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authorBrian Paul <[email protected]>2001-01-05 21:28:31 +0000
committerBrian Paul <[email protected]>2001-01-05 21:28:31 +0000
commit8cbc573eae500aff6d121b2eef93fb00822622f1 (patch)
treeb37f54734b0e44221cbdd70fa3aa3d0c9c8a39d3 /src/mesa/swrast/s_span.c
parent2d7e25c9ffea6f8fb64d54c57bcd0ade5559bb35 (diff)
Fixed bug in MinMagThresh computation.
Renamed gl_texture_pixels() to _swrast_texture_fragments()
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index fc2a1d66331..062b4da348d 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1,4 +1,4 @@
-/* $Id: s_span.c,v 1.5 2000/12/12 00:27:51 brianp Exp $ */
+/* $Id: s_span.c,v 1.6 2001/01/05 21:28:31 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -818,7 +818,7 @@ void gl_write_texture_span( GLcontext *ctx,
/* Texturing without alpha is done after depth-testing which
gives a potential speed-up. */
ASSERT(ctx->Texture._ReallyEnabled);
- gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
+ _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda, rgba, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
@@ -851,7 +851,7 @@ void gl_write_texture_span( GLcontext *ctx,
/* Texture without alpha test */
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
- gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
+ _swrast_texture_fragments( ctx, 0, n, s, t, u, lambda, rgba, rgba );
}
/* Add base and specular colors */
@@ -965,7 +965,8 @@ gl_write_multitexture_span( GLcontext *ctx,
*/
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
- gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
+ _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i],
+ lambda[i], rgbaIn, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
@@ -999,8 +1000,8 @@ gl_write_multitexture_span( GLcontext *ctx,
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
- gl_texture_pixels( ctx, i, n, s[i], t[i], u[i],
- lambda[i], rgbaIn, rgba );
+ _swrast_texture_fragments( ctx, i, n, s[i], t[i], u[i],
+ lambda[i], rgbaIn, rgba );
}
/* Add base and specular colors */