fxMesaContext fxMesa = FX_CONTEXT(ctx);
GLuint ts0 = fxMesa->tmu_source[0];
GLuint ts1 = fxMesa->tmu_source[1];
- GLfloat w = 1.0 / src->oow;
+ GLfloat w = 1.0F / src->oow;
dst->win[0] = src->x;
dst->win[1] = src->y;
if (fxMesa->stw_hint_state & GR_STWHINT_W_DIFF_TMU0)
dst->texcoord[ts0][3] = src->tmuvtx[0].oow * w;
else
- dst->texcoord[ts0][3] = 1.0;
+ dst->texcoord[ts0][3] = 1.0F;
if (fxMesa->SetupIndex & SETUP_TMU1) {
dst->texcoord[ts1][0] = fxMesa->inv_s1scale * src->tmuvtx[1].sow * w;
if (fxMesa->stw_hint_state & GR_STWHINT_W_DIFF_TMU1)
dst->texcoord[ts1][3] = src->tmuvtx[1].oow * w;
else
- dst->texcoord[ts1][3] = 1.0;
+ dst->texcoord[ts1][3] = 1.0F;
}
dst->pointSize = src->psize;
GLfloat u1scale = fxMesa->s1scale * w;
GLfloat v1scale = fxMesa->t1scale * w;
- radius = psize / 2.;
+ radius = psize / 2.0F;
_v_[0] = *v0;
_v_[1] = *v0;
_v_[2] = *v0;
_v_[1] = &vtxB;
_v_[2] = &vtxC;
- radius = psize / 2.;
+ radius = psize / 2.0F;
n = IROUND(psize * 2); /* radius x 4 */
if (n < 4) n = 4;
- oon = 1.0 / (GLfloat)n;
+ oon = 1.0F / (GLfloat)n;
/* CLIP_LOOP ?!? */
/* point coverage? */
return;
}
- radius = psize / 2.;
+ radius = psize / 2.0F;
n = IROUND(psize * 2); /* radius x 4 */
if (n < 4) n = 4;
- oon = 1.0 / (GLfloat)n;
+ oon = 1.0F / (GLfloat)n;
/* CLIP_LOOP ?!? */
/* point coverage? */
if (t0->_Current && FX_TEXTURE_DATA(t0)) {
fxMesa->s0scale = FX_TEXTURE_DATA(t0)->sScale;
fxMesa->t0scale = FX_TEXTURE_DATA(t0)->tScale;
- fxMesa->inv_s0scale = 1.0 / fxMesa->s0scale;
- fxMesa->inv_t0scale = 1.0 / fxMesa->t0scale;
+ fxMesa->inv_s0scale = 1.0F / fxMesa->s0scale;
+ fxMesa->inv_t0scale = 1.0F / fxMesa->t0scale;
}
if (t1->_Current && FX_TEXTURE_DATA(t1)) {
fxMesa->s1scale = FX_TEXTURE_DATA(t1)->sScale;
fxMesa->t1scale = FX_TEXTURE_DATA(t1)->tScale;
- fxMesa->inv_s1scale = 1.0 / fxMesa->s1scale;
- fxMesa->inv_t1scale = 1.0 / fxMesa->t1scale;
+ fxMesa->inv_s1scale = 1.0F / fxMesa->s1scale;
+ fxMesa->inv_t1scale = 1.0F / fxMesa->t1scale;
}
}
"Texture border",
"glColorMask",
"blend mode",
- "line stipple"
+ "multitex"
};