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path: root/src/mesa/swrast/s_triangle.c
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Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r--src/mesa/swrast/s_triangle.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index 93df57d77c..f270372345 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -892,7 +892,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_SPEC 1
-#define INTERP_MULTITEX 1
+#define INTERP_MULTITEX 1
#define INTERP_VARYING 1
#define RENDER_SPAN( span ) _swrast_write_rgba_span(ctx, &span);
#include "s_tritemp.h"
@@ -1072,7 +1072,7 @@ _swrast_choose_triangle( GLcontext *ctx )
}
}
- if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active ||
+ if (ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram._Active ||
ctx->ATIFragmentShader._Enabled || ctx->ShaderObjects._FragmentShaderPresent) {
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
const struct gl_texture_object *texObj2D;
@@ -1089,7 +1089,7 @@ _swrast_choose_triangle( GLcontext *ctx )
/* First see if we can use an optimized 2-D texture function */
if (ctx->Texture._EnabledCoordUnits == 0x1
&& !ctx->FragmentProgram._Active
- && !ctx->ATIFragmentShader._Enabled
+ && !ctx->ATIFragmentShader._Enabled
&& !ctx->ShaderObjects._FragmentShaderPresent
&& ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
&& texObj2D->WrapS == GL_REPEAT