diff options
author | Brian Paul <brian.paul@tungstengraphics.com> | 2006-07-20 04:16:26 +0000 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2006-07-20 04:16:26 +0000 |
commit | a1a6ac4af4ba5b1da7c768d892b84cb1204c4c7f (patch) | |
tree | 18fced2177ddbc2de0234101c4164df66e1835b5 /src/mesa/tnl_dd/t_dd_dmatmp2.h | |
parent | 4e2de9531e4869edf12536c2cb37d3145ee4065c (diff) |
Instead of testing ctx->_TriangleCaps for flat/smooth shading, just use ctx->Light.ShadeModel
Diffstat (limited to 'src/mesa/tnl_dd/t_dd_dmatmp2.h')
-rw-r--r-- | src/mesa/tnl_dd/t_dd_dmatmp2.h | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/src/mesa/tnl_dd/t_dd_dmatmp2.h b/src/mesa/tnl_dd/t_dd_dmatmp2.h index b762221b1a..2380c49fdf 100644 --- a/src/mesa/tnl_dd/t_dd_dmatmp2.h +++ b/src/mesa/tnl_dd/t_dd_dmatmp2.h @@ -1,9 +1,8 @@ - /* * Mesa 3-D graphics library - * Version: 4.0.3 + * Version: 6.5.1 * - * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -27,7 +26,9 @@ */ -/* Template for render stages which build and emit vertices directly +/** + * \file t_dd_dmatmp2.h + * Template for render stages which build and emit vertices directly * to fixed-size dma buffers. Useful for rendering strips and other * native primitives where clipping and per-vertex tweaks such as * those in t_dd_tritmp.h are not required. @@ -422,7 +423,7 @@ static void TAG(render_quad_strip_verts)( GLcontext *ctx, if (HAVE_QUAD_STRIPS) { EMIT_PRIM( ctx, GL_QUAD_STRIP, HW_QUAD_STRIP, start, count ); } - else if (ctx->_TriangleCaps & DD_FLATSHADE) { + else if (ctx->Light.ShadeModel == GL_FLAT) { LOCAL_VARS; int dmasz = GET_MAX_HW_ELTS(); GLuint j, nr; @@ -810,7 +811,7 @@ static void TAG(render_quad_strip_elts)( GLcontext *ctx, dmasz -= dmasz & 1; count -= (count-start) & 1; - if (ctx->_TriangleCaps & DD_FLATSHADE) { + if (ctx->Light.ShadeModel == GL_FLAT) { ELT_INIT( GL_TRIANGLES, HW_TRIANGLES ); dmasz = dmasz/6*2; |