{
facing = AREA_IS_CCW( cc ) ^ ctx->Polygon._FrontBit;
- if (DO_TWOSTENCIL && ctx->Stencil.TestTwoSide) {
- ctx->_Facing = facing; /* mixed mode rendering: for 2-sided stencil test */
- }
-
if (DO_UNFILLED) {
if (facing) {
mode = ctx->Polygon.BackMode;
GLfloat bc = b * ic;
if ( ac < 0.0f ) ac = -ac;
if ( bc < 0.0f ) bc = -bc;
- offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor;
+ offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor / ctx->DrawBuffer->_MRD;
}
offset *= ctx->DrawBuffer->_MRD * (REVERSE_DEPTH ? -1.0 : 1.0);
}
#if DO_QUAD
#if DO_FULL_QUAD
-static void TAG(quad)( GLcontext *ctx,
+static void TAG(quadr)( GLcontext *ctx,
GLuint e0, GLuint e1, GLuint e2, GLuint e3 )
{
struct vertex_buffer *VB = &TNL_CONTEXT( ctx )->vb;
{
facing = AREA_IS_CCW( cc ) ^ ctx->Polygon._FrontBit;
- if (DO_TWOSTENCIL && ctx->Stencil.TestTwoSide) {
- ctx->_Facing = facing; /* mixed mode rendering: for 2-sided stencil test */
- }
-
if (DO_UNFILLED) {
if (facing) {
mode = ctx->Polygon.BackMode;
GLfloat bc = b * ic;
if ( ac < 0.0f ) ac = -ac;
if ( bc < 0.0f ) bc = -bc;
- offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor;
+ offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor / ctx->DrawBuffer->_MRD;
}
offset *= ctx->DrawBuffer->_MRD * (REVERSE_DEPTH ? -1.0 : 1.0);
}
}
}
#else
-static void TAG(quad)( GLcontext *ctx, GLuint e0,
+static void TAG(quadr)( GLcontext *ctx, GLuint e0,
GLuint e1, GLuint e2, GLuint e3 )
{
if (DO_UNFILLED) {
static void TAG(init)( void )
{
#if DO_QUAD
- TAB[IND].quad = TAG(quad);
+ TAB[IND].quad = TAG(quadr);
#endif
#if DO_TRI
TAB[IND].triangle = TAG(triangle);