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authorBrian Paul <[email protected]>2003-03-28 01:39:04 +0000
committerBrian Paul <[email protected]>2003-03-28 01:39:04 +0000
commit8856cece54df5183853aaebc1af8c60436d699c0 (patch)
treeb16b4b056ae4ab6110edd8f5ebd76b6a096df9ea /src/mesa/tnl/t_context.h
parent98fc9b36b641ab323da9826d2ea430b1441e9d96 (diff)
minor clean-ups, comments, etc
Diffstat (limited to 'src/mesa/tnl/t_context.h')
-rw-r--r--src/mesa/tnl/t_context.h17
1 files changed, 13 insertions, 4 deletions
diff --git a/src/mesa/tnl/t_context.h b/src/mesa/tnl/t_context.h
index 1647fec1287..d08da93abdb 100644
--- a/src/mesa/tnl/t_context.h
+++ b/src/mesa/tnl/t_context.h
@@ -1,4 +1,4 @@
-/* $Id: t_context.h,v 1.44 2003/01/14 04:55:47 brianp Exp $ */
+/* $Id: t_context.h,v 1.45 2003/03/28 01:39:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -143,9 +143,10 @@
/**
- * KW: Represents everything that can take place between a begin and
- * end, and can represent multiple begin/end pairs. Can be used to
- * losslessly encode this information in display lists.
+ * Stores everything that can take place between a glBegin and glEnd.
+ * Adjacent glBegin/glEnd pairs are stored back-to-back when there's no
+ * state changes between them.
+ * Used for immediate mode rendering and display lists.
*/
struct immediate
{
@@ -196,6 +197,9 @@ struct immediate
* of individual arrays as we did prior to Mesa 4.1.
*
* XXX may need to use 32-byte aligned allocation for this!!!
+ * XXX replace this with GLfloat *Attrib[VERT_ATTRIB_MAX] and allocate
+ * the attribute arrays as needed, so save memory. As is, we're using
+ * 256 bytes per vertex (16 attribs * 4 comps/attrib * 4 bytes/comp).
*/
GLfloat Attrib[VERT_ATTRIB_MAX][IMM_SIZE][4]; /* GL_NV_vertex_program */
@@ -219,6 +223,11 @@ struct vertex_arrays
GLvector4f TexCoord[MAX_TEXTURE_COORD_UNITS];
GLvector1ui Elt;
GLvector4f FogCoord;
+
+ /* These attributes don't alias with the conventional attributes.
+ * The GL_NV_vertex_program extension defines 16 extra sets of vertex
+ * arrays which have precedent over the conventional arrays when enabled.
+ */
GLvector4f Attribs[VERT_ATTRIB_MAX];
};