-/* $Id: s_drawpix.c,v 1.41 2002/12/05 04:48:53 brianp Exp $ */
+/* $Id: s_drawpix.c,v 1.42 2002/12/18 15:02:19 brianp Exp $ */
/*
* Mesa 3-D graphics library
/* setup array of fragment Z value to pass to zoom function */
GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * ctx->DepthMaxF);
GLint i;
- if (drawWidth < MAX_WIDTH)
- return GL_FALSE; /* take the general path solution */
+ if (drawWidth > MAX_WIDTH)
+ return GL_FALSE; /* fall back to general case path */
for (i=0; i<drawWidth; i++)
zSpan[i] = z;
-/* $Id: s_triangle.c,v 1.65 2002/11/13 16:51:01 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.66 2002/12/18 15:02:19 brianp Exp $ */
/*
* Mesa 3-D graphics library
magFilter = texObj2D ? texObj2D->MagFilter : (GLenum) 0;
envMode = ctx->Texture.Unit[0].EnvMode;
- /* First see if we can used an optimized 2-D texture function */
+ /* First see if we can use an optimized 2-D texture function */
if (ctx->Texture._EnabledUnits == 1
&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
&& texObj2D->WrapS==GL_REPEAT