Nothing overrides it.
Reviewed-by: Brian Paul <brianp@vmware.com>
driver->LightingSpaceChange = NULL;
/* display list */
- driver->NewList = NULL;
driver->EndList = NULL;
driver->BeginCallList = NULL;
driver->EndCallList = NULL;
*/
void (*LightingSpaceChange)( struct gl_context *ctx );
- /**
- * Called by glNewList().
- *
- * Let the T&L component know what is going on with display lists
- * in time to make changes to dispatch tables, etc.
- */
- void (*NewList)( struct gl_context *ctx, GLuint list, GLenum mode );
/**
* Called by glEndList().
*
ctx->ListState.CurrentBlock = ctx->ListState.CurrentList->Head;
ctx->ListState.CurrentPos = 0;
- ctx->Driver.NewList(ctx, name, mode);
+ vbo_save_NewList(ctx, name, mode);
ctx->CurrentDispatch = ctx->Save;
_glapi_set_dispatch(ctx->CurrentDispatch);
void vbo_exec_FlushVertices(struct gl_context *ctx, GLuint flags);
void vbo_save_SaveFlushVertices(struct gl_context *ctx);
GLboolean vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode);
+void vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode);
typedef void (*vbo_draw_func)( struct gl_context *ctx,
static void vbo_save_callback_init( struct gl_context *ctx )
{
- ctx->Driver.NewList = vbo_save_NewList;
ctx->Driver.EndList = vbo_save_EndList;
ctx->Driver.BeginCallList = vbo_save_BeginCallList;
ctx->Driver.EndCallList = vbo_save_EndCallList;
/* Callbacks:
*/
void vbo_save_EndList( struct gl_context *ctx );
-void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode );
void vbo_save_EndCallList( struct gl_context *ctx );
void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *list );