}
static GLboolean get_offset_flag( GLuint fill_mode,
- const struct gl_polygon_attrib *Polygon )
+ const struct gl_polygon_attrib *p )
{
switch (fill_mode) {
case PIPE_POLYGON_MODE_POINT:
- return Polygon->OffsetPoint;
+ return p->OffsetPoint;
case PIPE_POLYGON_MODE_LINE:
- return Polygon->OffsetLine;
+ return p->OffsetLine;
case PIPE_POLYGON_MODE_FILL:
- return Polygon->OffsetFill;
+ return p->OffsetFill;
default:
assert(0);
return 0;
}
}
- /* Hardware does offset for filled prims, but need to do it in
- * software for unfilled.
- *
- * _NEW_POLYGON
+ /* _NEW_POLYGON
*/
- if (setup.fill_cw != PIPE_POLYGON_MODE_FILL)
+ if (ctx->Polygon.OffsetUnits != 0.0 ||
+ ctx->Polygon.OffsetFactor != 0.0) {
setup.offset_cw = get_offset_flag( setup.fill_cw, &ctx->Polygon );
-
- if (setup.fill_ccw != PIPE_POLYGON_MODE_FILL)
setup.offset_ccw = get_offset_flag( setup.fill_ccw, &ctx->Polygon );
+ setup.offset_units = ctx->Polygon.OffsetUnits;
+ setup.offset_scale = ctx->Polygon.OffsetFactor;
+ }
if (ctx->Polygon.SmoothFlag)
setup.poly_smooth = 1;