diff options
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 16 |
1 files changed, 7 insertions, 9 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index aee92aecbb..3c2143110c 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,10 +1,8 @@ -/* $Id: s_triangle.c,v 1.70 2003/03/25 02:23:48 brianp Exp $ */ - /* * Mesa 3-D graphics library * Version: 5.1 * - * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2003 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"), @@ -105,7 +103,7 @@ GLboolean _swrast_culltriangle( GLcontext *ctx, #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define SETUP_CODE \ - ASSERT(ctx->Texture._EnabledUnits == 0); \ + ASSERT(ctx->Texture._EnabledCoordUnits == 0);\ ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ span.interpMask |= SPAN_RGBA; \ span.red = ChanToFixed(v2->color[0]); \ @@ -133,7 +131,7 @@ GLboolean _swrast_culltriangle( GLcontext *ctx, #define SETUP_CODE \ { \ /* texturing must be off */ \ - ASSERT(ctx->Texture._EnabledUnits == 0); \ + ASSERT(ctx->Texture._EnabledCoordUnits == 0); \ ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ } #define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span); @@ -1053,7 +1051,7 @@ _swrast_choose_triangle( GLcontext *ctx ) } } - if (ctx->Texture._EnabledUnits) { + if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram.Enabled) { /* Ugh, we do a _lot_ of tests to pick the best textured tri func */ const struct gl_texture_object *texObj2D; const struct gl_texture_image *texImg; @@ -1067,7 +1065,7 @@ _swrast_choose_triangle( GLcontext *ctx ) envMode = ctx->Texture.Unit[0].EnvMode; /* First see if we can use an optimized 2-D texture function */ - if (ctx->Texture._EnabledUnits == 1 + if (ctx->Texture._EnabledCoordUnits == 1 && !ctx->FragmentProgram.Enabled && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT && texObj2D->WrapS==GL_REPEAT @@ -1112,7 +1110,7 @@ _swrast_choose_triangle( GLcontext *ctx ) } else { /* general case textured triangles */ - if (ctx->Texture._EnabledUnits > 1) { + if (ctx->Texture._EnabledCoordUnits > 1) { USE(multitextured_triangle); } else { @@ -1121,7 +1119,7 @@ _swrast_choose_triangle( GLcontext *ctx ) } } else { - ASSERT(!ctx->Texture._EnabledUnits); + ASSERT(!ctx->Texture._EnabledCoordUnits); if (ctx->Light.ShadeModel==GL_SMOOTH) { /* smooth shaded, no texturing, stippled or some raster ops */ if (rgbmode) { |