diff options
author | Brian <[email protected]> | 2007-10-15 15:05:39 -0600 |
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committer | Brian <[email protected]> | 2007-10-15 15:05:39 -0600 |
commit | b4deb73fabf8aa545ba6ac25ca08f5d05ede2178 (patch) | |
tree | a1bb99697b3b13ce5ff55385e3fb96d7147f0f15 /src/mesa/tnl/t_vp_build.c | |
parent | 0585b4e746f35efbc8577311eab6679951217ac3 (diff) |
remove feedback hack
Diffstat (limited to 'src/mesa/tnl/t_vp_build.c')
-rw-r--r-- | src/mesa/tnl/t_vp_build.c | 7 |
1 files changed, 0 insertions, 7 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c index a588b0d16b0..b28102b1b91 100644 --- a/src/mesa/tnl/t_vp_build.c +++ b/src/mesa/tnl/t_vp_build.c @@ -134,13 +134,6 @@ 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); |