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Diffstat (limited to 'src/mesa/drivers/d3d/D3Dvbrender.c')
-rw-r--r--src/mesa/drivers/d3d/D3Dvbrender.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/drivers/d3d/D3Dvbrender.c b/src/mesa/drivers/d3d/D3Dvbrender.c
index 0ef32e26ce..852e6e56e7 100644
--- a/src/mesa/drivers/d3d/D3Dvbrender.c
+++ b/src/mesa/drivers/d3d/D3Dvbrender.c
@@ -428,7 +428,7 @@ static void RenderTriangleVB( GLcontext *ctx, GLuint start, GLuint end )
DPF(( DBG_FUNC, "RenderTriangleVB" ));
- if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask )
+ if ( !VB->ClipOrMask )
{
DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));
for( index = start, cVertex = 0; index < end; )
@@ -602,7 +602,7 @@ static void RenderTriangleFanVB( GLcontext *ctx, GLuint start, GLuint end )
DPF(( DBG_FUNC, "RenderTriangleFanVB();" ));
/* Special case that we can blast the fan without culling, offset, etc... */
- if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
+ if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
{
DPF(( DBG_PRIM_INFO, "DirectTriangles( %d )", (end-start) ));
@@ -760,7 +760,7 @@ static void RenderTriangleStripVB( GLcontext *ctx, GLuint start, GLuint end )
DPF(( DBG_FUNC, "RenderTriangleStripVB();" ));
/* Special case that we can blast the fan without culling, offset, etc... */
- if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
+ if ( !VB->ClipOrMask && (ctx->Light.ShadeModel != GL_FLAT) )
{
DPF(( DBG_PRIM_PROFILE, "DirectTriangles" ));
@@ -946,7 +946,7 @@ static void RenderQuadVB( GLcontext *ctx, GLuint start, GLuint end )
#define v3 (index+2)
#define v4 (index+3)
- if ( (!(ctx->IndirectTriangles & DD_SW_SETUP)) && !VB->ClipOrMask )
+ if ( !VB->ClipOrMask )
{
DPF(( DBG_PRIM_PROFILE, "DirectTriangles" ));
@@ -1511,7 +1511,7 @@ static void SetRenderStates( GLcontext *ctx )
/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
- if ( ctx->Texture.ReallyEnabled )
+ if ( ctx->Texture._ReallyEnabled )
{
switch( ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode )
{
@@ -1871,9 +1871,9 @@ static void DebugRenderStates( GLcontext *ctx, BOOL bForce )
/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
- if ( texture != ctx->Texture.ReallyEnabled )
+ if ( texture != ctx->Texture._ReallyEnabled )
{
- texture = ctx->Texture.ReallyEnabled;
+ texture = ctx->Texture._ReallyEnabled;
DPF(( 0, "\tTexture\t\t%s", (texture) ? "ENABLED" : "--------" ));
}