}
break;
case GL_POINT_SPRITE_R_MODE_NV:
+ /* This is one area where ARB_point_sprite and NV_point_sprite
+ * differ. In ARB_point_sprite the POINT_SPRITE_R_MODE is
+ * always ZERO. NV_point_sprite adds the S and R modes.
+ */
if (ctx->Extensions.NV_point_sprite) {
GLenum value = (GLenum) params[0];
if (value != GL_ZERO && value != GL_S && value != GL_R) {
ctx->Point.MinSize = 0.0;
ctx->Point.MaxSize = ctx->Const.MaxPointSize;
ctx->Point.Threshold = 1.0;
- ctx->Point.PointSprite = GL_FALSE; /* GL_NV_point_sprite */
- ctx->Point.SpriteRMode = GL_ZERO; /* GL_NV_point_sprite */
+ ctx->Point.PointSprite = GL_FALSE; /* GL_ARB_point_sprite / GL_NV_point_sprite */
+ ctx->Point.SpriteRMode = GL_ZERO; /* GL_NV_point_sprite (only!) */
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
- ctx->Point.CoordReplace[i] = GL_FALSE; /* GL_NV_point_sprite */
+ ctx->Point.CoordReplace[i] = GL_FALSE; /* GL_ARB_point_sprite / GL_NV_point_sprite */
}
}