}
-#if _HAVE_FULL_GL
-
-
/**
* Set blend source/dest factors for one color buffer/target.
*/
}
-
-#endif /* _HAVE_FULL_GL */
-
-
/**
* Set the blending color.
*
ctx->Driver.LogicOpcode( ctx, opcode );
}
-#if _HAVE_FULL_GL
+
void GLAPIENTRY
_mesa_IndexMask( GLuint mask )
{
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.IndexMask = mask;
}
-#endif
/**