/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 6.5.1
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
-/* Template for render stages which build and emit vertices directly
+/**
+ * \file t_dd_dmatmp.h
+ * Template for render stages which build and emit vertices directly
* to fixed-size dma buffers. Useful for rendering strips and other
* native primitives where clipping and per-vertex tweaks such as
* those in t_dd_tritmp.h are not required.
FLUSH();
}
- else if (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE)) {
+ else if (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH) {
TAG(render_tri_fan_verts)( ctx, start, count, flags );
} else {
fprintf(stderr, "%s - cannot draw primitive\n", __FUNCTION__);
FLUSH();
} else if (HAVE_TRI_STRIPS &&
- (ctx->_TriangleCaps & DD_FLATSHADE) &&
+ ctx->Light.ShadeModel == GL_FLAT &&
TNL_CONTEXT(ctx)->vb.ColorPtr[0]->stride) {
if (HAVE_ELTS) {
LOCAL_VARS;
FLUSH();
currentsz = dmasz;
}
- } else if (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE)) {
+ } else if (HAVE_TRI_FANS && Light.ShadeModel == GL_SMOOTH) {
TAG(render_tri_fan_verts)( ctx, start, count, flags );
} else {
fprintf(stderr, "%s - cannot draw primitive\n", __FUNCTION__);
if (currentsz < 12)
currentsz = dmasz;
- if (ctx->_TriangleCaps & DD_FLATSHADE) {
+ if (ctx->Light.ShadeModel == GL_FLAT) {
ELT_INIT( GL_TRIANGLES );
currentsz = currentsz/6*2;
if (HAVE_POLYGONS) {
ok = GL_TRUE;
}
- else
- ok = (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE));
+ else {
+ ok = (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH);
+ }
break;
case GL_QUAD_STRIP:
if (VB->Elts) {
else if (HAVE_QUAD_STRIPS) {
ok = GL_TRUE;
} else if (HAVE_TRI_STRIPS &&
- (ctx->_TriangleCaps & DD_FLATSHADE) &&
+ ctx->Light.ShadeModel == GL_FLAT &&
VB->ColorPtr[0]->stride != 0) {
if (HAVE_ELTS) {
ok = (GLint) count < GET_SUBSEQUENT_VB_MAX_ELTS();
-
/*
* Mesa 3-D graphics library
- * Version: 4.0.3
+ * Version: 6.5.1
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
-/* Template for render stages which build and emit vertices directly
+/**
+ * \file t_dd_dmatmp2.h
+ * Template for render stages which build and emit vertices directly
* to fixed-size dma buffers. Useful for rendering strips and other
* native primitives where clipping and per-vertex tweaks such as
* those in t_dd_tritmp.h are not required.
if (HAVE_QUAD_STRIPS) {
EMIT_PRIM( ctx, GL_QUAD_STRIP, HW_QUAD_STRIP, start, count );
}
- else if (ctx->_TriangleCaps & DD_FLATSHADE) {
+ else if (ctx->Light.ShadeModel == GL_FLAT) {
LOCAL_VARS;
int dmasz = GET_MAX_HW_ELTS();
GLuint j, nr;
dmasz -= dmasz & 1;
count -= (count-start) & 1;
- if (ctx->_TriangleCaps & DD_FLATSHADE) {
+ if (ctx->Light.ShadeModel == GL_FLAT) {
ELT_INIT( GL_TRIANGLES, HW_TRIANGLES );
dmasz = dmasz/6*2;
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.5.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
v[1] = (VERTEX *)GET_VERTEX(e1);
v[2] = (VERTEX *)GET_VERTEX(e2);
- if ((ctx->_TriangleCaps & DD_FLATSHADE) && HAVE_HW_FLATSHADE) {
+ if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_SAVE_RGBA(0);
VERT_SAVE_RGBA(1);
}
}
- if ((ctx->_TriangleCaps & DD_FLATSHADE) && HAVE_HW_FLATSHADE) {
+ if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_RESTORE_RGBA(0);
VERT_RESTORE_RGBA(1);
/* Hardware flatshading breaks down here. If the hardware doesn't
* support flatshading, this will already have been done:
*/
- if ((ctx->_TriangleCaps & DD_FLATSHADE) && HAVE_HW_FLATSHADE) {
+ if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_SAVE_RGBA(0);
VERT_SAVE_RGBA(1);
if (ef[e3]) LINE( v[3], v[0] );
}
- if ((ctx->_TriangleCaps & DD_FLATSHADE) && HAVE_HW_FLATSHADE) {
+ if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) {
if (HAVE_RGBA) {
VERT_RESTORE_RGBA(0);
VERT_RESTORE_RGBA(1);