_mesa_ClearDepth( GLclampd depth )
{
GET_CURRENT_CONTEXT(ctx);
- GLfloat tmp = (GLfloat) CLAMP( depth, 0.0, 1.0 );
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (ctx->Depth.Clear == tmp)
+ depth = CLAMP( depth, 0.0, 1.0 );
+
+ if (ctx->Depth.Clear == depth)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
- ctx->Depth.Clear = tmp;
+ ctx->Depth.Clear = depth;
if (ctx->Driver.ClearDepth)
(*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
}
*/
struct gl_depthbuffer_attrib {
GLenum Func; /**< Function for depth buffer compare */
- GLfloat Clear; /**< Value to clear depth buffer to */
+ GLclampd Clear; /**< Value to clear depth buffer to */
GLboolean Test; /**< Depth buffering enabled flag */
GLboolean Mask; /**< Depth buffer writable? */
GLboolean OcclusionTest; /**< GL_HP_occlusion_test */