GLboolean ltor;
GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */
- struct sw_span span;
+ SWspan span;
#ifdef DO_Z
GLfloat zPlane[4];
while (coverage > 0.0F) {
/* (cx,cy) = center of fragment */
const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
- struct span_arrays *array = span.array;
+ SWspanarrays *array = span.array;
#ifdef DO_INDEX
array->coverage[count] = (GLfloat) compute_coveragei(pMin, pMid, pMax, ix, iy);
#else
while (coverage > 0.0F) {
/* (cx,cy) = center of fragment */
const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
- struct span_arrays *array = span.array;
+ SWspanarrays *array = span.array;
#ifdef DO_INDEX
array->coverage[ix] = (GLfloat) compute_coveragei(pMin, pMax, pMid, ix, iy);
#else
/* shift all values to the left */
/* XXX this is temporary */
{
- struct span_arrays *array = span.array;
+ SWspanarrays *array = span.array;
GLint j;
for (j = 0; j < (GLint) n; j++) {
#ifdef DO_RGBA
#ifdef DO_MULTITEX
/* shift texcoords */
{
- struct span_arrays *array = span.array;
+ SWspanarrays *array = span.array;
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
if (ctx->Texture.Unit[unit]._ReallyEnabled) {