-/* $Id: s_aalinetemp.h,v 1.10 2001/05/15 21:30:26 brianp Exp $ */
+/* $Id: s_aalinetemp.h,v 1.12 2001/05/21 18:13:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
#endif
#ifdef DO_INDEX
index = (GLint) solve_plane(fx, fy, line->iPlane);
-#else
- (void) index;
#endif
#ifdef DO_SPEC
specRed = solve_plane_chan(fx, fy, line->srPlane);
PB_WRITE_MULTITEX_SPEC_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha,
specRed, specGreen, specBlue, tex);
#else
- PB_WRITE_MULTITEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha, texcoords);
+ PB_WRITE_MULTITEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha, tex);
#endif
#elif defined(DO_TEX)
PB_WRITE_TEX_PIXEL(pb, ix, iy, z, fog, red, green, blue, alpha,
line.texWidth[0] = (GLfloat) texImage->Width;
line.texHeight[0] = (GLfloat) texImage->Height;
}
-#elif defined(DO_MULITEX)
+#elif defined(DO_MULTITEX)
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- const struct gl_texture_object *obj = ctx->Texture.Unit[u].Current;
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
const GLfloat invW0 = v0->win[3];
const GLfloat invW1 = v1->win[3];
- GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data;
const GLfloat s0 = v0->texcoord[u][0] * invW0;
const GLfloat s1 = v1->texcoord[u][0] * invW1;
const GLfloat t0 = v0->texcoord[u][1] * invW0;
const GLfloat q1 = v1->texcoord[u][3] * invW0;
compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]);
compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]);
- compute_plane(line.x0, line.y0, line.x1, line.y1, u0, u1, line.uPlane[u]);
- compute_plane(line.x0, line.y0, line.x1, line.y1, v0, v1, line.vPlane[u]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[u]);
+ compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[u]);
line.texWidth[u] = (GLfloat) texImage->Width;
line.texHeight[u] = (GLfloat) texImage->Height;
}