fdst[3] = LINTERP( t, fout[3], fin[3] );
}
+
static void copy_colors( struct draw_stage *stage,
struct vertex_header *dst,
const struct vertex_header *src )
header.v[2] = inlist[0]; /* keep in v[2] for flatshading */
if (i == n-1)
- header.flags |= edge_last;
+ header.flags |= edge_last;
if (0) {
const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader;
}
}
+
static INLINE float
dot4(const float *a, const float *b)
{
- return (a[0]*b[0] +
- a[1]*b[1] +
- a[2]*b[2] +
- a[3]*b[3]);
+ return (a[0] * b[0] +
+ a[1] * b[1] +
+ a[2] * b[2] +
+ a[3] * b[3]);
}
dp_prev = dp;
}
+ /* swap in/out lists */
{
struct vertex_header **tmp = inlist;
inlist = outlist;
copy_colors(stage, inlist[0], header->v[2]);
}
-
-
/* Emit the polygon as triangles to the setup stage:
*/
if (n >= 3)
}
}
+
/* Update state. Could further delay this until we hit the first
* primitive that really requires clipping.
*/