-/* $Id: s_context.c,v 1.9 2000/12/27 19:57:37 keithw Exp $ */
+/* $Id: s_context.c,v 1.10 2001/01/13 07:13:28 keithw Exp $ */
/*
* Mesa 3-D graphics library
const SWvertex *v0, const SWvertex *v1,
const SWvertex *v2, const SWvertex *v3 )
{
+/* fprintf(stderr, "%s\n", __FUNCTION__); */
+/* _swrast_print_vertex( ctx, v0 ); */
+/* _swrast_print_vertex( ctx, v1 ); */
+/* _swrast_print_vertex( ctx, v2 ); */
+/* _swrast_print_vertex( ctx, v3 ); */
SWRAST_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3 );
}
SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
}
-
-GLuint *
-_swrast_get_stipple_counter_ref( GLcontext *ctx )
-{
- return &SWRAST_CONTEXT(ctx)->StippleCounter;
-}
-
void
_swrast_ResetLineStipple( GLcontext *ctx )
{
-/* $Id: s_lines.c,v 1.8 2000/11/22 08:42:15 joukj Exp $ */
+/* $Id: s_lines.c,v 1.9 2001/01/13 07:13:28 keithw Exp $ */
/*
* Mesa 3-D graphics library
const SWvertex *vert0,
const SWvertex *vert1 )
{
- const GLchan *color = vert0->color;
+ const GLchan *color = vert1->color;
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
const SWvertex *vert0,
const SWvertex *vert1 )
{
- const GLchan *color = vert0->color;
+ const GLchan *color = vert1->color;
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
const SWvertex *vert1 )
{
struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- const GLchan *color = vert0->color;
+ const GLchan *color = vert1->color;
PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
if (ctx->Line.StippleFlag) {
GLfloat *pbs = PB->s[0];
GLfloat *pbt = PB->t[0];
GLfloat *pbu = PB->u[0];
- GLchan *color = (GLchan*) vert0->color;
+ GLchan *color = (GLchan*) vert1->color;
PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
count = PB->count;
GLfixed *pbfog = PB->fog;
GLchan (*pbrgba)[4] = PB->rgba;
GLchan (*pbspec)[3] = PB->spec;
- GLchan *color = (GLchan*) vert0->color;
- GLchan sRed = vert0->specular[0];
- GLchan sGreen = vert0->specular[1];
- GLchan sBlue = vert0->specular[2];
+ GLchan *color = (GLchan*) vert1->color;
+ GLchan sRed = vert1->specular[0];
+ GLchan sGreen = vert1->specular[1];
+ GLchan sBlue = vert1->specular[2];
PB->mono = GL_FALSE;