GLuint vertex_attr_count;
/* Color and depth renderbuffers */
- nouveau_renderbuffer_t *color_buffer[2];
+ nouveau_renderbuffer_t *color_buffer;
nouveau_renderbuffer_t *depth_buffer;
/* Color buffer clear value */
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- if (mask & (BUFFER_BIT_FRONT_LEFT)) {
- nv10ClearBuffer(ctx, nmesa->color_buffer[0],
- nmesa->clear_color_value, 0xffffffff);
- }
- if (mask & (BUFFER_BIT_BACK_LEFT)) {
- nv10ClearBuffer(ctx, nmesa->color_buffer[1],
+ if (mask & (BUFFER_BIT_FRONT_LEFT|BUFFER_BIT_BACK_LEFT)) {
+ nv10ClearBuffer(ctx, nmesa->color_buffer,
nmesa->clear_color_value, 0xffffffff);
}
/* FIXME: check depth bits */
GLuint pitch, format, depth_pitch;
/* Store buffer pointers in context */
- nmesa->color_buffer[0] = color[0];
- nmesa->color_buffer[1] = color[1];
+ nmesa->color_buffer = color[0];
nmesa->depth_buffer = depth;
w = color[0]->mesa.Width;