Просмотр исходного кода

Adjust Driver.PointsFunc()'s last parameter by +1 for consistancy (AlanH).

Adjust calling parameters and rendering for-loops accordingly.
tags/mesa_3_4_1
Brian Paul 25 лет назад
Родитель
Сommit
17a68017c0
2 измененных файлов: 19 добавлений и 19 удалений
  1. 2
    2
      src/mesa/main/feedback.c
  2. 17
    17
      src/mesa/main/points.c

+ 2
- 2
src/mesa/main/feedback.c Просмотреть файл

@@ -1,4 +1,4 @@
/* $Id: feedback.c,v 1.10 2000/05/09 23:54:09 brianp Exp $ */
/* $Id: feedback.c,v 1.10.4.1 2000/11/08 16:41:17 brianp Exp $ */

/*
* Mesa 3-D graphics library
@@ -239,7 +239,7 @@ void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last )
const struct vertex_buffer *VB = ctx->VB;
GLuint i;

for (i=first;i<=last;i++) {
for (i=first;i<last;i++) {
if (VB->ClipMask[i]==0) {
FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
feedback_vertex( ctx, i, i );

+ 17
- 17
src/mesa/main/points.c Просмотреть файл

@@ -1,4 +1,4 @@
/* $Id: points.c,v 1.11.2.1 2000/08/16 17:25:40 brianp Exp $ */
/* $Id: points.c,v 1.11.2.2 2000/11/08 16:41:17 brianp Exp $ */

/*
* Mesa 3-D graphics library
@@ -161,7 +161,7 @@ size1_ci_points( GLcontext *ctx, GLuint first, GLuint last )
GLuint i;

win = &VB->Win.data[first][0];
for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
pbx[pbcount] = (GLint) win[0];
pby[pbcount] = (GLint) win[1];
@@ -187,7 +187,7 @@ size1_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
struct pixel_buffer *PB = ctx->PB;
GLuint i;

for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
GLint x, y, z;
GLint red, green, blue, alpha;
@@ -221,7 +221,7 @@ general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
GLint radius = isize >> 1;
GLuint i;

for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
@@ -270,7 +270,7 @@ general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
GLint radius = isize >> 1;
GLuint i;

for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
@@ -323,7 +323,7 @@ textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
struct pixel_buffer *PB = ctx->PB;
GLuint i;

for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
GLint ix, iy, radius;
@@ -410,7 +410,7 @@ multitextured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
struct pixel_buffer *PB = ctx->PB;
GLuint i;

for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
@@ -551,7 +551,7 @@ antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
GLuint i;

if (ctx->Texture.ReallyEnabled) {
for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
GLint x, y;
GLint red, green, blue, alpha;
@@ -667,7 +667,7 @@ antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
}
else {
/* Not texture mapped */
for (i=first;i<=last;i++) {
for (i=first;i<last;i++) {
if (VB->ClipMask[i]==0) {
GLint xmin, ymin, xmax, ymax;
GLint x, y, z;
@@ -738,7 +738,7 @@ dist3(GLfloat *out, GLuint first, GLuint last,
const GLfloat *p = VEC_ELT(v, GLfloat, first);
GLuint i;

for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
for (i = first ; i < last ; i++, STRIDE_F(p, stride) ) {
GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]+p[2]*p[2]);
out[i] = 1.0F / (ctx->Point.Params[0] +
dist * (ctx->Point.Params[1] +
@@ -755,7 +755,7 @@ dist2(GLfloat *out, GLuint first, GLuint last,
const GLfloat *p = VEC_ELT(v, GLfloat, first);
GLuint i;

for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
for (i = first ; i < last ; i++, STRIDE_F(p, stride) ) {
GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]);
out[i] = 1.0F / (ctx->Point.Params[0] +
dist * (ctx->Point.Params[1] +
@@ -795,7 +795,7 @@ clip_dist(GLfloat *out, GLuint first, GLuint last,
const GLfloat *from = (GLfloat *)clip_vec->start;
const GLuint stride = clip_vec->stride;

for (i = first ; i <= last ; i++ )
for (i = first ; i < last ; i++ )
{
GLfloat dist = win[i][2];
out[i] = 1/(ctx->Point.Params[0]+
@@ -824,7 +824,7 @@ dist_atten_general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
else
clip_dist( dist, first, last, ctx, VB->ClipPtr );

for (i=first;i<=last;i++) {
for (i=first;i<last;i++) {
if (VB->ClipMask[i]==0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
@@ -886,7 +886,7 @@ dist_atten_general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
else
clip_dist( dist, first, last, ctx, VB->ClipPtr );

for (i=first;i<=last;i++) {
for (i=first;i<last;i++) {
if (VB->ClipMask[i]==0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
@@ -956,7 +956,7 @@ dist_atten_textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
else
clip_dist( dist, first, last, ctx, VB->ClipPtr );

for (i=first;i<=last;i++) {
for (i=first;i<last;i++) {
if (VB->ClipMask[i]==0) {
GLint x0, x1, y0, y1;
GLint ix, iy;
@@ -1104,7 +1104,7 @@ dist_atten_antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
clip_dist( dist, first, last, ctx, VB->ClipPtr );

if (ctx->Texture.ReallyEnabled) {
for (i=first;i<=last;i++) {
for (i=first;i<last;i++) {
if (VB->ClipMask[i]==0) {
GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
GLint xmin, ymin, xmax, ymax;
@@ -1232,7 +1232,7 @@ dist_atten_antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
}
else {
/* Not texture mapped */
for (i = first; i <= last; i++) {
for (i = first; i < last; i++) {
if (VB->ClipMask[i] == 0) {
GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
GLint xmin, ymin, xmax, ymax;

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