text: /*
   * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
   * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
   *
   * Permission is hereby granted, free of charge, to any person obtaining a
   * copy of this software and associated documentation files (the "Software"),
   * to deal in the Software without restriction, including without limitation
   * the rights to use, copy, modify, merge, publish, distribute, sublicense,
   * and/or sell copies of the Software, and to permit persons to whom the
   * Software is furnished to do so, subject to the following conditions:
   *
   * The above copyright notice including the dates of first publication and
   * either this permission notice or a reference to
   * http://oss.sgi.com/projects/FreeB/
   * shall be included in all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
   * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
   * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
   * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
   * SOFTWARE.
   *
   * Except as contained in this notice, the name of Silicon Graphics, Inc.
   * shall not be used in advertising or otherwise to promote the sale, use or
   * other dealings in this Software without prior written authorization from
   * Silicon Graphics, Inc.
   */
  /*
  ** Author: Eric Veach, July 1994.
   *
   * OpenGL ES 1.0 CM port of GLU by Mike Gorchak <mike@malva.ua>
  **
  */
  
  #ifndef __tessmono_h_
  #define __tessmono_h_
  
  /* __gl_wgmaply_meshTessellateMonoRegion( face ) tessellates a monotone region
   * (what else would it do??)  The region must consist of a single
   * loop of half-edges (see mesh.h) oriented CCW.  "Monotone" in this
   * case means that any vertical line intersects the interior of the
   * region in a single interval.  
   *
   * Tessellation consists of adding interior edges (actually pairs of
   * half-edges), to split the region into non-overlapping triangles.
   *
   * __gl_wgmaply_meshTessellateInterior( mesh ) tessellates each region of
   * the mesh which is marked "inside" the polygon.  Each such region
   * must be monotone.
   *
   * __gl_wgmaply_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
   * which are not marked "inside" the polygon.  Since further mesh operations
   * on NULL faces are not allowed, the main purpose is to clean up the
   * mesh so that exterior loops are not represented in the data structure.
   *
   * __gl_wgmaply_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
   * winding numbers on all edges so that regions marked "inside" the
   * polygon have a winding number of "value", and regions outside
   * have a winding number of 0.
   *
   * If keepOnlyBoundary is TRUE, it also deletes all edges which do not
   * separate an interior region from an exterior one.
   */
  
  int  __gl_wgmaply_meshTessellateMonoRegion(GLUface* face);
  int  __gl_wgmaply_meshTessellateInterior(GLUmesh* mesh);
  void __gl_wgmaply_meshDiscardExterior(GLUmesh* mesh);
  int  __gl_wgmaply_meshSetWindingNumber(GLUmesh* mesh, int value, GLboolean keepOnlyBoundary);
  
  #endif /* __tessmono_h_ */
  