diff options
author | Brian <[email protected]> | 2007-01-06 12:55:17 -0700 |
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committer | Brian <[email protected]> | 2007-01-06 12:55:17 -0700 |
commit | 113b0a7f2e83f02ae9da6977ff416df5cf9671de (patch) | |
tree | 9885b08054bba638a08dfb053d7fcc2fb305f534 /src/mesa/swrast/s_linetemp.h | |
parent | b530d96216f8a01e2dd4100941f6b1aa4d9dfbcd (diff) |
Use GLuint instead of GLint to store intermediate Z values. Fixes problems when using 32-bit Z buffer.
Diffstat (limited to 'src/mesa/swrast/s_linetemp.h')
-rw-r--r-- | src/mesa/swrast/s_linetemp.h | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/src/mesa/swrast/s_linetemp.h b/src/mesa/swrast/s_linetemp.h index f5b2d95653f..8b3918511d1 100644 --- a/src/mesa/swrast/s_linetemp.h +++ b/src/mesa/swrast/s_linetemp.h @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 6.5 + * Version: 6.5.3 * - * 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"), @@ -80,14 +80,15 @@ NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 ) GLint numPixels; GLint xstep, ystep; #if defined(DEPTH_TYPE) - const GLint depthBits = ctx->Visual.depthBits; + const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; struct gl_renderbuffer *zrb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; #define FixedToDepth(F) ((F) >> fixedToDepthShift) GLint zPtrXstep, zPtrYstep; DEPTH_TYPE *zPtr; #elif defined(INTERP_Z) - const GLint depthBits = ctx->Visual.depthBits; + const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; +/*ctx->Visual.depthBits;*/ #endif #ifdef PIXEL_ADDRESS PIXEL_TYPE *pixelPtr; @@ -268,7 +269,7 @@ NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 ) } else { /* don't use fixed point */ - span.z = (GLint) vert0->win[2]; + span.z = (GLuint) vert0->win[2]; span.zStep = (GLint) ((vert1->win[2] - vert0->win[2]) / numPixels); } } |