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authorBrian <[email protected]>2007-06-08 15:02:05 -0600
committerBrian <[email protected]>2007-06-11 11:03:08 -0600
commitc56588407c01760978f524b42abceb677fbaa8f1 (patch)
tree35cbbf650a43c4b4986295f2b895cbe5f62d1a5e
parentb96dbd2a3e3b26c45096c73896fa6b109bf8229a (diff)
remove dead code
-rw-r--r--src/mesa/main/depth.c34
1 files changed, 4 insertions, 30 deletions
diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c
index f5511ce2fbf..91c036ef968 100644
--- a/src/mesa/main/depth.c
+++ b/src/mesa/main/depth.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 7.1
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -28,7 +28,6 @@
#include "context.h"
#include "depth.h"
#include "enums.h"
-#include "hash.h"
#include "macros.h"
#include "mtypes.h"
@@ -153,36 +152,11 @@ _mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
/**
* Initialize the depth buffer attribute group in the given context.
*/
-void _mesa_init_depth( GLcontext * ctx )
+void
+_mesa_init_depth(GLcontext *ctx)
{
- /* Depth buffer group */
ctx->Depth.Test = GL_FALSE;
ctx->Depth.Clear = 1.0;
ctx->Depth.Func = GL_LESS;
ctx->Depth.Mask = GL_TRUE;
-
- /* XXX this is now per-framebuffer state */
-#if 00
- /* Z buffer stuff */
- if (ctx->Visual.depthBits == 0) {
- /* Special case. Even if we don't have a depth buffer we need
- * good values for DepthMax for Z vertex transformation purposes
- * and for per-fragment fog computation.
- */
- ctx->DepthMax = (1 << 16) - 1;
- ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
- }
- else if (ctx->Visual.depthBits < 32) {
- ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
- ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
- }
- else {
- /* Special case since shift values greater than or equal to the
- * number of bits in the left hand expression's type are undefined.
- */
- ctx->DepthMax = 0xffffffff;
- ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
- }
- ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
-#endif
}