diff options
author | Brian <[email protected]> | 2007-10-15 15:05:08 -0600 |
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committer | Brian <[email protected]> | 2007-10-15 15:05:08 -0600 |
commit | 0585b4e746f35efbc8577311eab6679951217ac3 (patch) | |
tree | 0e79d30190edc6e2f3ae45bf40c31e3954bda7bd /src/mesa/tnl/t_vp_build.c | |
parent | 65b1f6947f0d4d83a942478383d27ba84a02b20f (diff) |
Undo prev changes.
Diffstat (limited to 'src/mesa/tnl/t_vp_build.c')
-rw-r--r-- | src/mesa/tnl/t_vp_build.c | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c index b28102b1b91..a588b0d16b0 100644 --- a/src/mesa/tnl/t_vp_build.c +++ b/src/mesa/tnl/t_vp_build.c @@ -134,6 +134,13 @@ static struct state_key *make_state_key( GLcontext *ctx ) assert(fp); key->fragprog_inputs_read = fp->Base.InputsRead; + if (ctx->RenderMode == GL_FEEDBACK) { + /* This is a bit of a hack, but you can imagine feedback mode as using + * a special no-op fragment shader that just requires particular + * inputs (inputs which satisfy feedback mode). + */ + key->fragprog_inputs_read |= FRAG_BIT_COL0 | FRAG_BIT_TEX0; + } key->separate_specular = (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR); |