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minor clean-ups
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parent
baf3e77ee2
commit
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1 changed files with 27 additions and 30 deletions
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@ -1,4 +1,4 @@
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/* $Id: s_triangle.c,v 1.5 2000/11/19 23:10:26 brianp Exp $ */
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/* $Id: s_triangle.c,v 1.6 2000/11/21 23:09:18 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -74,7 +74,6 @@ static void flat_ci_triangle( GLcontext *ctx,
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const SWvertex *v2 )
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{
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#define INTERP_Z 1
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#define SETUP_CODE
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#define INNER_LOOP( LEFT, RIGHT, Y ) \
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{ \
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@ -147,8 +146,6 @@ static void flat_rgba_triangle( GLcontext *ctx,
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#define INTERP_Z 1
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#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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#define SETUP_CODE
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#define INNER_LOOP( LEFT, RIGHT, Y ) \
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{ \
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const GLint n = RIGHT-LEFT; \
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@ -1615,10 +1612,10 @@ static void general_textured_triangle( GLcontext *ctx,
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GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
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GLint r, g, b, a; \
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if (flat_shade) { \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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}
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#define INNER_LOOP( LEFT, RIGHT, Y ) \
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{ \
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@ -1710,13 +1707,13 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
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GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
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GLint r, g, b, a, sr, sg, sb; \
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if (flat_shade) { \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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sr = v0->specular[0]; \
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sg = v0->specular[1]; \
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sb = v0->specular[2]; \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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sr = v0->specular[0]; \
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sg = v0->specular[1]; \
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sb = v0->specular[2]; \
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}
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#define INNER_LOOP( LEFT, RIGHT, Y ) \
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{ \
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@ -1839,10 +1836,10 @@ static void lambda_textured_triangle1( GLcontext *ctx,
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const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
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GLint r, g, b, a; \
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if (flat_shade) { \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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}
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#define INNER_LOOP( LEFT, RIGHT, Y ) \
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@ -1944,13 +1941,13 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
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const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
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GLint r, g, b, a, sr, sg, sb; \
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if (flat_shade) { \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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sr = v0->specular[0]; \
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sg = v0->specular[1]; \
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sb = v0->specular[2]; \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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sr = v0->specular[0]; \
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sg = v0->specular[1]; \
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sb = v0->specular[2]; \
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}
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#define INNER_LOOP( LEFT, RIGHT, Y ) \
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@ -2057,10 +2054,10 @@ lambda_multitextured_triangle1( GLcontext *ctx,
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GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
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GLint r, g, b, a; \
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if (flat_shade) { \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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r = v0->color[0]; \
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g = v0->color[1]; \
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b = v0->color[2]; \
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a = v0->color[3]; \
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} \
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{ \
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GLuint unit; \
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