;
}
_mesa_Fogfv(pname, p);
-}\r
-\r
-\r
-#define UPDATE_FOG_SCALE(ctx) do {\\r
- if (ctx->Fog.End == ctx->Fog.Start)\\r
- ctx->Fog._Scale = 1.0f;\\r
- else\\r
- ctx->Fog._Scale = 1.0f / (ctx->Fog.End - ctx->Fog.Start);\\r
+}
+
+
+#define UPDATE_FOG_SCALE(ctx) do {\
+ if (ctx->Fog.End == ctx->Fog.Start)\
+ ctx->Fog._Scale = 1.0f;\
+ else\
+ ctx->Fog._Scale = 1.0f / (ctx->Fog.End - ctx->Fog.Start);\
} while(0)
if (ctx->Fog.Start == *params)
return;
FLUSH_VERTICES(ctx, _NEW_FOG);
- ctx->Fog.Start = *params;\r
+ ctx->Fog.Start = *params;
UPDATE_FOG_SCALE(ctx);
break;
case GL_FOG_END:
if (ctx->Fog.End == *params)
return;
- FLUSH_VERTICES(ctx, _NEW_FOG);\r
- ctx->Fog.End = *params;\r
+ FLUSH_VERTICES(ctx, _NEW_FOG);
+ ctx->Fog.End = *params;
UPDATE_FOG_SCALE(ctx);
break;
case GL_FOG_INDEX:
ctx->Fog.Start = 0.0;
ctx->Fog.End = 1.0;
ctx->Fog.ColorSumEnabled = GL_FALSE;
- ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;\r
+ ctx->Fog.FogCoordinateSource = GL_FRAGMENT_DEPTH_EXT;
ctx->Fog._Scale = 1.0f;
}
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.GenerateMipmap = mode;
- break;\r
-\r
- /* GL_ARB_fragment_shader */\r
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:\r
- if (!ctx->Extensions.ARB_fragment_shader) {\r
- _mesa_error(ctx, GL_INVALID_ENUM, "glHint(target)");\r
- return;\r
- }\r
- if (ctx->Hint.FragmentShaderDerivative == mode)\r
- return;\r
- FLUSH_VERTICES(ctx, _NEW_HINT);\r
- ctx->Hint.FragmentShaderDerivative = mode;\r
+ break;
+
+ /* GL_ARB_fragment_shader */
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
+ if (!ctx->Extensions.ARB_fragment_shader) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glHint(target)");
+ return;
+ }
+ if (ctx->Hint.FragmentShaderDerivative == mode)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_HINT);
+ ctx->Hint.FragmentShaderDerivative = mode;
break;
default:
ctx->Hint.Fog = GL_DONT_CARE;
ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
ctx->Hint.TextureCompression = GL_DONT_CARE;
- ctx->Hint.GenerateMipmap = GL_DONT_CARE;\r
+ ctx->Hint.GenerateMipmap = GL_DONT_CARE;
ctx->Hint.FragmentShaderDerivative = GL_DONT_CARE;
}
GLfloat EyePosition[4]; /**< position in eye coordinates */
GLfloat EyeDirection[4]; /**< spotlight dir in eye coordinates */
GLfloat SpotExponent;
- GLfloat SpotCutoff; /**< in degrees */\r
+ GLfloat SpotCutoff; /**< in degrees */
GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
GLfloat ConstantAttenuation;
GLfloat Index; /**< Fog index */
GLenum Mode; /**< Fog mode */
GLboolean ColorSumEnabled;
- GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */\r
+ GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
};
*/
struct gl_shader_objects_state
{
- struct gl2_program_intf **CurrentProgram;\r
- GLboolean _VertexShaderPresent;\r
+ struct gl2_program_intf **CurrentProgram;
+ GLboolean _VertexShaderPresent;
GLboolean _FragmentShaderPresent;
};