struct gl_renderbuffer *rb = fb->_StencilBuffer;
GLint sy, dy, stepy;
GLint j;
- GLstencil *p, *tmpImage;
+ GLubyte *p, *tmpImage;
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F;
GLint overlapping;
if (overlapping) {
GLint ssy = sy;
- tmpImage = (GLstencil *) malloc(width * height * sizeof(GLstencil));
+ tmpImage = (GLubyte *) malloc(width * height * sizeof(GLubyte));
if (!tmpImage) {
_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyPixels" );
return;
}
for (j = 0; j < height; j++, sy += stepy, dy += stepy) {
- GLstencil stencil[MAX_WIDTH];
+ GLubyte stencil[MAX_WIDTH];
/* Get stencil values */
if (overlapping) {
- memcpy(stencil, p, width * sizeof(GLstencil));
+ memcpy(stencil, p, width * sizeof(GLubyte));
p += width;
}
else {
struct gl_renderbuffer *stencilReadRb, *depthReadRb, *depthDrawRb;
GLint sy, dy, stepy;
GLint j;
- GLstencil *tempStencilImage = NULL, *stencilPtr = NULL;
+ GLubyte *tempStencilImage = NULL, *stencilPtr = NULL;
GLfloat *tempDepthImage = NULL, *depthPtr = NULL;
const GLfloat depthScale = ctx->DrawBuffer->_DepthMaxF;
const GLuint stencilMask = ctx->Stencil.WriteMask[0];
if (stencilMask != 0x0) {
tempStencilImage
- = (GLstencil *) malloc(width * height * sizeof(GLstencil));
+ = (GLubyte *) malloc(width * height * sizeof(GLubyte));
if (!tempStencilImage) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels");
return;
for (j = 0; j < height; j++, sy += stepy, dy += stepy) {
if (stencilMask != 0x0) {
- GLstencil stencil[MAX_WIDTH];
+ GLubyte stencil[MAX_WIDTH];
/* Get stencil values */
if (overlapping) {
- memcpy(stencil, stencilPtr, width * sizeof(GLstencil));
+ memcpy(stencil, stencilPtr, width * sizeof(GLubyte));
stencilPtr += width;
}
else {