&_radeon_render_stage,
&_tnl_render_stage, /* FALLBACK: */
- 0,
+ NULL,
};
12,
GL_FALSE );
+ /* adjust max texture size a bit. Hack, but I really want to use larger textures
+ which will work just fine in 99.999999% of all cases, especially with texture compression... */
+ if (driQueryOptionb( &rmesa->optionCache, "texture_level_hack" ))
+ {
+ if (ctx->Const.MaxTextureLevels < 12) ctx->Const.MaxTextureLevels += 1;
+ }
+
ctx->Const.MaxTextureMaxAnisotropy = 16.0;
/* No wide points.
*/
_tnl_isolate_materials( ctx, GL_TRUE );
-
/* _mesa_allow_light_in_model( ctx, GL_FALSE ); */
- /* Try and keep materials and vertices separate:
- */
- _tnl_isolate_materials( ctx, GL_TRUE );
-
-
/* Configure swrast and T&L to match hardware characteristics:
*/
_swrast_allow_pixel_fog( ctx, GL_FALSE );
}
(*rmesa->get_ust)( & rmesa->swap_ust );
- if (rmesa->sarea->tiling_enabled != 0) fprintf(stderr, "color tiling enabled!\n");
#if DO_DEBUG
RADEON_DEBUG = driParseDebugString( getenv( "RADEON_DEBUG" ),
if (rmesa->state.scissor.pClipRects) {
FREE(rmesa->state.scissor.pClipRects);
- rmesa->state.scissor.pClipRects = 0;
+ rmesa->state.scissor.pClipRects = NULL;
}
if ( release_texture_heaps ) {
} else {
if (RADEON_DEBUG & DEBUG_DRI)
fprintf(stderr, "%s ctx is null\n", __FUNCTION__);
- _mesa_make_current( 0, 0 );
+ _mesa_make_current( NULL, NULL );
}
if (RADEON_DEBUG & DEBUG_DRI)