minor clean-ups
authorBrian Paul <brian.paul@tungstengraphics.com>
Tue, 21 Nov 2000 23:09:18 +0000 (23:09 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Tue, 21 Nov 2000 23:09:18 +0000 (23:09 +0000)
src/mesa/swrast/s_triangle.c

index 167a7baf40f463481f232be08abaa94754a90e8d..a88454c087bd4eaacfa788e98cd916383f2a0301 100644 (file)
@@ -1,4 +1,4 @@
-/* $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
@@ -74,7 +74,6 @@ static void flat_ci_triangle( GLcontext *ctx,
                              const SWvertex *v2 )
 {
 #define INTERP_Z 1
-#define SETUP_CODE
 
 #define INNER_LOOP( LEFT, RIGHT, Y )                           \
        {                                                       \
@@ -147,8 +146,6 @@ static void flat_rgba_triangle( GLcontext *ctx,
 #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;                          \
@@ -1615,10 +1612,10 @@ static void general_textured_triangle( GLcontext *ctx,
    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 )                           \
        {                                                       \
@@ -1710,13 +1707,13 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
    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 )                           \
        {                                                       \
@@ -1839,10 +1836,10 @@ static void lambda_textured_triangle1( GLcontext *ctx,
    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 )                                   \
@@ -1944,13 +1941,13 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
    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 )                                   \
@@ -2057,10 +2054,10 @@ lambda_multitextured_triangle1( GLcontext *ctx,
    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;                                                             \