-/* $Id: s_span.c,v 1.8 2001/02/15 22:59:01 brianp Exp $ */
+/* $Id: s_span.c,v 1.10 2001/03/03 20:33:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
* index - array of [n] color indexes
* primitive - either GL_POINT, GL_LINE, GL_POLYGON, or GL_BITMAP
*/
-void gl_write_index_span( GLcontext *ctx,
+void _mesa_write_index_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
const GLfixed fog[],
GLuint indexIn[], GLenum primitive )
-void gl_write_monoindex_span( GLcontext *ctx,
+void _mesa_write_monoindex_span( GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLdepth z[],
const GLfixed fog[],
-void gl_write_rgba_span( GLcontext *ctx,
+void _mesa_write_rgba_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
const GLfixed *fog,
GLchan rgbaIn[][4],
* r, g, b, a - the color of the pixels
* primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
*/
-void gl_write_monocolor_span( GLcontext *ctx,
+void _mesa_write_monocolor_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
const GLfixed fog[],
const GLchan color[4],
* rgba - array of [n] color components
* primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
*/
-void gl_write_texture_span( GLcontext *ctx,
+void _mesa_write_texture_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
const GLfixed fog[],
const GLfloat s[], const GLfloat t[],
/* Texturing without alpha is done after depth-testing which
gives a potential speed-up. */
ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda, rgba, rgba );
+ _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda,
+ (CONST GLchan (*)[4]) rgba, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
/* Texture without alpha test */
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda, rgba, rgba );
+ _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda,
+ (CONST GLchan (*)[4]) rgba, rgba );
}
/* Add base and specular colors */
* As above but perform multiple stages of texture application.
*/
void
-gl_write_multitexture_span( GLcontext *ctx,
+_mesa_write_multitexture_span( GLcontext *ctx,
GLuint n, GLint x, GLint y,
const GLdepth z[],
const GLfixed fog[],
*/
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
- _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i],
- lambda[i], rgbaIn, rgba );
+ _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i], lambda[i],
+ (CONST GLchan (*)[4]) rgbaIn, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
- _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i],
- lambda[i], rgbaIn, rgba );
+ _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i], lambda[i],
+ (CONST GLchan (*)[4]) rgbaIn, rgba );
}
/* Add base and specular colors */
* Read RGBA pixels from frame buffer. Clipping will be done to prevent
* reading ouside the buffer's boundaries.
*/
-void gl_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
+void _mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y,
GLchan rgba[][4] )
{
* Read CI pixels from frame buffer. Clipping will be done to prevent
* reading ouside the buffer's boundaries.
*/
-void gl_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
+void _mesa_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y, GLuint indx[] )
{
if (y < 0 || y >= buffer->Height