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authorBrian <[email protected]>2007-10-15 15:05:39 -0600
committerBrian <[email protected]>2007-10-15 15:05:39 -0600
commitb4deb73fabf8aa545ba6ac25ca08f5d05ede2178 (patch)
treea1bb99697b3b13ce5ff55385e3fb96d7147f0f15 /src/mesa/tnl
parent0585b4e746f35efbc8577311eab6679951217ac3 (diff)
remove feedback hack
Diffstat (limited to 'src/mesa/tnl')
-rw-r--r--src/mesa/tnl/t_vp_build.c7
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);