assert(!ctx->CompileFlag);
assert(ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1);
- _glapi_Dispatch->Begin(mode);
+ GL_CALL(Begin)(mode);
for (i = 0; i < count; i++)
- _glapi_Dispatch->ArrayElement( start + i );
- _glapi_Dispatch->End();
+ GL_CALL(ArrayElement)( start + i );
+ GL_CALL(End)();
}
/* Here, indices will already reflect the buffer object if active */
- _glapi_Dispatch->Begin(mode);
+ GL_CALL(Begin)(mode);
for (i = 0 ; i < count ; i++) {
- _glapi_Dispatch->ArrayElement( indices[i] );
+ GL_CALL(ArrayElement)( indices[i] );
}
- _glapi_Dispatch->End();
+ GL_CALL(End)();
}
/* Setup vector pointers that will be used to bind arrays to VB's.
*/
- _mesa_vector4f_init( &tmp->Obj, 0, 0 );
- _mesa_vector4f_init( &tmp->Normal, 0, 0 );
- _mesa_vector4f_init( &tmp->FogCoord, 0, 0 );
- _mesa_vector4f_init( &tmp->Index, 0, 0 );
+ _mesa_vector4f_init( &tmp->Obj, 0, NULL);
+ _mesa_vector4f_init( &tmp->Normal, 0, NULL);
+ _mesa_vector4f_init( &tmp->FogCoord, 0, NULL);
+ _mesa_vector4f_init( &tmp->Index, 0, NULL);
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
- _mesa_vector4f_init( &tmp->TexCoord[i], 0, 0);
+ _mesa_vector4f_init( &tmp->TexCoord[i], 0, NULL);
}
*/
void _tnl_array_destroy( GLcontext *ctx )
{
+ (void) ctx;
}