GLboolean Blend;
GLbitfield ClipPlanes;
GLboolean ColorMaterial;
- GLboolean ColorTable[COLORTABLE_MAX];
- GLboolean Convolution1D;
- GLboolean Convolution2D;
- GLboolean Separable2D;
GLboolean CullFace;
GLboolean DepthClamp;
GLboolean DepthTest;
attr->Blend = ctx->Color.BlendEnabled;
attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
- for (i = 0; i < COLORTABLE_MAX; i++) {
- attr->ColorTable[i] = ctx->Pixel.ColorTableEnabled[i];
- }
- attr->Convolution1D = ctx->Pixel.Convolution1DEnabled;
- attr->Convolution2D = ctx->Pixel.Convolution2DEnabled;
- attr->Separable2D = ctx->Pixel.Separable2DEnabled;
attr->CullFace = ctx->Polygon.CullFlag;
attr->DepthClamp = ctx->Transform.DepthClamp;
attr->DepthTest = ctx->Depth.Test;
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_COLOR_MATERIAL);
- TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION],
- enable->ColorTable[COLORTABLE_PRECONVOLUTION],
- GL_COLOR_TABLE);
- TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION],
- enable->ColorTable[COLORTABLE_POSTCONVOLUTION],
- GL_POST_CONVOLUTION_COLOR_TABLE);
- TEST_AND_UPDATE(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX],
- enable->ColorTable[COLORTABLE_POSTCOLORMATRIX],
- GL_POST_COLOR_MATRIX_COLOR_TABLE);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
GL_DEPTH_CLAMP);
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
- TEST_AND_UPDATE(ctx->Pixel.Convolution1DEnabled, enable->Convolution1D,
- GL_CONVOLUTION_1D);
- TEST_AND_UPDATE(ctx->Pixel.Convolution2DEnabled, enable->Convolution2D,
- GL_CONVOLUTION_2D);
- TEST_AND_UPDATE(ctx->Pixel.Separable2DEnabled, enable->Separable2D,
- GL_SEPARABLE_2D);
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
TEST_AND_UPDATE(ctx->Light.Enabled, enable->Lighting, GL_LIGHTING);
TEST_AND_UPDATE(ctx->Line.SmoothFlag, enable->LineSmooth, GL_LINE_SMOOTH);