+ else {
+ const GLdepth *zValues = (const GLuint *) src;
+ assert(format == GL_DEPTH_COMPONENT);
+ if (ctx->Pixel.ZoomX == -1.0F) {
+ /* common case */
+ for (j = (GLint) zoomed.start; j < (GLint) zoomed.end; j++) {
+ i = span->end - (j + skipCol) - 1;
+ zoomed.array->z[j] = zValues[i];
+ }
+ }
+ else {
+ /* general solution */
+ const GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
+ for (j = (GLint) zoomed.start; j < (GLint) zoomed.end; j++) {
+ i = (GLint) ((j + skipCol) * xscale);
+ if (ctx->Pixel.ZoomX < 0.0) {
+ ASSERT(i <= 0);
+ i = span->end + i - 1;
+ }
+ ASSERT(i >= 0);
+ ASSERT(i < (GLint) span->end);
+ zoomed.array->z[j] = zValues[i];
+ }
+ }
+ /* Now, fall into either the RGB or COLOR_INDEX path below */
+ if (ctx->Visual.rgbMode)
+ format = GL_RGBA;
+ else
+ format = GL_COLOR_INDEX;
+ }
+