-/* $Id: s_triangle.c,v 1.5 2000/11/19 23:10:26 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.6 2000/11/21 23:09:18 brianp Exp $ */
/*
* Mesa 3-D graphics library
const SWvertex *v2 )
{
#define INTERP_Z 1
-#define SETUP_CODE
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define SETUP_CODE
-
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
const GLint n = RIGHT-LEFT; \
GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a; \
if (flat_shade) { \
- r = v0->color[0]; \
- g = v0->color[1]; \
- b = v0->color[2]; \
- a = v0->color[3]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a, sr, sg, sb; \
if (flat_shade) { \
- r = v0->color[0]; \
- g = v0->color[1]; \
- b = v0->color[2]; \
- a = v0->color[3]; \
- sr = v0->specular[0]; \
- sg = v0->specular[1]; \
- sb = v0->specular[2]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
+ sr = v0->specular[0]; \
+ sg = v0->specular[1]; \
+ sb = v0->specular[2]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a; \
if (flat_shade) { \
- r = v0->color[0]; \
- g = v0->color[1]; \
- b = v0->color[2]; \
- a = v0->color[3]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a, sr, sg, sb; \
if (flat_shade) { \
- r = v0->color[0]; \
- g = v0->color[1]; \
- b = v0->color[2]; \
- a = v0->color[3]; \
- sr = v0->specular[0]; \
- sg = v0->specular[1]; \
- sb = v0->specular[2]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
+ sr = v0->specular[0]; \
+ sg = v0->specular[1]; \
+ sb = v0->specular[2]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
GLint r, g, b, a; \
if (flat_shade) { \
- r = v0->color[0]; \
- g = v0->color[1]; \
- b = v0->color[2]; \
- a = v0->color[3]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
} \
{ \
GLuint unit; \