- if (rasterizer->fill_cw != PIPE_POLYGON_MODE_FILL ||
- rasterizer->fill_ccw != PIPE_POLYGON_MODE_FILL)
+ if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
+ rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
wide_points = TRUE;
else if (rast->point_smooth && draw->pipeline.aapoint)
if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
wide_points = TRUE;
else if (rast->point_smooth && draw->pipeline.aapoint)
if (rast->line_smooth && draw->pipeline.aaline) {
draw->pipeline.aaline->next = next;
next = draw->pipeline.aaline;
if (rast->line_smooth && draw->pipeline.aaline) {
draw->pipeline.aaline->next = next;
next = draw->pipeline.aaline;
draw->pipeline.unfilled->next = next;
next = draw->pipeline.unfilled;
precalc_flat = TRUE; /* only needed for triangles really */
draw->pipeline.unfilled->next = next;
next = draw->pipeline.unfilled;
precalc_flat = TRUE; /* only needed for triangles really */
* to less work emitting vertices, smaller vertex buffers, etc.
* It's difficult to say whether this will be true in general.
*/
* to less work emitting vertices, smaller vertex buffers, etc.
* It's difficult to say whether this will be true in general.
*/