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authorBrian Paul <brianp@vmware.com>2009-03-08 13:49:57 -0600
committerBrian Paul <brianp@vmware.com>2009-04-01 20:17:19 -0600
commitde2afd8688ceb45013d15be7c6e0995199b80e5a (patch)
treeb19eb2dc2565d385ad384a7a3f7e414b0cd464e3 /src/mesa/swrast/s_context.c
parentf8304bf1ed27dc87f52593a437785f2793344767 (diff)
swrast: do texture sampling/combining in floating point
The code's cleaner and a step toward supporting float-valued texture sampling. Some optimizations for common cases can be added and re-enabled...
Diffstat (limited to 'src/mesa/swrast/s_context.c')
-rw-r--r--src/mesa/swrast/s_context.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c
index 4dbccbb2d5..0257abc34a 100644
--- a/src/mesa/swrast/s_context.c
+++ b/src/mesa/swrast/s_context.c
@@ -820,8 +820,8 @@ _swrast_CreateContext( GLcontext *ctx )
swrast->PointSpan.facing = 0;
swrast->PointSpan.array = swrast->SpanArrays;
- swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureImageUnits *
- MAX_WIDTH * 4 * sizeof(GLchan));
+ swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
+ MAX_WIDTH * 4 * sizeof(GLfloat));
if (!swrast->TexelBuffer) {
FREE(swrast->SpanArrays);
FREE(swrast);