+#if 0
+/*
+ * XXX this is another way to implement Bitmap. Use horizontal runs of
+ * fragments, initializing the mask array to indicate which fragmens to
+ * draw or skip.
+ */
+void
+_swrast_Bitmap( GLcontext *ctx, GLint px, GLint py,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLint row, col;
+ struct sw_span span;
+
+ ASSERT(ctx->RenderMode == GL_RENDER);
+ ASSERT(bitmap);
+
+ RENDER_START(swrast,ctx);
+
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
+ INIT_SPAN(span, GL_BITMAP, width, 0, SPAN_MASK);
+
+ /*span.arrayMask |= SPAN_MASK;*/ /* we'll init span.mask[] */
+ span.x = px;
+ span.y = py;
+ /*span.end = width;*/
+ if (ctx->Visual.rgbMode) {
+ span.interpMask |= SPAN_RGBA;
+ span.red = FloatToFixed(ctx->Current.RasterColor[0] * CHAN_MAXF);
+ span.green = FloatToFixed(ctx->Current.RasterColor[1] * CHAN_MAXF);
+ span.blue = FloatToFixed(ctx->Current.RasterColor[2] * CHAN_MAXF);
+ span.alpha = FloatToFixed(ctx->Current.RasterColor[3] * CHAN_MAXF);
+ span.redStep = span.greenStep = span.blueStep = span.alphaStep = 0;
+ }
+ else {
+ span.interpMask |= SPAN_INDEX;
+ span.index = FloatToFixed(ctx->Current.RasterIndex);
+ span.indexStep = 0;
+ }
+
+ if (ctx->Depth.Test)
+ _swrast_span_default_z(ctx, &span);
+ if (ctx->Fog.Enabled)
+ _swrast_span_default_fog(ctx, &span);
+ if (ctx->Texture._EnabledCoordUnits)
+ _swrast_span_default_texcoords(ctx, &span);