-/* $Id: s_aalinetemp.h,v 1.22 2003/02/21 21:00:27 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
{
const GLfloat fx = (GLfloat) ix;
const GLfloat fy = (GLfloat) iy;
+#ifdef DO_INDEX
+ const GLfloat coverage = compute_coveragei(line, ix, iy);
+#else
const GLfloat coverage = compute_coveragef(line, ix, iy);
+#endif
const GLuint i = line->span.end;
if (coverage == 0.0)
if (line->span.end == MAX_WIDTH) {
#if defined(DO_TEX) || defined(DO_MULTITEX)
- _mesa_write_texture_span(ctx, &(line->span));
+ _swrast_write_texture_span(ctx, &(line->span));
#elif defined(DO_RGBA)
- _mesa_write_rgba_span(ctx, &(line->span));
+ _swrast_write_rgba_span(ctx, &(line->span));
#else
- _mesa_write_index_span(ctx, &(line->span));
+ _swrast_write_index_span(ctx, &(line->span));
#endif
line->span.end = 0; /* reset counter */
}
line.y1 = v1->win[1];
line.dx = line.x1 - line.x0;
line.dy = line.y1 - line.y0;
- line.len = (GLfloat) sqrt(line.dx * line.dx + line.dy * line.dy);
+ line.len = SQRTF(line.dx * line.dx + line.dy * line.dy);
line.halfWidth = 0.5F * ctx->Line.Width;
if (line.len == 0.0 || IS_INF_OR_NAN(line.len))
line.span.arrayMask |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
compute_plane(line.x0, line.y0, line.x1, line.y1,
- (GLfloat) v0->index, (GLfloat) v1->index, line.iPlane);
+ v0->index, v1->index, line.iPlane);
}
else {
- constant_plane((GLfloat) v1->index, line.iPlane);
+ constant_plane(v1->index, line.iPlane);
}
#endif
#ifdef DO_TEX
{
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
const GLfloat invW0 = v0->win[3];
const GLfloat invW1 = v1->win[3];
const GLfloat s0 = v0->texcoord[0][0] * invW0;
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;
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
const GLfloat invW0 = v0->win[3];
const GLfloat invW1 = v1->win[3];
const GLfloat s0 = v0->texcoord[u][0] * invW0;
}
#if defined(DO_TEX) || defined(DO_MULTITEX)
- _mesa_write_texture_span(ctx, &(line.span));
+ _swrast_write_texture_span(ctx, &(line.span));
#elif defined(DO_RGBA)
- _mesa_write_rgba_span(ctx, &(line.span));
+ _swrast_write_rgba_span(ctx, &(line.span));
#else
- _mesa_write_index_span(ctx, &(line.span));
+ _swrast_write_index_span(ctx, &(line.span));
#endif
}