-
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.5
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 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"),
GLfloat texWidth[MAX_TEXTURE_COORD_UNITS];
GLfloat texHeight[MAX_TEXTURE_COORD_UNITS];
#endif
- GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
+ GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
INIT_SPAN(span, GL_POLYGON, 0, 0, SPAN_COVERAGE);
ltor = (GLboolean) (area < 0.0F);
}
-#ifndef DO_OCCLUSION_TEST
- ctx->OcclusionResult = GL_TRUE;
-#endif
-
/* Plane equation setup:
* We evaluate plane equations at window (x,y) coordinates in order
* to compute color, Z, fog, texcoords, etc. This isn't terribly
#ifdef DO_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
compute_plane(p0, p1, p2, (GLfloat) v0->index,
- (GLfloat) v1->index, (GLfloat) v2->index, iPlane);
+ v1->index, v2->index, iPlane);
}
else {
- constant_plane((GLfloat) v2->index, iPlane);
+ constant_plane(v2->index, iPlane);
}
span.arrayMask |= SPAN_INDEX;
#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 invW2 = v2->win[3];
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 invW2 = v2->win[3];
array->coverage[count] = coverage;
#endif
#ifdef DO_Z
- array->z[count] = (GLdepth) IROUND(solve_plane(cx, cy, zPlane));
+ array->z[count] = (GLuint) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_FOG
array->fog[count] = solve_plane(cx, cy, fogPlane);
span.y = iy;
span.end = (GLuint) ix - (GLuint) startX;
ASSERT(span.interpMask == 0);
-#if defined(DO_MULTITEX) || defined(DO_TEX)
- _swrast_write_texture_span(ctx, &span);
-#elif defined(DO_RGBA)
+#if defined(DO_RGBA)
_swrast_write_rgba_span(ctx, &span);
-#elif defined(DO_INDEX)
+#else
_swrast_write_index_span(ctx, &span);
#endif
}
array->coverage[ix] = coverage;
#endif
#ifdef DO_Z
- array->z[ix] = (GLdepth) IROUND(solve_plane(cx, cy, zPlane));
+ array->z[ix] = (GLuint) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_FOG
array->fog[ix] = solve_plane(cx, cy, fogPlane);
span.y = iy;
span.end = n;
ASSERT(span.interpMask == 0);
-#if defined(DO_MULTITEX) || defined(DO_TEX)
- _swrast_write_texture_span(ctx, &span);
-#elif defined(DO_RGBA)
+#if defined(DO_RGBA)
_swrast_write_rgba_span(ctx, &span);
-#elif defined(DO_INDEX)
+#else
_swrast_write_index_span(ctx, &span);
#endif
}