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fix float->int Z calculation in _mesa_span_default_z()
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parent
e307931314
commit
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1 changed files with 5 additions and 5 deletions
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@ -1,8 +1,8 @@
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/* $Id: s_span.c,v 1.51 2002/10/30 19:49:30 brianp Exp $ */
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/* $Id: s_span.c,v 1.52 2002/11/09 21:28:41 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 4.1
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* Version: 5.0
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*
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* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
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*
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@ -60,9 +60,9 @@ void
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_mesa_span_default_z( GLcontext *ctx, struct sw_span *span )
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{
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if (ctx->Visual.depthBits <= 16)
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span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax);
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span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
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else
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span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax);
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span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
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span->zStep = 0;
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span->interpMask |= SPAN_Z;
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}
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@ -267,7 +267,7 @@ _mesa_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
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if (ctx->Visual.depthBits <= 16) {
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GLfixed zval = span->z;
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GLdepth *z = span->array->z;
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for (i = 0; i < n; i++) {
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for (i = 0; i < n; i++) {
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z[i] = FixedToInt(zval);
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zval += span->zStep;
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}
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