/* Rasterize texture coordinates. */
for (i = 0; i < ATTR_GENERIC_COUNT; i++) {
- if (vs_outputs->generic[i] != ATTR_UNUSED ||
- r300->sprite_coord_index == i) {
+ if (vs_outputs->generic[i] != ATTR_UNUSED) {
/* Always rasterize if it's written by the VS,
* otherwise it locks up. */
rX00_rs_tex(&rs, tex_count, tex_count, FALSE);
/* Write it to the FS input register if it's used by the FS. */
if (fs_inputs->generic[i] != ATTR_UNUSED) {
rX00_rs_tex_write(&rs, tex_count, fp_offset);
- if (r300->sprite_coord_index == i)
- debug_printf("r300: SpriteCoord (generic index %i) is being written to reg %i\n", i, fp_offset);
fp_offset++;
}
tex_count++;