| @@ -1,4 +1,4 @@ | |||
| /* $Id: s_triangle.c,v 1.5 2000/11/19 23:10:26 brianp Exp $ */ | |||
| /* $Id: s_triangle.c,v 1.6 2000/11/21 23:09:18 brianp Exp $ */ | |||
| /* | |||
| * Mesa 3-D graphics library | |||
| @@ -74,7 +74,6 @@ static void flat_ci_triangle( GLcontext *ctx, | |||
| const SWvertex *v2 ) | |||
| { | |||
| #define INTERP_Z 1 | |||
| #define SETUP_CODE | |||
| #define INNER_LOOP( LEFT, RIGHT, Y ) \ | |||
| { \ | |||
| @@ -147,8 +146,6 @@ static void flat_rgba_triangle( GLcontext *ctx, | |||
| #define INTERP_Z 1 | |||
| #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE | |||
| #define SETUP_CODE | |||
| #define INNER_LOOP( LEFT, RIGHT, Y ) \ | |||
| { \ | |||
| const GLint n = RIGHT-LEFT; \ | |||
| @@ -1615,10 +1612,10 @@ static void general_textured_triangle( GLcontext *ctx, | |||
| GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ | |||
| GLint r, g, b, a; \ | |||
| if (flat_shade) { \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| } | |||
| #define INNER_LOOP( LEFT, RIGHT, Y ) \ | |||
| { \ | |||
| @@ -1710,13 +1707,13 @@ static void general_textured_spec_triangle1( GLcontext *ctx, | |||
| GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ | |||
| GLint r, g, b, a, sr, sg, sb; \ | |||
| if (flat_shade) { \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| sr = v0->specular[0]; \ | |||
| sg = v0->specular[1]; \ | |||
| sb = v0->specular[2]; \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| sr = v0->specular[0]; \ | |||
| sg = v0->specular[1]; \ | |||
| sb = v0->specular[2]; \ | |||
| } | |||
| #define INNER_LOOP( LEFT, RIGHT, Y ) \ | |||
| { \ | |||
| @@ -1839,10 +1836,10 @@ static void lambda_textured_triangle1( GLcontext *ctx, | |||
| const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ | |||
| GLint r, g, b, a; \ | |||
| if (flat_shade) { \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| } | |||
| #define INNER_LOOP( LEFT, RIGHT, Y ) \ | |||
| @@ -1944,13 +1941,13 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx, | |||
| const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \ | |||
| GLint r, g, b, a, sr, sg, sb; \ | |||
| if (flat_shade) { \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| sr = v0->specular[0]; \ | |||
| sg = v0->specular[1]; \ | |||
| sb = v0->specular[2]; \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| sr = v0->specular[0]; \ | |||
| sg = v0->specular[1]; \ | |||
| sb = v0->specular[2]; \ | |||
| } | |||
| #define INNER_LOOP( LEFT, RIGHT, Y ) \ | |||
| @@ -2057,10 +2054,10 @@ lambda_multitextured_triangle1( GLcontext *ctx, | |||
| GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \ | |||
| GLint r, g, b, a; \ | |||
| if (flat_shade) { \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| r = v0->color[0]; \ | |||
| g = v0->color[1]; \ | |||
| b = v0->color[2]; \ | |||
| a = v0->color[3]; \ | |||
| } \ | |||
| { \ | |||
| GLuint unit; \ | |||