Age | Commit message (Collapse) | Author |
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Completely removed the dirty texture object list. Set texObj->Complete
to GL_FALSE to indicate dirty.
Made point/line/triangle/quad SWvertex parameters const.
Minor code clean-ups.
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math: Provides basic matrix and vector functionality that
might be useful to multiple software t&l
implementations, and is used by core mesa to
manage the Model, Project, etc matrices.
tnl: The real transform & lighting code from core mesa,
including everything from glVertex3f through vertex
buffer handling, transformation, clipping, lighting
and handoff to a driver for rasterization.
The interfaces of these can be further tightened up, but the basic
splitting up of state and code move is done.
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Replaced ctx->Point.UserSize with ctx->Point.Size
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into a new directory. Specifically the handling of changes to lighting
lighting space (light in model vs. light in eye) have been revamped.
Moved several derived values used only by swrast into that directory.
Removed direct calls to swrast_flush() from vbrender.c -- pushed into
ctx->Driver.RenderFinish.
Optimized flat-shading case in swrast_setup.
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with tighter interfaces with the rest of the world.
Proper documentation to come.
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