--- /dev/null
+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
+// Digital Ltd. LLC
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+// * Neither the name of Industrial Light & Magic nor the names of
+// its contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+#ifndef INCLUDED_IMATHGL_H
+#define INCLUDED_IMATHGL_H
+
+#include <GL/gl.h>
+
+#include "ImathVec.h"
+#include "ImathMatrix.h"
+#include "IexMathExc.h"
+#include "ImathFun.h"
+
+inline void glVertex ( const Imath::V3f &v ) { glVertex3f(v.x,v.y,v.z); }
+inline void glVertex ( const Imath::V2f &v ) { glVertex2f(v.x,v.y); }
+inline void glNormal ( const Imath::V3f &n ) { glNormal3f(n.x,n.y,n.z); }
+inline void glColor ( const Imath::V3f &c ) { glColor3f(c.x,c.y,c.z); }
+inline void glTranslate ( const Imath::V3f &t ) { glTranslatef(t.x,t.y,t.z); }
+
+inline void glTexCoord( const Imath::V2f &t )
+{
+ glTexCoord2f(t.x,t.y);
+}
+
+inline void glDisableTexture()
+{
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glDisable(GL_TEXTURE_2D);
+
+ glActiveTexture(GL_TEXTURE0);
+}
+
+namespace {
+
+const float GL_FLOAT_MAX = 1.8e+19; // sqrt (FLT_MAX)
+
+inline bool
+badFloat (float f)
+{
+ return !Imath::finitef (f) || f < - GL_FLOAT_MAX || f > GL_FLOAT_MAX;
+}
+
+} // namespace
+
+inline void
+throwBadMatrix (const Imath::M44f& m)
+{
+ if (badFloat (m[0][0]) ||
+ badFloat (m[0][1]) ||
+ badFloat (m[0][2]) ||
+ badFloat (m[0][3]) ||
+ badFloat (m[1][0]) ||
+ badFloat (m[1][1]) ||
+ badFloat (m[1][2]) ||
+ badFloat (m[1][3]) ||
+ badFloat (m[2][0]) ||
+ badFloat (m[2][1]) ||
+ badFloat (m[2][2]) ||
+ badFloat (m[2][3]) ||
+ badFloat (m[3][0]) ||
+ badFloat (m[3][1]) ||
+ badFloat (m[3][2]) ||
+ badFloat (m[3][3]))
+ throw Iex::OverflowExc ("GL matrix overflow");
+}
+
+inline void
+glMultMatrix( const Imath::M44f& m )
+{
+ throwBadMatrix (m);
+ glMultMatrixf( (GLfloat*)m[0] );
+}
+
+inline void
+glMultMatrix( const Imath::M44f* m )
+{
+ throwBadMatrix (*m);
+ glMultMatrixf( (GLfloat*)(*m)[0] );
+}
+
+inline void
+glLoadMatrix( const Imath::M44f& m )
+{
+ throwBadMatrix (m);
+ glLoadMatrixf( (GLfloat*)m[0] );
+}
+
+inline void
+glLoadMatrix( const Imath::M44f* m )
+{
+ throwBadMatrix (*m);
+ glLoadMatrixf( (GLfloat*)(*m)[0] );
+}
+
+
+namespace Imath {
+
+//
+// Class objects that push/pop the GL state. These objects assist with
+// proper cleanup of the state when exceptions are thrown.
+//
+
+class GLPushMatrix {
+ public:
+
+ GLPushMatrix () { glPushMatrix(); }
+ ~GLPushMatrix() { glPopMatrix(); }
+};
+
+class GLPushAttrib {
+ public:
+
+ GLPushAttrib (GLbitfield mask) { glPushAttrib (mask); }
+ ~GLPushAttrib() { glPopAttrib(); }
+};
+
+class GLBegin {
+ public:
+
+ GLBegin (GLenum mode) { glBegin (mode); }
+ ~GLBegin() { glEnd(); }
+};
+
+} // namespace Imath
+
+#endif