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remove feedback hack
author
Brian
<brian.paul@tungstengraphics.com>
Mon, 15 Oct 2007 21:05:39 +0000
(15:05 -0600)
committer
Brian
<brian.paul@tungstengraphics.com>
Mon, 15 Oct 2007 21:05:39 +0000
(15:05 -0600)
src/mesa/tnl/t_vp_build.c
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diff --git
a/src/mesa/tnl/t_vp_build.c
b/src/mesa/tnl/t_vp_build.c
index a588b0d16b0e406284dfc6f10bfe1d5e0613b100..b28102b1b91ecd07b5cf41cc11904564c26b1c32 100644
(file)
--- a/
src/mesa/tnl/t_vp_build.c
+++ b/
src/mesa/tnl/t_vp_build.c
@@
-134,13
+134,6
@@
static struct state_key *make_state_key( GLcontext *ctx )
assert(fp);
key->fragprog_inputs_read = fp->Base.InputsRead;
- if (ctx->RenderMode == GL_FEEDBACK) {
- /* This is a bit of a hack, but you can imagine feedback mode as using
- * a special no-op fragment shader that just requires particular
- * inputs (inputs which satisfy feedback mode).
- */
- key->fragprog_inputs_read |= FRAG_BIT_COL0 | FRAG_BIT_TEX0;
- }
key->separate_specular = (ctx->Light.Model.ColorControl ==
GL_SEPARATE_SPECULAR_COLOR);