GET_CURRENT_CONTEXT(ctx);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint unit = (GLuint) sampler;
- GLfloat texcoord[4] = { s, 0.0f, 0.0f, 1.0f };
+ GLfloat texcoord[4];
GLfloat lambda = bias;
GLchan rgba[4];
+ texcoord[0] = s;
+ texcoord[1] = 0.0f;
+ texcoord[2] = 0.0f;
+ texcoord[3] = 1.0f;
+
swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
(const GLfloat (*)[4]) texcoord, &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
GET_CURRENT_CONTEXT(ctx);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint unit = (GLuint) sampler;
- GLfloat texcoord[4] = { s, t, 0.0f, 1.0f };
+ GLfloat texcoord[4];
GLfloat lambda = bias;
GLchan rgba[4];
+ texcoord[0] = s;
+ texcoord[1] = t;
+ texcoord[2] = 0.0f;
+ texcoord[3] = 1.0f;
+
swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
(const GLfloat (*)[4]) texcoord, &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
GET_CURRENT_CONTEXT(ctx);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint unit = (GLuint) sampler;
- GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat texcoord[4];
GLfloat lambda = bias;
GLchan rgba[4];
+ texcoord[0] = s;
+ texcoord[1] = t;
+ texcoord[2] = r;
+ texcoord[3] = 1.0f;
+
swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
(const GLfloat (*)[4]) texcoord, &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
GET_CURRENT_CONTEXT(ctx);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint unit = (GLuint) sampler;
- GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat texcoord[4];
GLfloat lambda = bias;
GLchan rgba[4];
+ texcoord[0] = s;
+ texcoord[1] = t;
+ texcoord[2] = r;
+ texcoord[3] = 1.0f;
+
swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
(const GLfloat (*)[4]) texcoord, &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
GET_CURRENT_CONTEXT(ctx);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint unit = (GLuint) sampler;
- GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat texcoord[4];
GLfloat lambda = bias;
GLchan rgba[4];
+ texcoord[0] = s;
+ texcoord[1] = t;
+ texcoord[2] = r;
+ texcoord[3] = 1.0f;
+
swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
(const GLfloat (*)[4]) texcoord, &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
GET_CURRENT_CONTEXT(ctx);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint unit = (GLuint) sampler;
- GLfloat texcoord[4] = { s, t, r, 1.0f };
+ GLfloat texcoord[4];
GLfloat lambda = bias;
GLchan rgba[4];
+ texcoord[0] = s;
+ texcoord[1] = t;
+ texcoord[2] = r;
+ texcoord[3] = 1.0f;
+
swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1,
(const GLfloat (*)[4]) texcoord, &lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);