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-rw-r--r--src/mesa/main/accum.c10
-rw-r--r--src/mesa/main/api_loopback.c176
-rw-r--r--src/mesa/main/attrib.c15
-rw-r--r--src/mesa/main/blend.c10
-rw-r--r--src/mesa/main/buffers.c6
-rw-r--r--src/mesa/main/light.h5
6 files changed, 116 insertions, 106 deletions
diff --git a/src/mesa/main/accum.c b/src/mesa/main/accum.c
index 85b856a20a3..d190508a615 100644
--- a/src/mesa/main/accum.c
+++ b/src/mesa/main/accum.c
@@ -1,4 +1,4 @@
-/* $Id: accum.c,v 1.37 2001/03/12 00:48:37 gareth Exp $ */
+/* $Id: accum.c,v 1.38 2001/09/14 21:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -47,10 +47,10 @@ _mesa_ClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- tmp[0] = CLAMP( red, -1.0, 1.0 );
- tmp[1] = CLAMP( green, -1.0, 1.0 );
- tmp[2] = CLAMP( blue, -1.0, 1.0 );
- tmp[3] = CLAMP( alpha, -1.0, 1.0 );
+ tmp[0] = CLAMP( red, -1.0F, 1.0F );
+ tmp[1] = CLAMP( green, -1.0F, 1.0F );
+ tmp[2] = CLAMP( blue, -1.0F, 1.0F );
+ tmp[3] = CLAMP( alpha, -1.0F, 1.0F );
if (TEST_EQ_4V(tmp, ctx->Accum.ClearColor))
return;
diff --git a/src/mesa/main/api_loopback.c b/src/mesa/main/api_loopback.c
index 3dabcc44234..bea893a208a 100644
--- a/src/mesa/main/api_loopback.c
+++ b/src/mesa/main/api_loopback.c
@@ -1,4 +1,4 @@
-/* $Id: api_loopback.c,v 1.8 2001/05/10 15:42:42 keithw Exp $ */
+/* $Id: api_loopback.c,v 1.9 2001/09/14 21:37:52 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -83,9 +83,9 @@ static void
loopback_Color3d( GLdouble red, GLdouble green, GLdouble blue )
{
GLubyte col[4];
- GLfloat r = red;
- GLfloat g = green;
- GLfloat b = blue;
+ GLfloat r = (GLfloat) red;
+ GLfloat g = (GLfloat) green;
+ GLfloat b = (GLfloat) blue;
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
@@ -152,10 +152,10 @@ static void
loopback_Color4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha )
{
GLubyte col[4];
- GLfloat r = red;
- GLfloat g = green;
- GLfloat b = blue;
- GLfloat a = alpha;
+ GLfloat r = (GLfloat) red;
+ GLfloat g = (GLfloat) green;
+ GLfloat b = (GLfloat) blue;
+ GLfloat a = (GLfloat) alpha;
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
@@ -224,9 +224,9 @@ static void
loopback_Color3dv( const GLdouble *v )
{
GLubyte col[4];
- GLfloat r = v[0];
- GLfloat g = v[1];
- GLfloat b = v[2];
+ GLfloat r = (GLfloat) v[0];
+ GLfloat g = (GLfloat) v[1];
+ GLfloat b = (GLfloat) v[2];
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
@@ -294,10 +294,10 @@ static void
loopback_Color4dv( const GLdouble *v )
{
GLubyte col[4];
- GLfloat r = v[0];
- GLfloat g = v[1];
- GLfloat b = v[2];
- GLfloat a = v[3];
+ GLfloat r = (GLfloat) v[0];
+ GLfloat g = (GLfloat) v[1];
+ GLfloat b = (GLfloat) v[2];
+ GLfloat a = (GLfloat) v[3];
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
@@ -361,7 +361,7 @@ loopback_Color3b_f( GLbyte red, GLbyte green, GLbyte blue )
static void
loopback_Color3d_f( GLdouble red, GLdouble green, GLdouble blue )
{
- COLORF( red, green, blue, 1.0 );
+ COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, 1.0 );
}
static void
@@ -403,7 +403,7 @@ loopback_Color3bv_f( const GLbyte *v )
static void
loopback_Color3dv_f( const GLdouble *v )
{
- COLORF( v[0], v[1], v[2], 1.0 );
+ COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0 );
}
static void
@@ -447,7 +447,7 @@ static void
loopback_Color4d_f( GLdouble red, GLdouble green, GLdouble blue,
GLdouble alpha )
{
- COLORF( red, green, blue, alpha );
+ COLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue, (GLfloat) alpha );
}
static void
@@ -498,7 +498,7 @@ loopback_Color4bv_f( const GLbyte *v )
static void
loopback_Color4dv_f( const GLdouble *v )
{
- COLORF( v[0], v[1], v[2], v[3] );
+ COLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], (GLfloat) v[3] );
}
@@ -527,13 +527,13 @@ loopback_Color4usv_f( const GLushort *v)
static void
loopback_FogCoorddEXT( GLdouble d )
{
- FOGCOORDF( d );
+ FOGCOORDF( (GLfloat) d );
}
static void
loopback_FogCoorddvEXT( const GLdouble *v )
{
- FOGCOORDF( *v );
+ FOGCOORDF( (GLfloat) *v );
}
@@ -600,7 +600,7 @@ loopback_Normal3b( GLbyte nx, GLbyte ny, GLbyte nz )
static void
loopback_Normal3d( GLdouble nx, GLdouble ny, GLdouble nz )
{
- NORMAL(nx, ny, nz);
+ NORMAL((GLfloat) nx, (GLfloat) ny, (GLfloat) nz);
}
static void
@@ -624,7 +624,7 @@ loopback_Normal3bv( const GLbyte *v )
static void
loopback_Normal3dv( const GLdouble *v )
{
- NORMAL( v[0], v[1], v[2] );
+ NORMAL( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}
static void
@@ -642,145 +642,145 @@ loopback_Normal3sv( const GLshort *v )
static void
loopback_TexCoord1d( GLdouble s )
{
- TEXCOORD1(s);
+ TEXCOORD1((GLfloat) s);
}
static void
loopback_TexCoord1i( GLint s )
{
- TEXCOORD1(s);
+ TEXCOORD1((GLfloat) s);
}
static void
loopback_TexCoord1s( GLshort s )
{
- TEXCOORD1(s);
+ TEXCOORD1((GLfloat) s);
}
static void
loopback_TexCoord2d( GLdouble s, GLdouble t )
{
- TEXCOORD2(s,t);
+ TEXCOORD2((GLfloat) s,(GLfloat) t);
}
static void
loopback_TexCoord2s( GLshort s, GLshort t )
{
- TEXCOORD2(s,t);
+ TEXCOORD2((GLfloat) s,(GLfloat) t);
}
static void
loopback_TexCoord2i( GLint s, GLint t )
{
- TEXCOORD2(s,t);
+ TEXCOORD2((GLfloat) s,(GLfloat) t);
}
static void
loopback_TexCoord3d( GLdouble s, GLdouble t, GLdouble r )
{
- TEXCOORD3(s,t,r);
+ TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
}
static void
loopback_TexCoord3i( GLint s, GLint t, GLint r )
{
- TEXCOORD3(s,t,r);
+ TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
}
static void
loopback_TexCoord3s( GLshort s, GLshort t, GLshort r )
{
- TEXCOORD3(s,t,r);
+ TEXCOORD3((GLfloat) s,(GLfloat) t,(GLfloat) r);
}
static void
loopback_TexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q )
{
- TEXCOORD4(s,t,r,q);
+ TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
}
static void
loopback_TexCoord4i( GLint s, GLint t, GLint r, GLint q )
{
- TEXCOORD4(s,t,r,q);
+ TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
}
static void
loopback_TexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q )
{
- TEXCOORD4(s,t,r,q);
+ TEXCOORD4((GLfloat) s,(GLfloat) t,(GLfloat) r,(GLfloat) q);
}
static void
loopback_TexCoord1dv( const GLdouble *v )
{
- TEXCOORD1(v[0]);
+ TEXCOORD1((GLfloat) v[0]);
}
static void
loopback_TexCoord1iv( const GLint *v )
{
- TEXCOORD1(v[0]);
+ TEXCOORD1((GLfloat) v[0]);
}
static void
loopback_TexCoord1sv( const GLshort *v )
{
- TEXCOORD1(v[0]);
+ TEXCOORD1((GLfloat) v[0]);
}
static void
loopback_TexCoord2dv( const GLdouble *v )
{
- TEXCOORD2(v[0],v[1]);
+ TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
}
static void
loopback_TexCoord2iv( const GLint *v )
{
- TEXCOORD2(v[0],v[1]);
+ TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
}
static void
loopback_TexCoord2sv( const GLshort *v )
{
- TEXCOORD2(v[0],v[1]);
+ TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
}
static void
loopback_TexCoord3dv( const GLdouble *v )
{
- TEXCOORD2(v[0],v[1]);
+ TEXCOORD2((GLfloat) v[0],(GLfloat) v[1]);
}
static void
loopback_TexCoord3iv( const GLint *v )
{
- TEXCOORD3(v[0],v[1],v[2]);
+ TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]);
}
static void
loopback_TexCoord3sv( const GLshort *v )
{
- TEXCOORD3(v[0],v[1],v[2]);
+ TEXCOORD3((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2]);
}
static void
loopback_TexCoord4dv( const GLdouble *v )
{
- TEXCOORD4(v[0],v[1],v[2],v[3]);
+ TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]);
}
static void
loopback_TexCoord4iv( const GLint *v )
{
- TEXCOORD4(v[0],v[1],v[2],v[3]);
+ TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]);
}
static void
loopback_TexCoord4sv( const GLshort *v )
{
- TEXCOORD4(v[0],v[1],v[2],v[3]);
+ TEXCOORD4((GLfloat) v[0],(GLfloat) v[1],(GLfloat) v[2],(GLfloat) v[3]);
}
static void
@@ -897,145 +897,151 @@ loopback_Vertex4sv( const GLshort *v )
static void
loopback_MultiTexCoord1dARB(GLenum target, GLdouble s)
{
- MULTI_TEXCOORD1( target, s );
+ MULTI_TEXCOORD1( target, (GLfloat) s );
}
static void
loopback_MultiTexCoord1dvARB(GLenum target, const GLdouble *v)
{
- MULTI_TEXCOORD1( target, v[0] );
+ MULTI_TEXCOORD1( target, (GLfloat) v[0] );
}
static void
loopback_MultiTexCoord1iARB(GLenum target, GLint s)
{
- MULTI_TEXCOORD1( target, s );
+ MULTI_TEXCOORD1( target, (GLfloat) s );
}
static void
loopback_MultiTexCoord1ivARB(GLenum target, const GLint *v)
{
- MULTI_TEXCOORD1( target, v[0] );
+ MULTI_TEXCOORD1( target, (GLfloat) v[0] );
}
static void
loopback_MultiTexCoord1sARB(GLenum target, GLshort s)
{
- MULTI_TEXCOORD1( target, s );
+ MULTI_TEXCOORD1( target, (GLfloat) s );
}
static void
loopback_MultiTexCoord1svARB(GLenum target, const GLshort *v)
{
- MULTI_TEXCOORD1( target, v[0] );
+ MULTI_TEXCOORD1( target, (GLfloat) v[0] );
}
static void
loopback_MultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t)
{
- MULTI_TEXCOORD2( target, s, t );
+ MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t );
}
static void
loopback_MultiTexCoord2dvARB(GLenum target, const GLdouble *v)
{
- MULTI_TEXCOORD2( target, v[0], v[1] );
+ MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] );
}
static void
loopback_MultiTexCoord2iARB(GLenum target, GLint s, GLint t)
{
- MULTI_TEXCOORD2( target, s, t );
+ MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t );
}
static void
loopback_MultiTexCoord2ivARB(GLenum target, const GLint *v)
{
- MULTI_TEXCOORD2( target, v[0], v[1] );
+ MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] );
}
static void
loopback_MultiTexCoord2sARB(GLenum target, GLshort s, GLshort t)
{
- MULTI_TEXCOORD2( target, s, t );
+ MULTI_TEXCOORD2( target, (GLfloat) s, (GLfloat) t );
}
static void
loopback_MultiTexCoord2svARB(GLenum target, const GLshort *v)
{
- MULTI_TEXCOORD2( target, v[0], v[1] );
+ MULTI_TEXCOORD2( target, (GLfloat) v[0], (GLfloat) v[1] );
}
static void
loopback_MultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r)
{
- MULTI_TEXCOORD3( target, s, t, r );
+ MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r );
}
static void
loopback_MultiTexCoord3dvARB(GLenum target, const GLdouble *v)
{
- MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
+ MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}
static void
loopback_MultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r)
{
- MULTI_TEXCOORD3( target, s, t, r );
+ MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r );
}
static void
loopback_MultiTexCoord3ivARB(GLenum target, const GLint *v)
{
- MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
+ MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}
static void
loopback_MultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r)
{
- MULTI_TEXCOORD3( target, s, t, r );
+ MULTI_TEXCOORD3( target, (GLfloat) s, (GLfloat) t, (GLfloat) r );
}
static void
loopback_MultiTexCoord3svARB(GLenum target, const GLshort *v)
{
- MULTI_TEXCOORD3( target, v[0], v[1], v[2] );
+ MULTI_TEXCOORD3( target, (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}
static void
loopback_MultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
- MULTI_TEXCOORD4( target, s, t, r, q );
+ MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t,
+ (GLfloat) r, (GLfloat) q );
}
static void
loopback_MultiTexCoord4dvARB(GLenum target, const GLdouble *v)
{
- MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
+ MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
}
static void
loopback_MultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q)
{
- MULTI_TEXCOORD4( target, s, t, r, q );
+ MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t,
+ (GLfloat) r, (GLfloat) q );
}
static void
loopback_MultiTexCoord4ivARB(GLenum target, const GLint *v)
{
- MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
+ MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
}
static void
loopback_MultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
{
- MULTI_TEXCOORD4( target, s, t, r, q );
+ MULTI_TEXCOORD4( target, (GLfloat) s, (GLfloat) t,
+ (GLfloat) r, (GLfloat) q );
}
static void
loopback_MultiTexCoord4svARB(GLenum target, const GLshort *v)
{
- MULTI_TEXCOORD4( target, v[0], v[1], v[2], v[3] );
+ MULTI_TEXCOORD4( target, (GLfloat) v[0], (GLfloat) v[1],
+ (GLfloat) v[2], (GLfloat) v[3] );
}
static void
@@ -1122,13 +1128,13 @@ loopback_Materialiv(GLenum face, GLenum pname, const GLint *params )
static void
loopback_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
{
- RECTF(x1, y1, x2, y2);
+ RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
}
static void
loopback_Rectdv(const GLdouble *v1, const GLdouble *v2)
{
- RECTF(v1[0], v1[1], v2[0], v2[1]);
+ RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
}
static void
@@ -1140,25 +1146,25 @@ loopback_Rectfv(const GLfloat *v1, const GLfloat *v2)
static void
loopback_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
{
- RECTF(x1, y1, x2, y2);
+ RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
}
static void
loopback_Rectiv(const GLint *v1, const GLint *v2)
{
- RECTF(v1[0], v1[1], v2[0], v2[1]);
+ RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
}
static void
loopback_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
{
- RECTF(x1, y1, x2, y2);
+ RECTF((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
}
static void
loopback_Rectsv(const GLshort *v1, const GLshort *v2)
{
- RECTF(v1[0], v1[1], v2[0], v2[1]);
+ RECTF((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
}
static void
@@ -1173,9 +1179,9 @@ static void
loopback_SecondaryColor3dEXT( GLdouble red, GLdouble green, GLdouble blue )
{
GLubyte col[3];
- GLfloat r = red;
- GLfloat g = green;
- GLfloat b = blue;
+ GLfloat r = (GLfloat) red;
+ GLfloat g = (GLfloat) green;
+ GLfloat b = (GLfloat) blue;
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
@@ -1227,9 +1233,9 @@ static void
loopback_SecondaryColor3dvEXT( const GLdouble *v )
{
GLubyte col[3];
- GLfloat r = v[0];
- GLfloat g = v[1];
- GLfloat b = v[2];
+ GLfloat r = (GLfloat) v[0];
+ GLfloat g = (GLfloat) v[1];
+ GLfloat b = (GLfloat) v[2];
UNCLAMPED_FLOAT_TO_UBYTE(col[0], r);
UNCLAMPED_FLOAT_TO_UBYTE(col[1], g);
UNCLAMPED_FLOAT_TO_UBYTE(col[2], b);
@@ -1280,7 +1286,7 @@ loopback_SecondaryColor3bEXT_f( GLbyte red, GLbyte green, GLbyte blue )
static void
loopback_SecondaryColor3dEXT_f( GLdouble red, GLdouble green, GLdouble blue )
{
- SECONDARYCOLORF( red, green, blue );
+ SECONDARYCOLORF( (GLfloat) red, (GLfloat) green, (GLfloat) blue );
}
static void
@@ -1326,7 +1332,7 @@ loopback_SecondaryColor3bvEXT_f( const GLbyte *v )
static void
loopback_SecondaryColor3dvEXT_f( const GLdouble *v )
{
- SECONDARYCOLORF( v[0], v[1], v[2] );
+ SECONDARYCOLORF( (GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2] );
}
static void
loopback_SecondaryColor3ivEXT_f( const GLint *v )
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c
index fa8f9b0b20f..9b515c7a6bb 100644
--- a/src/mesa/main/attrib.c
+++ b/src/mesa/main/attrib.c
@@ -1,4 +1,4 @@
-/* $Id: attrib.c,v 1.55 2001/08/07 23:10:55 brianp Exp $ */
+/* $Id: attrib.c,v 1.56 2001/09/14 21:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -598,12 +598,15 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
GLuint numObjs, i;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
- _mesa_set_enable(ctx, GL_TEXTURE_1D, unit->Enabled & TEXTURE0_1D);
- _mesa_set_enable(ctx, GL_TEXTURE_2D, unit->Enabled & TEXTURE0_2D);
- _mesa_set_enable(ctx, GL_TEXTURE_3D, unit->Enabled & TEXTURE0_3D);
+ _mesa_set_enable(ctx, GL_TEXTURE_1D,
+ (GLboolean) (unit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_2D,
+ (GLboolean) (unit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE);
+ _mesa_set_enable(ctx, GL_TEXTURE_3D,
+ (GLboolean) (unit->Enabled & TEXTURE0_3D) ? GL_TRUE : GL_FALSE);
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
- unit->Enabled & TEXTURE0_CUBE);
+ (GLboolean) (unit->Enabled & TEXTURE0_CUBE) ? GL_TRUE : GL_FALSE);
}
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
_mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
@@ -786,7 +789,7 @@ _mesa_PopAttrib(void)
{
const struct gl_colorbuffer_attrib *color;
color = (const struct gl_colorbuffer_attrib *) attr->data;
- _mesa_ClearIndex(color->ClearIndex);
+ _mesa_ClearIndex((GLfloat) color->ClearIndex);
_mesa_ClearColor(CHAN_TO_FLOAT(color->ClearColor[0]),
CHAN_TO_FLOAT(color->ClearColor[1]),
CHAN_TO_FLOAT(color->ClearColor[2]),
diff --git a/src/mesa/main/blend.c b/src/mesa/main/blend.c
index d99d0787484..b00e834d4f2 100644
--- a/src/mesa/main/blend.c
+++ b/src/mesa/main/blend.c
@@ -1,4 +1,4 @@
-/* $Id: blend.c,v 1.33 2001/06/18 17:26:08 brianp Exp $ */
+/* $Id: blend.c,v 1.34 2001/09/14 21:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -326,10 +326,10 @@ _mesa_BlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- tmp[0] = CLAMP( red, 0.0, 1.0 );
- tmp[1] = CLAMP( green, 0.0, 1.0 );
- tmp[2] = CLAMP( blue, 0.0, 1.0 );
- tmp[3] = CLAMP( alpha, 0.0, 1.0 );
+ tmp[0] = CLAMP( red, 0.0F, 1.0F );
+ tmp[1] = CLAMP( green, 0.0F, 1.0F );
+ tmp[2] = CLAMP( blue, 0.0F, 1.0F );
+ tmp[3] = CLAMP( alpha, 0.0F, 1.0F );
if (TEST_EQ_4V(tmp, ctx->Color.BlendColor))
return;
diff --git a/src/mesa/main/buffers.c b/src/mesa/main/buffers.c
index 075cc66adf2..2fa540250ab 100644
--- a/src/mesa/main/buffers.c
+++ b/src/mesa/main/buffers.c
@@ -1,4 +1,4 @@
-/* $Id: buffers.c,v 1.30 2001/06/18 17:26:08 brianp Exp $ */
+/* $Id: buffers.c,v 1.31 2001/09/14 21:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -123,7 +123,7 @@ _mesa_Clear( GLbitfield mask )
}
ASSERT(ctx->Driver.Clear);
- ctx->Driver.Clear( ctx, ddMask, !ctx->Scissor.Enabled,
+ ctx->Driver.Clear( ctx, ddMask, (GLboolean) !ctx->Scissor.Enabled,
x, y, width, height );
}
}
@@ -416,7 +416,7 @@ _mesa_SampleCoverageARB(GLclampf value, GLboolean invert)
}
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx );
- ctx->Multisample.SampleCoverageValue = CLAMP(value, 0.0, 1.0);
+ ctx->Multisample.SampleCoverageValue = (GLfloat) CLAMP(value, 0.0, 1.0);
ctx->Multisample.SampleCoverageInvert = invert;
ctx->NewState |= _NEW_MULTISAMPLE;
}
diff --git a/src/mesa/main/light.h b/src/mesa/main/light.h
index 79fad5a98a7..5cd24e83ff4 100644
--- a/src/mesa/main/light.h
+++ b/src/mesa/main/light.h
@@ -1,4 +1,4 @@
-/* $Id: light.h,v 1.13 2001/04/28 08:39:17 keithw Exp $ */
+/* $Id: light.h,v 1.14 2001/09/14 21:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -78,6 +78,7 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
/* Lerp between adjacent values in the f(x) lookup table, giving a
* continuous function, with adequeate overall accuracy. (Though
* still pretty good compared to a straight lookup).
+ * Result should be a GLfloat.
*/
#define GET_SHINE_TAB_ENTRY( table, dp, result ) \
do { \
@@ -85,7 +86,7 @@ do { \
float f = (dp * (SHINE_TABLE_SIZE-1)); \
int k = (int) f; \
if (k > SHINE_TABLE_SIZE-2) \
- result = pow( dp, _tab->shininess ); \
+ result = (GLfloat) pow( dp, _tab->shininess ); \
else \
result = _tab->tab[k] + (f-k)*(_tab->tab[k+1]-_tab->tab[k]); \
} while (0)