GLuint i;
switch (span->array->ChanType) {
+#if CHAN_BITS != 32
case GL_UNSIGNED_BYTE:
{
GLubyte (*spec)[4] = span->array->color.sz1.spec;
}
}
break;
+#endif
case GL_FLOAT:
{
GLfloat (*spec)[4] = span->array->color.sz4.spec;
/* Interpolate texcoords? */
if (ctx->Texture._EnabledCoordUnits && (span->interpMask & SPAN_TEXTURE)) {
interpolate_texcoords(ctx, span);
- ASSERT(span->arrayMask & SPAN_TEXTURE);
}
if (ctx->ShaderObjects._FragmentShaderPresent) {
if (span->interpMask & SPAN_FOG)
interpolate_fog(ctx, span);
+ /* XXX need this code below too? */
+
/* use float colors if running a fragment program or shader */
if (ctx->ShaderObjects._FragmentShaderPresent ||
ctx->FragmentProgram._Enabled ||