#define RGBA 0x1
#define INDEX 0x2
#define SMOOTH 0x4
-#define TEXTURE 0x8
+#define ATTRIBS 0x8
#define SPECULAR 0x10
#define LARGE 0x20
#define ATTENUATE 0x40
/*
* Textured RGBA points.
*/
-#define FLAGS (RGBA | LARGE | TEXTURE | SPECULAR)
+#define FLAGS (RGBA | LARGE | ATTRIBS | SPECULAR)
#define NAME textured_rgba_point
#include "s_pointtemp.h"
/*
* Antialiased points with texture mapping.
*/
-#define FLAGS (RGBA | SMOOTH | TEXTURE | SPECULAR)
+#define FLAGS (RGBA | SMOOTH | ATTRIBS | SPECULAR)
#define NAME antialiased_tex_rgba_point
#include "s_pointtemp.h"
/*
* Distance attenuated, textured RGBA points.
*/
-#define FLAGS (RGBA | ATTENUATE | TEXTURE | SPECULAR)
+#define FLAGS (RGBA | ATTENUATE | ATTRIBS | SPECULAR)
#define NAME atten_textured_rgba_point
#include "s_pointtemp.h"
/*
* Distance attenuated, antialiased points with or without texture mapping.
*/
-#define FLAGS (RGBA | ATTENUATE | TEXTURE | SMOOTH)
+#define FLAGS (RGBA | ATTENUATE | ATTRIBS | SMOOTH)
#define NAME atten_antialiased_rgba_point
#include "s_pointtemp.h"
/* textured */
USE(textured_rgba_point);
}
- else if (ctx->Point.Size != 1.0) {
+ else if (ctx->Point._Size != 1.0) {
/* large points */
if (rgbMode) {
USE(general_rgba_point);