feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
{
GLfloat win[4];
- GLfloat color[4];
const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
+ const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
- color[0] = CHAN_TO_FLOAT(pv->color[0]);
- color[1] = CHAN_TO_FLOAT(pv->color[1]);
- color[2] = CHAN_TO_FLOAT(pv->color[2]);
- color[3] = CHAN_TO_FLOAT(pv->color[3]);
-
_mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
}
if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 )) {
swsetup->intColors = !ctx->FragmentProgram._Current
&& !ctx->ATIFragmentShader._Enabled
+ && ctx->RenderMode == GL_RENDER
&& CHAN_TYPE == GL_UNSIGNED_BYTE;
if (swsetup->intColors)
EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );