* This is where we handle assigning vertex colors based on front/back
* facing, compute polygon offset and handle glPolygonMode().
*/
-static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 )
+static void TAG(triangle)(struct gl_context *ctx, GLuint e0, GLuint e1, GLuint e2 )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
/* Need to fixup edgeflags when decomposing to triangles:
*/
-static void TAG(quadfunc)( GLcontext *ctx, GLuint v0,
+static void TAG(quadfunc)( struct gl_context *ctx, GLuint v0,
GLuint v1, GLuint v2, GLuint v3 )
{
if (IND & SS_UNFILLED_BIT) {