#if CHAN_TYPE == GL_FLOAT
const GLchan RGBmult = (GLfloat) (1 << RGBshift);
const GLchan Amult = (GLfloat) (1 << Ashift);
- static const GLchan one[4] = { 1.0, 1.0, 1.0, 1.0 };
- static const GLchan zero[4] = { 0.0, 0.0, 0.0, 0.0 };
#else
const GLint half = (CHAN_MAX + 1) / 2;
+#endif
static const GLchan one[4] = { CHAN_MAX, CHAN_MAX, CHAN_MAX, CHAN_MAX };
static const GLchan zero[4] = { 0, 0, 0, 0 };
-#endif
const GLuint numColorArgs = textureUnit->_CurrentCombine->_NumArgsRGB;
const GLuint numAlphaArgs = textureUnit->_CurrentCombine->_NumArgsA;
GLchan ccolor[3][MAX_WIDTH][4];
for (j = 0; j < numColorArgs; j++) {
const GLenum srcRGB = textureUnit->_CurrentCombine->SourceRGB[j];
-
switch (srcRGB) {
case GL_TEXTURE:
argRGB[j] = (const GLchan (*)[4])