Fixed two small problems in the vertex setup.

- make sure that vertex setup is initialized
 - Savage seems to need the W coordinate for smooth shading
This commit is contained in:
Felix Kuehling 2004-03-07 01:36:50 +00:00
parent 2c8dacea5f
commit 2cd815b660
2 changed files with 11 additions and 3 deletions

View file

@ -408,6 +408,11 @@ savageCreateContext( const __GLcontextModes *mesaVis,
imesa->depth_scale = (imesa->savageScreen->zpp == 2) ?
(1.0F/0x10000):(1.0F/0x1000000);
/* Uninitialized vertex format. Force setting the vertex state in
* savageRenderStart.
*/
imesa->vertex_size = 0;
/* Utah stuff
*/
imesa->new_state = ~0;

View file

@ -760,7 +760,7 @@ static void savageRenderStart( GLcontext *ctx )
/* EMIT_ATTR's must be in order as they tell t_vertex.c how to
* build up a hardware vertex.
*/
if (index & _TNL_BITS_TEX_ANY) {
if ((index & _TNL_BITS_TEX_ANY) || !(ctx->_TriangleCaps & DD_FLATSHADE)) {
EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, SAVAGE_HW_NO_W );
}
else {
@ -797,9 +797,12 @@ static void savageRenderStart( GLcontext *ctx )
}
/* Only need to change the vertex emit code if there has been a
* statechange to a new hardware vertex format:
* statechange to a new hardware vertex format and also when the
* vertex format is set for the first time. This is indicated by
* imesa->vertex_size == 0.
*/
if (drawCmd != (imesa->DrawPrimitiveCmd & SAVAGE_HW_SKIPFLAGS)) {
if (drawCmd != (imesa->DrawPrimitiveCmd & SAVAGE_HW_SKIPFLAGS) ||
imesa->vertex_size == 0) {
imesa->vertex_size =
_tnl_install_attrs( ctx,
imesa->vertex_attrs,