GLfloat offset;
GLenum mode = GL_FILL;
GLuint facing = 0;
+ GLchan saved_color[3][4];
+ GLchan saved_spec[3][4];
+ GLuint saved_index[3];
v[0] = &verts[e0];
v[1] = &verts[e1];
if (IND & SS_TWOSIDE_BIT) {
if (IND & SS_RGBA_BIT) {
GLfloat (*vbcolor)[4] = VB->ColorPtr[1]->data;
+
+ COPY_CHAN4(saved_color[0], v[0]->color);
+ COPY_CHAN4(saved_color[1], v[1]->color);
+ COPY_CHAN4(saved_color[2], v[2]->color);
+
SS_COLOR(v[0]->color, vbcolor[e0]);
SS_COLOR(v[1]->color, vbcolor[e1]);
SS_COLOR(v[2]->color, vbcolor[e2]);
+
if (VB->SecondaryColorPtr[1]) {
GLfloat (*vbspec)[4] = VB->SecondaryColorPtr[1]->data;
+
+ COPY_CHAN4(saved_spec[0], v[0]->specular);
+ COPY_CHAN4(saved_spec[1], v[1]->specular);
+ COPY_CHAN4(saved_spec[2], v[2]->specular);
+
SS_SPEC(v[0]->specular, vbspec[e0]);
SS_SPEC(v[1]->specular, vbspec[e1]);
SS_SPEC(v[2]->specular, vbspec[e2]);
}
} else {
GLfloat *vbindex = (GLfloat *)VB->IndexPtr[1]->data;
+ saved_index[0] = v[0]->index;
+ saved_index[1] = v[1]->index;
+ saved_index[2] = v[2]->index;
+
SS_IND(v[0]->index, (GLuint) vbindex[e0]);
SS_IND(v[1]->index, (GLuint) vbindex[e1]);
SS_IND(v[2]->index, (GLuint) vbindex[e2]);
if (IND & SS_TWOSIDE_BIT) {
if (facing == 1) {
if (IND & SS_RGBA_BIT) {
- GLfloat (*vbcolor)[4] = VB->ColorPtr[0]->data;
- SS_COLOR(v[0]->color, vbcolor[e0]);
- SS_COLOR(v[1]->color, vbcolor[e1]);
- SS_COLOR(v[2]->color, vbcolor[e2]);
- if (VB->SecondaryColorPtr[0]) {
- GLfloat (*vbspec)[4] = VB->SecondaryColorPtr[0]->data;
- SS_SPEC(v[0]->specular, vbspec[e0]);
- SS_SPEC(v[1]->specular, vbspec[e1]);
- SS_SPEC(v[2]->specular, vbspec[e2]);
+ COPY_CHAN4(v[0]->color, saved_color[0]);
+ COPY_CHAN4(v[1]->color, saved_color[1]);
+ COPY_CHAN4(v[2]->color, saved_color[2]);
+ if (VB->SecondaryColorPtr[1]) {
+ COPY_CHAN4(v[0]->specular, saved_spec[0]);
+ COPY_CHAN4(v[1]->specular, saved_spec[1]);
+ COPY_CHAN4(v[2]->specular, saved_spec[2]);
}
} else {
- GLfloat *vbindex = (GLfloat *)VB->IndexPtr[0]->data;
- SS_IND(v[0]->index, (GLuint) vbindex[e0]);
- SS_IND(v[1]->index, (GLuint) vbindex[e1]);
- SS_IND(v[2]->index, (GLuint) vbindex[e2]);
+ v[0]->index = saved_index[0];
+ v[1]->index = saved_index[1];
+ v[2]->index = saved_index[2];
}
}
}