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authorBrian Paul <brian.paul@tungstengraphics.com>2001-01-23 23:39:36 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2001-01-23 23:39:36 +0000
commitb6bcae5698df88f7730d40004ce7ce0462e97a20 (patch)
tree14c77826b5016293914eb529822e609792150964 /src/mesa/drivers/osmesa
parentab0c886a6c0dd38ac6168c2a239720a761e6578f (diff)
Replaced struct gl_visual with struct __GLcontextModesRec from glcore.h.
Replace "RGBAMode" with "rgbMode", etc. Other minor clean-ups.
Diffstat (limited to 'src/mesa/drivers/osmesa')
-rw-r--r--src/mesa/drivers/osmesa/osmesa.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/mesa/drivers/osmesa/osmesa.c b/src/mesa/drivers/osmesa/osmesa.c
index c1fd7c475d..a5c5859867 100644
--- a/src/mesa/drivers/osmesa/osmesa.c
+++ b/src/mesa/drivers/osmesa/osmesa.c
@@ -1,4 +1,4 @@
-/* $Id: osmesa.c,v 1.39 2001/01/16 21:16:56 brianp Exp $ */
+/* $Id: osmesa.c,v 1.40 2001/01/23 23:39:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -280,10 +280,10 @@ OSMesaCreateContextExt( GLenum format, GLint depthBits, GLint stencilBits,
_mesa_enable_sw_extensions(&(osmesa->gl_ctx));
osmesa->gl_buffer = _mesa_create_framebuffer( osmesa->gl_visual,
- osmesa->gl_visual->DepthBits > 0,
- osmesa->gl_visual->StencilBits > 0,
- osmesa->gl_visual->AccumRedBits > 0,
- osmesa->gl_visual->AlphaBits > 0 );
+ osmesa->gl_visual->depthBits > 0,
+ osmesa->gl_visual->stencilBits > 0,
+ osmesa->gl_visual->accumRedBits > 0,
+ osmesa->gl_visual->alphaBits > 0 );
if (!osmesa->gl_buffer) {
_mesa_destroy_visual( osmesa->gl_visual );
@@ -1420,7 +1420,7 @@ osmesa_choose_line_function( GLcontext *ctx )
if (swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
- && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS) {
+ && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS) {
switch(osmesa->format) {
case OSMESA_RGBA:
case OSMESA_BGRA:
@@ -1445,7 +1445,7 @@ osmesa_choose_line_function( GLcontext *ctx )
if (swrast->_RasterMask==(DEPTH_BIT|BLEND_BIT)
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
- && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
+ && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Color.BlendSrcRGB==GL_SRC_ALPHA
&& ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendSrcA==GL_SRC_ALPHA
@@ -1464,7 +1464,7 @@ osmesa_choose_line_function( GLcontext *ctx )
if (swrast->_RasterMask==(DEPTH_BIT|BLEND_BIT)
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_FALSE
- && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
+ && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Color.BlendSrcRGB==GL_SRC_ALPHA
&& ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA
&& ctx->Color.BlendSrcA==GL_SRC_ALPHA
@@ -1611,7 +1611,7 @@ osmesa_choose_triangle_function( GLcontext *ctx )
if (swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
- && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
+ && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& osmesa->format!=OSMESA_COLOR_INDEX) {
if (ctx->Light.ShadeModel==GL_SMOOTH) {
return smooth_rgba_z_triangle;