diff options
-rw-r--r-- | src/mesa/tnl_dd/t_dd_dmatmp.h | 14 |
1 files changed, 4 insertions, 10 deletions
diff --git a/src/mesa/tnl_dd/t_dd_dmatmp.h b/src/mesa/tnl_dd/t_dd_dmatmp.h index bfdae5a428a..563875cd75c 100644 --- a/src/mesa/tnl_dd/t_dd_dmatmp.h +++ b/src/mesa/tnl_dd/t_dd_dmatmp.h @@ -39,7 +39,7 @@ * tristrips, lineloops to linestrips), or to indexed vertices. */ -#if !defined(HAVE_TRIANGLES) || !HAVE_LINES || !HAVE_LINE_STRIPS +#if !HAVE_TRIANGLES || !HAVE_LINES || !HAVE_LINE_STRIPS #error "must have lines, line strips, and triangles to use render template" #endif @@ -552,7 +552,7 @@ static void TAG(render_quads_verts)(struct gl_context *ctx, RELEASE_ELT_VERTS(); } - else if (HAVE_TRIANGLES) { + else { /* Hardware doesn't have a quad primitive type -- try to * simulate it using triangle primitive. This is a win for * gears, but is it useful in the broader world? @@ -574,12 +574,6 @@ static void TAG(render_quads_verts)(struct gl_context *ctx, (void) tmp; } } - else { - /* Vertices won't fit in a single buffer, should never happen. - */ - fprintf(stderr, "%s - cannot draw primitive\n", __func__); - return; - } } static void TAG(render_noop)( struct gl_context *ctx, @@ -1081,7 +1075,7 @@ static GLboolean TAG(validate_render)( struct gl_context *ctx, ok = !ctx->Line.StippleFlag; break; case GL_TRIANGLES: - ok = HAVE_TRIANGLES; + ok = GL_TRUE; break; case GL_TRIANGLE_STRIP: ok = HAVE_TRI_STRIPS; @@ -1118,7 +1112,7 @@ static GLboolean TAG(validate_render)( struct gl_context *ctx, ok = (GLint) count < GET_SUBSEQUENT_VB_MAX_ELTS(); } else { - ok = HAVE_TRIANGLES; /* flatshading is ok. */ + ok = GL_TRUE; /* flatshading is ok. */ } break; default: |