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make sure Q has a good value before drawing a sample
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parent
c2bffec91a
commit
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1 changed files with 5 additions and 5 deletions
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@ -315,10 +315,6 @@ static void drawSample( int x, int y, int w, int h,
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glEnd();
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break;
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case 1:
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/* why doesn't this case work with software mesa? The S/T tex coords
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should turn out as 0 and 1 if dot product of vertex coordinates with
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ObjPlaneS3/T3 is calculated, and Q coord should be default value (1.0), no?
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Submitting one dummy tex coordinate fixes this? */
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glTranslatef( -0.8, -0.8, 0.0 );
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glScalef( 1.6, 1.6, 1.0 );
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glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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@ -333,8 +329,11 @@ static void drawSample( int x, int y, int w, int h,
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glEnable( GL_TEXTURE_GEN_S );
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glEnable( GL_TEXTURE_GEN_T );
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/* Issue a texcoord here to be sure Q isn't left over from a
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* previous sample.
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*/
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glTexCoord1f( 0.0 );
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glBegin( GL_QUADS );
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/* glTexCoord1f( 0.0 );*/
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glVertex2f( 0.0, 0.0 );
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glVertex2f( 1.0, 0.0 );
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glVertex2f( 1.0, 1.0 );
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@ -407,6 +406,7 @@ static void drawSample( int x, int y, int w, int h,
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glEnable( GL_TEXTURE_GEN_T );
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glEnable( GL_TEXTURE_GEN_R );
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glTexCoord1f( 0.0 ); /* to make sure Q is 1.0 */
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glBegin( GL_QUADS );
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glVertex3f( 0.0, 0.0, 0.5 );
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glVertex3f( 1.0, 0.0, 0.5 );
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