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-rw-r--r--src/mesa/swrast/s_span.c2
-rw-r--r--src/mesa/swrast/s_tritemp.h15
2 files changed, 10 insertions, 7 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index a9f6684a72b..50463f4c61a 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -321,7 +321,7 @@ _swrast_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
}
else {
/* Deep Z buffer, no fixed->int shift */
- GLfixed zval = span->z;
+ GLuint zval = span->z;
GLdepth *z = span->array->z;
for (i = 0; i < n; i++) {
z[i] = zval;
diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h
index fe19a3363f9..d32a86bb88f 100644
--- a/src/mesa/swrast/s_tritemp.h
+++ b/src/mesa/swrast/s_tritemp.h
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 6.5
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -693,7 +693,8 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
DEPTH_TYPE *zRow = NULL;
GLint dZRowOuter = 0, dZRowInner; /* offset in bytes */
# endif
- GLfixed zLeft = 0, fdzOuter = 0, fdzInner;
+ GLuint zLeft = 0;
+ GLfixed fdzOuter = 0, fdzInner;
#endif
#ifdef INTERP_W
GLfloat wLeft = 0, dwOuter = 0, dwInner;
@@ -841,7 +842,8 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat z0 = vLower->win[2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
- GLfloat tmp = (z0 * FIXED_SCALE + span.dzdx * adjx + span.dzdy * adjy) + FIXED_HALF;
+ GLfloat tmp = (z0 * FIXED_SCALE + span.dzdx * adjx
+ + span.dzdy * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
zLeft = (GLfixed) tmp;
else
@@ -849,8 +851,9 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
fdzOuter = SignedFloatToFixed(span.dzdy + dxOuter * span.dzdx);
}
else {
- /* interpolate depth values exactly */
- zLeft = (GLint) (z0 + span.dzdx * FixedToFloat(adjx) + span.dzdy * FixedToFloat(adjy));
+ /* interpolate depth values w/out scaling */
+ zLeft = (GLuint) (z0 + span.dzdx * FixedToFloat(adjx)
+ + span.dzdy * FixedToFloat(adjy));
fdzOuter = (GLint) (span.dzdy + dxOuter * span.dzdx);
}
# ifdef DEPTH_TYPE