minor clean-ups

This commit is contained in:
Brian Paul 2000-11-21 23:09:18 +00:00
parent baf3e77ee2
commit 5c0dccc896

View file

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