-/* $Id: s_tritemp.h,v 1.20 2001/07/13 20:07:37 brianp Exp $ */
+/* $Id: s_tritemp.h,v 1.21 2001/07/14 16:05:44 brianp Exp $ */
/*
* Mesa 3-D graphics library
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
- GLboolean tiny;
- const GLint snapMask = ~((FIXED_ONE / 16) - 1); /* for x/y coord snapping */
+ const GLint snapMask = ~((FIXED_ONE / 16) - 1); /* for x/y coord snapping */
GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
struct triangle_span span;
if (area == 0.0F)
return;
- /* This may not be needed anymore. Let's see if anyone reports a problem. */
-#if 0
- /* check for very tiny triangle */
- if (area * area < (0.001F * 0.001F)) { /* square to ensure positive value */
- oneOverArea = 1.0F / 0.001F; /* a close-enough value */
- tiny = GL_TRUE;
- }
- else
-#endif
- {
- oneOverArea = 1.0F / area;
- tiny = GL_FALSE;
- }
+ oneOverArea = 1.0F / area;
}
#ifndef DO_OCCLUSION_TEST
#endif
#ifdef INTERP_RGB
span.activeMask |= SPAN_RGBA;
- if (tiny) {
- /* This is kind of a hack to eliminate RGB color over/underflow
- * problems when rendering very tiny triangles. We're not doing
- * anything with alpha or specular color at this time.
- */
- drdx = drdy = 0.0; span.redStep = 0;
- dgdx = dgdy = 0.0; span.greenStep = 0;
- dbdx = dbdy = 0.0; span.blueStep = 0;
- }
- else {
+ {
GLfloat eMaj_dr, eBot_dr;
GLfloat eMaj_dg, eBot_dg;
GLfloat eMaj_db, eBot_db;