* example by building a list that consists of one very long primitive
* (eg Begin(Triangles), 1000 vertices, End), and calling that list
* from inside a different begin/end object (Begin(Lines), CallList,
- * End).
+ * End).
*
* In that case the code will have to replay the list as individual
* commands through the Exec dispatch table, or fix up the copied
*
* The list compiler currently doesn't attempt to compile lists
* containing EvalCoord or EvalPoint commands. On encountering one of
- * these, compilation falls back to opcodes.
+ * these, compilation falls back to opcodes.
*
* This could be improved to fallback only when a mix of EvalCoord and
* Vertex commands are issued within a single primitive.
assert(save->buffer == save->buffer_ptr);
if (save->vertex_size)
- save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
- save->vertex_size);
+ save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
+ save->vertex_size;
else
save->max_vert = 0;
save->vert_count = 0;
save->prim_count = 0;
save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
- save->dangling_attr_ref = 0;
+ save->dangling_attr_ref = GL_FALSE;
}
/**
save->vertex_store->used += save->vertex_size * node->count;
save->prim_store->used += node->prim_count;
- /* Copy duplicated vertices
+ /* Copy duplicated vertices
*/
save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
/**
* Called only when buffers are wrapped as the result of filling the
- * vertex_store struct.
+ * vertex_store struct.
*/
static void
_save_wrap_filled_vertex(struct gl_context *ctx)
/* Do a COPY_TO_CURRENT to ensure back-copying works for the case
* when the attribute already exists in the vertex and is having
- * its size increased.
+ * its size increased.
*/
_save_copy_to_current(ctx);
* unfortunately, otherwise this primitive won't be handled
* properly:
*/
- save->dangling_attr_ref = 1;
+ save->dangling_attr_ref = GL_TRUE;
_save_compile_vertex_list(ctx);
}
GLint i = save->prim_count - 1;
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
save->prim[i].end = 0;
- save->prim[i].count = (save->vert_count - save->prim[i].start);
+ save->prim[i].count = save->vert_count - save->prim[i].start;
}
/* Make sure this vertex list gets replayed by the "loopback"
* mechanism:
*/
- save->dangling_attr_ref = 1;
+ save->dangling_attr_ref = GL_TRUE;
vbo_save_SaveFlushVertices(ctx);
/* Swap out this vertex format while outside begin/end. Any color,