#define RENDER_SPAN( span ) \
GLuint i; \
- GLubyte rgb[MAX_WIDTH][3]; \
+ GLubyte rgba[MAX_WIDTH][4]; \
span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
span.intTex[1] -= FIXED_HALF; \
for (i = 0; i < span.end; i++) { \
GLint t = FixedToInt(span.intTex[1]) & tmask; \
GLint pos = (t << twidth_log2) + s; \
pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos+2]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+0]; \
+ rgba[i][RCOMP] = texture[pos+2]; \
+ rgba[i][GCOMP] = texture[pos+1]; \
+ rgba[i][BCOMP] = texture[pos+0]; \
+ rgba[i][ACOMP] = 0xff; \
span.intTex[0] += span.intTexStep[0]; \
span.intTex[1] += span.intTexStep[1]; \
} \
- rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, NULL);
+ rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, NULL);
#include "s_tritemp.h"
#define RENDER_SPAN( span ) \
GLuint i; \
- GLubyte rgb[MAX_WIDTH][3]; \
+ GLubyte rgba[MAX_WIDTH][4]; \
span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
span.intTex[1] -= FIXED_HALF; \
for (i = 0; i < span.end; i++) { \
GLint t = FixedToInt(span.intTex[1]) & tmask; \
GLint pos = (t << twidth_log2) + s; \
pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos+2]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+0]; \
+ rgba[i][RCOMP] = texture[pos+2]; \
+ rgba[i][GCOMP] = texture[pos+1]; \
+ rgba[i][BCOMP] = texture[pos+0]; \
+ rgba[i][ACOMP] = 0xff; \
zRow[i] = z; \
span.array->mask[i] = 1; \
} \
span.intTex[1] += span.intTexStep[1]; \
span.z += span.zStep; \
} \
- rb->PutRowRGB(ctx, rb, span.end, span.x, span.y, rgb, span.array->mask);
+ rb->PutRow(ctx, rb, span.end, span.x, span.y, rgba, span.array->mask);
#include "s_tritemp.h"