* Put a vertex into the feedback buffer.
*/
void _mesa_feedback_vertex( GLcontext *ctx,
- const GLfloat win[4],
- const GLfloat color[4],
- GLuint index,
- const GLfloat texcoord[4] )
+ const GLfloat win[4],
+ const GLfloat color[4],
+ GLfloat index,
+ const GLfloat texcoord[4] )
{
FEEDBACK_TOKEN( ctx, win[0] );
FEEDBACK_TOKEN( ctx, win[1] );
extern void _mesa_feedback_vertex( GLcontext *ctx,
const GLfloat win[4],
const GLfloat color[4],
- GLuint index,
+ GLfloat index,
const GLfloat texcoord[4] );
params[0] = ctx->Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
- *params = (GLfloat) ctx->Current.RasterIndex;
+ *params = ctx->Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = ctx->Current.RasterPos[0];
/**
* \name Values are always valid.
*
- * \note BTW, note how similar this set of attributes is to the SWvertex data type
- * in the software rasterizer...
+ * \note BTW, note how similar this set of attributes is to the SWvertex
+ * data type in the software rasterizer...
*/
/*@{*/
GLfloat RasterPos[4]; /**< Current raster position */
GLfloat RasterDistance; /**< Current raster distance */
GLfloat RasterColor[4]; /**< Current raster color */
GLfloat RasterSecondaryColor[4]; /**< Current raster secondary color */
- GLuint RasterIndex; /**< Current raster index */
+ GLfloat RasterIndex; /**< Current raster index */
GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */
GLboolean RasterPosValid; /**< Raster pos valid flag */
/*@}*/
const GLfloat normal[3],
GLfloat Rcolor[4],
GLfloat Rspec[4],
- GLuint *Rindex)
+ GLfloat *Rindex)
{
GLfloat (*base)[3] = ctx->Light._BaseColor;
struct gl_light *light;
if (i > ind[MAT_INDEX_SPECULAR]) {
i = ind[MAT_INDEX_SPECULAR];
}
- *Rindex = (GLuint) (GLint) i;
+ *Rindex = i;
}
}
ctx->Current.Attrib[VERT_ATTRIB_COLOR1]);
}
else {
- ctx->Current.RasterIndex = (GLuint) ctx->Current.Index;
+ ctx->Current.RasterIndex = ctx->Current.Index;
}
}
= CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F);
}
else {
- ctx->Current.RasterIndex = (GLuint) ctx->Current.Index;
+ ctx->Current.RasterIndex = ctx->Current.Index;
}
/* raster texcoord = current texcoord */
ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterDistance = 0.0;
ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 );
- ctx->Current.RasterIndex = 1;
+ ctx->Current.RasterIndex = 1.0;
for (i=0; i<MAX_TEXTURE_UNITS; i++)
ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 );
ctx->Current.RasterPosValid = GL_TRUE;
}
else {
span.interpMask |= SPAN_INDEX;
- span.index = ChanToFixed(ctx->Current.RasterIndex);
+ span.index = FloatToFixed(ctx->Current.RasterIndex);
span.indexStep = 0;
}
}
else {
span.interpMask |= SPAN_INDEX;
- span.index = ChanToFixed(ctx->Current.RasterIndex);
+ span.index = FloatToFixed(ctx->Current.RasterIndex);
span.indexStep = 0;
}
span->interpMask |= SPAN_RGBA;
}
else {
- span->index = IntToFixed(ctx->Current.RasterIndex);
+ span->index = FloatToFixed(ctx->Current.RasterIndex);
span->indexStep = 0;
span->interpMask |= SPAN_INDEX;
}