-/* $Id: s_depth.c,v 1.6 2001/03/03 20:33:30 brianp Exp $ */
+/* $Id: s_depth.c,v 1.7 2001/03/07 05:06:12 brianp Exp $ */
/*
* Mesa 3-D graphics library
/* read from software depth buffer */
if (ctx->Visual.depthBits <= 16) {
const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
- GLuint i;
+ GLint i;
for (i = 0; i < n; i++) {
depth[i] = zptr[i];
}
}
else {
const GLuint *zptr = Z_ADDRESS32( ctx, x, y );
- GLuint i;
+ GLint i;
for (i = 0; i < n; i++) {
depth[i] = zptr[i];
}
/* read from software depth buffer */
if (ctx->Visual.depthBits <= 16) {
const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
- GLuint i;
+ GLint i;
for (i = 0; i < n; i++) {
depth[i] = (GLfloat) zptr[i] * scale;
}
}
else {
const GLuint *zptr = Z_ADDRESS32( ctx, x, y );
- GLuint i;
+ GLint i;
for (i = 0; i < n; i++) {
depth[i] = (GLfloat) zptr[i] * scale;
}
else if (ctx->Driver.ReadDepthSpan) {
/* read from hardware depth buffer */
GLdepth d[MAX_WIDTH];
- GLuint i;
+ GLint i;
assert(n <= MAX_WIDTH);
(*ctx->Driver.ReadDepthSpan)( ctx, n, x, y, d );
for (i = 0; i < n; i++) {