do { \
float tmp = (V)->attrib[VARYING_SLOT_POS][0] \
+ (V)->attrib[VARYING_SLOT_POS][1]; \
- if (IS_INF_OR_NAN(tmp)) \
+ if (util_is_inf_or_nan(tmp)) \
return; \
} while(0)
/* a texcoord attribute */
const GLuint u = attr - VARYING_SLOT_TEX0;
assert(u < MAX_TEXTURE_COORD_UNITS);
- if (ctx->Point.CoordReplaceBits & (1u << u)) {
+ if (ctx->Point.CoordReplace & (1u << u)) {
tCoords[numTcoords++] = attr;
if (ctx->Point.SpriteRMode == GL_ZERO)