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authorBrian <brian.paul@tungstengraphics.com>2007-08-20 18:24:02 -0600
committerBrian <brian.paul@tungstengraphics.com>2007-08-20 18:24:02 -0600
commitd054331c4788b0a5f13f4d7a9b497d274d267acb (patch)
tree06e26253b9978145ee21bb425a5d6af78f258586 /src/mesa/pipe
parentc1fbd72adcbe1aa3a627e8f9a7a0803740c0a008 (diff)
Update glClear and glDrawPixels code.
Since they're implemented by drawing quadrilaterals (and go through vertex transformation and viewport mapping) we don't have to invert Y coords.
Diffstat (limited to 'src/mesa/pipe')
-rw-r--r--src/mesa/pipe/draw/draw_arrays.c5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/mesa/pipe/draw/draw_arrays.c b/src/mesa/pipe/draw/draw_arrays.c
index 17ed255f85..34a031ddf0 100644
--- a/src/mesa/pipe/draw/draw_arrays.c
+++ b/src/mesa/pipe/draw/draw_arrays.c
@@ -248,10 +248,11 @@ run_vertex_program(struct draw_context *draw,
vOut[j]->data[0][2] = z * scale[2] + trans[2];
vOut[j]->data[0][3] = w;
#if 0
- printf("wincoord: %f %f %f\n",
+ printf("wincoord: %f %f %f %f\n",
vOut[j]->data[0][0],
vOut[j]->data[0][1],
- vOut[j]->data[0][2]);
+ vOut[j]->data[0][2],
+ vOut[j]->data[0][3]);
#endif
/* remaining attributes: */