deletions
diff --git a/unsupported/Eigen/OpenGLSupport b/unsupported/Eigen/OpenGLSupport
index 6ca1b1217..288c6b0fb 100644
--- a/unsupported/Eigen/OpenGLSupport
+++ b/unsupported/Eigen/OpenGLSupport
@@ -276,12 +276,12 @@ EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 4,4,Matrix
#ifdef GL_VERSION_2_1
-static void glUniformMatrix2x3fv_ei(GLint loc, const float* v) { glUniformMatrix2x3fv(loc,1,false,v); }
-static void glUniformMatrix3x2fv_ei(GLint loc, const float* v) { glUniformMatrix3x2fv(loc,1,false,v); }
-static void glUniformMatrix2x4fv_ei(GLint loc, const float* v) { glUniformMatrix2x4fv(loc,1,false,v); }
-static void glUniformMatrix4x2fv_ei(GLint loc, const float* v) { glUniformMatrix4x2fv(loc,1,false,v); }
-static void glUniformMatrix3x4fv_ei(GLint loc, const float* v) { glUniformMatrix3x4fv(loc,1,false,v); }
-static void glUniformMatrix4x3fv_ei(GLint loc, const float* v) { glUniformMatrix4x3fv(loc,1,false,v); }
+inline void glUniformMatrix2x3fv_ei(GLint loc, const float* v) { glUniformMatrix2x3fv(loc,1,false,v); }
+inline void glUniformMatrix3x2fv_ei(GLint loc, const float* v) { glUniformMatrix3x2fv(loc,1,false,v); }
+inline void glUniformMatrix2x4fv_ei(GLint loc, const float* v) { glUniformMatrix2x4fv(loc,1,false,v); }
+inline void glUniformMatrix4x2fv_ei(GLint loc, const float* v) { glUniformMatrix4x2fv(loc,1,false,v); }
+inline void glUniformMatrix3x4fv_ei(GLint loc, const float* v) { glUniformMatrix3x4fv(loc,1,false,v); }
+inline void glUniformMatrix4x3fv_ei(GLint loc, const float* v) { glUniformMatrix4x3fv(loc,1,false,v); }
EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 2,3,Matrix2x3fv_ei)
EIGEN_GL_FUNC1_SPECIALIZATION_MAT(glUniform,GLint,const,float, 3,2,Matrix3x2fv_ei)