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authorBrian Paul <[email protected]>2004-12-16 17:33:36 +0000
committerBrian Paul <[email protected]>2004-12-16 17:33:36 +0000
commit8662c5d98febd8efaf5f8ee47d34c7fcfd597ce3 (patch)
treea79fb7f877a3ef982a6de8a6ac66b5fb277a0366
parent7771c92d3548cd0964f79af6b2c3e002b83935ab (diff)
fix typos in texcoord setup - fixes perspective correction bug
-rw-r--r--src/mesa/swrast/s_aalinetemp.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/swrast/s_aalinetemp.h b/src/mesa/swrast/s_aalinetemp.h
index e6ac69d1860..337a9606aca 100644
--- a/src/mesa/swrast/s_aalinetemp.h
+++ b/src/mesa/swrast/s_aalinetemp.h
@@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 6.3
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
@@ -209,11 +209,11 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
const GLfloat s0 = v0->texcoord[0][0] * invW0;
const GLfloat s1 = v1->texcoord[0][0] * invW1;
const GLfloat t0 = v0->texcoord[0][1] * invW0;
- const GLfloat t1 = v1->texcoord[0][1] * invW0;
+ const GLfloat t1 = v1->texcoord[0][1] * invW1;
const GLfloat r0 = v0->texcoord[0][2] * invW0;
- const GLfloat r1 = v1->texcoord[0][2] * invW0;
+ const GLfloat r1 = v1->texcoord[0][2] * invW1;
const GLfloat q0 = v0->texcoord[0][3] * invW0;
- const GLfloat q1 = v1->texcoord[0][3] * invW0;
+ const GLfloat q1 = v1->texcoord[0][3] * invW1;
line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]);
compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]);
@@ -235,11 +235,11 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
const GLfloat s0 = v0->texcoord[u][0] * invW0;
const GLfloat s1 = v1->texcoord[u][0] * invW1;
const GLfloat t0 = v0->texcoord[u][1] * invW0;
- const GLfloat t1 = v1->texcoord[u][1] * invW0;
+ const GLfloat t1 = v1->texcoord[u][1] * invW1;
const GLfloat r0 = v0->texcoord[u][2] * invW0;
- const GLfloat r1 = v1->texcoord[u][2] * invW0;
+ const GLfloat r1 = v1->texcoord[u][2] * invW1;
const GLfloat q0 = v0->texcoord[u][3] * invW0;
- const GLfloat q1 = v1->texcoord[u][3] * invW0;
+ const GLfloat q1 = v1->texcoord[u][3] * invW1;
compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[u]);
compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[u]);
compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[u]);