#define RENDER_SPAN( span ) \
GLuint i; \
GLubyte (*rgba)[4] = swrast->SpanArrays->rgba8; \
+ GLubyte *mask = swrast->SpanArrays->mask; \
span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
span.intTex[1] -= FIXED_HALF; \
for (i = 0; i < span.end; i++) { \
rgba[i][BCOMP] = texture[pos+0]; \
rgba[i][ACOMP] = 0xff; \
zRow[i] = z; \
- span.array->mask[i] = 1; \
+ mask[i] = 1; \
} \
else { \
- span.array->mask[i] = 0; \
+ mask[i] = 0; \
} \
span.intTex[0] += span.intTexStep[0]; \
span.intTex[1] += span.intTexStep[1]; \
span.z += span.zStep; \
} \
_swrast_put_row(ctx, rb, GL_UNSIGNED_BYTE, \
- span.end, span.x, span.y, rgba, span.array->mask);
+ span.end, span.x, span.y, rgba, mask);
#include "s_tritemp.h"