added divide by zero checks

This commit is contained in:
Brian Paul 2001-02-07 18:44:55 +00:00
parent 5c55aa4e61
commit b4736f5e17

View file

@ -1,4 +1,4 @@
/* $Id: s_triangle.c,v 1.11 2001/02/06 21:42:49 brianp Exp $ */
/* $Id: s_triangle.c,v 1.12 2001/02/07 18:44:55 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -1618,7 +1618,7 @@ static void general_textured_triangle( GLcontext *ctx,
if (n>0) { \
if (flat_shade) { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
rgba[i][RCOMP] = r; \
@ -1638,7 +1638,7 @@ static void general_textured_triangle( GLcontext *ctx,
} \
else { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
rgba[i][RCOMP] = FixedToInt(ffr); \
rgba[i][GCOMP] = FixedToInt(ffg); \
@ -1713,7 +1713,7 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
if (n>0) { \
if (flat_shade) { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
rgba[i][RCOMP] = r; \
@ -1736,7 +1736,7 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
} \
else { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
rgba[i][RCOMP] = FixedToInt(ffr); \
@ -1844,7 +1844,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
if (n>0) { \
if (flat_shade) { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
rgba[i][RCOMP] = r; \
@ -1865,7 +1865,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
} \
else { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
rgba[i][RCOMP] = FixedToInt(ffr); \
@ -1952,7 +1952,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
if (n>0) { \
if (flat_shade) { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
rgba[i][RCOMP] = r; \
@ -1976,7 +1976,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
} \
else { \
for (i=0;i<n;i++) { \
GLdouble invQ = 1.0 / vv; \
GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
zspan[i] = FixedToDepth(ffz); \
fogspan[i] = fffog / 256; \
rgba[i][RCOMP] = FixedToInt(ffr); \