#define MACH64_FALLBACK_BLEND_EQ 0x0100
#define MACH64_FALLBACK_BLEND_FUNC 0x0200
+#define CARD32 GLuint /* KW: For building in mesa tree */
+
#if MACH64_NATIVE_VTXFMT
/* The vertex structures.
*/
-#if 0
-/* This isn't actually necessary since all accesses to the vertex
- * structure must be made through the LE32_* macros.
- */
-
-typedef struct {
- GLubyte blue;
- GLubyte green;
- GLubyte red;
- GLubyte alpha;
-} mach64_color_t;
-
-typedef struct {
- GLfloat u1, v1, w1; /* Texture 1 coordinates */
- GLfloat u0, v0, w0; /* Texture 0 coordinates */
- mach64_color_t specular; /* Specular color */
- GLuint z; /* Depth coordinate */
- mach64_color_t color; /* Diffuse color */
- GLushort y, x; /* Coordinates in screen space */
-} mach64_vertex;
-#endif
-
-#define CARD32 GLuint /* KW: For building in mesa tree */
-
/* The size of this union is not of relevence:
*/
union mach64_vertex_t {