/* coordinates */
- #if 1
output_vector(VB->ObjPtr, i);
- #else
- efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[0]);
- efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[1]);
- efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[2]);
- #if 0
- efloat(VEC_ELT(VB->ObjPtr, GLfloat, i)[3]);
- #else
- efloat(2.0);
- #endif
- #endif
/* color components */
- #if 1
output_vector(VB->ColorPtr[0], i);
- #else
- efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[0]);
- efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[1]);
- efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[2]);
- #if 0
- efloat(VEC_ELT(VB->ColorPtr[0], GLfloat, i)[3]);
- #else
- efloat(0.0);
- #endif
- #endif
}
}
vb_arrays[1].ncomponents=4;
vb_arrays[1].reg=REG_COLOR0;
- r300EmitState(rmesa);
/* needed before starting 3d operation .. */
reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
reg_start(0x4f18,0);
e32(0x00000003);
-
+ r300EmitState(rmesa);
+
reg_start(0x20b0,0);
e32(0x0000043f);
- memcpy(FLAT_COLOR_PIPELINE.vertex_shader.parameters.body.f, ctx->_ModelProjectMatrix.m, 16*4);
-
- program_pipeline(PASS_PREFIX &FLAT_COLOR_PIPELINE);
+ FLAT_COLOR_PIPELINE.vertex_shader.matrix[0].length=16;
+ memcpy(FLAT_COLOR_PIPELINE.vertex_shader.matrix[0].body.f, ctx->_ModelProjectMatrix.m, 16*4);
- #if 0 /* Turn on for smooth color on teeth.. why ??.. */
- set_cull_cntl(PASS_PREFIX 0);
+ #if 0
+ FLAT_COLOR_PIPELINE.vertex_shader.unknown2.length=4;
+ FLAT_COLOR_PIPELINE.vertex_shader.unknown2.body.f[0]=0.0;
+ FLAT_COLOR_PIPELINE.vertex_shader.unknown2.body.f[1]=0.0;
+ FLAT_COLOR_PIPELINE.vertex_shader.unknown2.body.f[2]=1.0;
+ FLAT_COLOR_PIPELINE.vertex_shader.unknown2.body.f[3]=0.0;
#endif
- reg_start(R300_RE_OCCLUSION_CNTL, 0);
- e32(R300_OCCLUSION_ON);
-
-// set_quad0(PASS_PREFIX 1.0,1.0,1.0,1.0);
- set_init21(PASS_PREFIX 0.0,1.0);
+
+ program_pipeline(PASS_PREFIX &FLAT_COLOR_PIPELINE);
/* We need LOAD_VBPNTR to setup AOS_ATTR fields.. the offsets are irrelevant */
setup_AOS(PASS_PREFIX vb_arrays, 2);
if (RADEON_DEBUG == DEBUG_PRIMS)
fprintf(stderr, "%s\n", __FUNCTION__);
- return r300_run_flat_render(ctx, stage);
- #if 0
- return GL_TRUE;
+ #if 1
+ return r300_run_flat_render(ctx, stage);
#else
- return GL_FALSE;
+ return GL_TRUE;
#endif
#if 0