Age | Commit message (Collapse) | Author |
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It's OK to use _TexEnvProgram regardless of the texture state, but if fog
is also enabled, the fragment program is lacking the actual fog computation
so fogging doesn't appear.
Fixing this might involve a new _MaintainFogProgram field and related code.
For now, just disable the _TexEnvProgram and let swrast handle everything.
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problem)
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a goto
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state validation/update.
Note that we're still temporarily skipping the test for an active fragment
program. Need to fix shadow2D() ...
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This fixes the depth-peel regression reported by Brad King.
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an app issue, not a mesa bug.
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The ARB_fp (and other assembly-level fragment program specs) say that the
depth comparison function is always GL_NONE in fragment program mode.
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Explicitly store the modelview matrix and projection matrix used when the
shadow map is created. These matrices only need be updated when
RenderShadowMap is called. Previously, slightly different code was used to
draw and project the shadow map.
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According to the comment you do not need to setup INPUT_CNTL when using vertex
buffers. However, not doing so results in a lockup.
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The previous approach could lead to crashes in FBO code that dereferences the
miptree struct pointer unconditionally.
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LINUX_VERSION_CODE shouldn't be used by userspace code, it can be defined empty
these days.
If anybody still cares about 2.2 kernels, they should reinstate this as a
proper runtime test.
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This was broken by the unification of the texture format table.
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The OpenGL specification also verifies the default point size should be 1.0.
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The OpenGL specification also verifies the default line width should be 1.0.
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