Rename 'near' and 'far' variables to 'z_near' and 'z_far'
The Windows headers define near and far to be empty so it breaks the build.
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@ -228,9 +228,9 @@ cogl_matrix_perspective (CoglMatrix *matrix,
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* @right: The coordinate for the right clipping plane
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* @bottom: The coordinate for the bottom clipping plane
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* @top: The coordinate for the top clipping plane
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* @near: The coordinate for the near clipping plane (may be negative if
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* @z_near: The coordinate for the near clipping plane (may be negative if
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* the plane is behind the viewer)
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* @far: The coordinate for the far clipping plane (may be negative if
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* @z_far: The coordinate for the far clipping plane (may be negative if
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* the plane is behind the viewer)
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*
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* Multiples the matrix by a parallel projection matrix.
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@ -241,8 +241,8 @@ cogl_matrix_ortho (CoglMatrix *matrix,
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float right,
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float bottom,
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float top,
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float near,
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float far);
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float z_near,
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float z_far);
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/**
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* cogl_matrix_init_from_array:
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@ -239,8 +239,8 @@ _cogl_current_matrix_ortho (float left,
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float right,
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float bottom,
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float top,
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float near,
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float far)
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float near_val,
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float far_val)
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{
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_COGL_GET_CONTEXT_AND_STACK (ctx, current_stack, NO_RETVAL);
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@ -248,8 +248,8 @@ _cogl_current_matrix_ortho (float left,
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_cogl_matrix_stack_ortho (current_stack,
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left, right,
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bottom, top,
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near,
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far);
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near_val,
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far_val);
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else
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{
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#ifdef HAVE_COGL_GLES2
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@ -257,10 +257,10 @@ _cogl_current_matrix_ortho (float left,
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CoglMatrix matrix;
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_cogl_get_matrix (ctx->matrix_mode, &matrix);
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cogl_matrix_ortho (&matrix,
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left, right, bottom, top, near, far);
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left, right, bottom, top, near_val, far_val);
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_cogl_current_matrix_load (&matrix);
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#else
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GE (glOrtho (left, right, bottom, top, near, far));
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GE (glOrtho (left, right, bottom, top, near_val, far_val));
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#endif
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}
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}
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@ -453,14 +453,14 @@ cogl_ortho (float left,
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float right,
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float bottom,
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float top,
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float near,
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float far)
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float z_near,
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float z_far)
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{
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CoglMatrix ortho;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_matrix_init_identity (&ortho);
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cogl_matrix_ortho (&ortho, left, right, bottom, top, near, far);
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cogl_matrix_ortho (&ortho, left, right, bottom, top, z_near, z_far);
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_load (&ortho);
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