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st/mesa: fix comments, whitespace
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1 changed files with 4 additions and 3 deletions
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@ -33,7 +33,7 @@
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*
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*
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* We basically convert the VBO's vertex attribute/array information into
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* We basically convert the VBO's vertex attribute/array information into
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* Gallium vertex state, bind the vertex buffer objects and call
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* Gallium vertex state, bind the vertex buffer objects and call
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* pipe->draw_elements(), pipe->draw_range_elements() or pipe->draw_arrays().
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* pipe->draw_vbo().
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*
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*
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* Authors:
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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* Keith Whitwell <keith@tungstengraphics.com>
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@ -498,6 +498,7 @@ setup_index_buffer(struct gl_context *ctx,
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}
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}
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}
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}
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/**
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/**
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* Prior to drawing, check that any uniforms referenced by the
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* Prior to drawing, check that any uniforms referenced by the
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* current shader have been set. If a uniform has not been set,
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* current shader have been set. If a uniform has not been set,
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@ -544,8 +545,8 @@ translate_prim(const struct gl_context *ctx, unsigned prim)
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assert(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
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assert(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
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/* Avoid quadstrips if it's easy to do so:
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/* Avoid quadstrips if it's easy to do so:
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* Note: it's imporant to do the correct trimming if we change the prim type!
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* Note: it's important to do the correct trimming if we change the
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* We do that wherever this function is called.
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* prim type! We do that wherever this function is called.
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*/
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*/
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if (prim == GL_QUAD_STRIP &&
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if (prim == GL_QUAD_STRIP &&
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ctx->Light.ShadeModel != GL_FLAT &&
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ctx->Light.ShadeModel != GL_FLAT &&
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