diff options
author | Keith Whitwell <keith@tungstengraphics.com> | 2000-11-13 20:02:56 +0000 |
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committer | Keith Whitwell <keith@tungstengraphics.com> | 2000-11-13 20:02:56 +0000 |
commit | 1e1aac034c986a08248861363c0baa27dc2ae2d5 (patch) | |
tree | d6aa2dd575eae913007d089928d765be8c867126 /src/mesa/swrast/s_depth.c | |
parent | 6b8ae62d6b6a3b06c51628123fc30634cacf9c7c (diff) |
Cleanup of derived state calculation prior to seperating software T&L
into a new directory. Specifically the handling of changes to lighting
lighting space (light in model vs. light in eye) have been revamped.
Moved several derived values used only by swrast into that directory.
Removed direct calls to swrast_flush() from vbrender.c -- pushed into
ctx->Driver.RenderFinish.
Optimized flat-shading case in swrast_setup.
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r-- | src/mesa/swrast/s_depth.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c index 3186f8ea27..1199f67dd8 100644 --- a/src/mesa/swrast/s_depth.c +++ b/src/mesa/swrast/s_depth.c @@ -1,4 +1,4 @@ -/* $Id: s_depth.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */ +/* $Id: s_depth.c,v 1.3 2000/11/13 20:02:57 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -1538,10 +1538,10 @@ _mesa_clear_depth_buffer( GLcontext *ctx ) /* only clear scissor region */ if (ctx->Visual.DepthBits <= 16) { const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual.DepthMax); - const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin; + const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; const GLint width = ctx->DrawBuffer->Width; GLushort *dRow = (GLushort *) ctx->DrawBuffer->DepthBuffer - + ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin; + + ctx->DrawBuffer->_Ymin * width + ctx->DrawBuffer->_Xmin; GLint i, j; for (i = 0; i < rows; i++) { for (j = 0; j < width; j++) { @@ -1552,10 +1552,10 @@ _mesa_clear_depth_buffer( GLcontext *ctx ) } else { const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual.DepthMax); - const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin; + const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; const GLint width = ctx->DrawBuffer->Width; GLuint *dRow = (GLuint *) ctx->DrawBuffer->DepthBuffer - + ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin; + + ctx->DrawBuffer->_Ymin * width + ctx->DrawBuffer->_Xmin; GLint i, j; for (i = 0; i < rows; i++) { for (j = 0; j < width; j++) { |