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Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r--src/mesa/swrast/s_depth.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index c5e1b45d101..1266d318487 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -1,4 +1,4 @@
-/* $Id: s_depth.c,v 1.5 2001/02/08 15:57:01 brianp Exp $ */
+/* $Id: s_depth.c,v 1.6 2001/03/03 20:33:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -294,7 +294,7 @@ depth_test_span16( GLcontext *ctx, GLuint n, GLint x, GLint y,
BZERO(mask, n * sizeof(GLubyte));
break;
default:
- gl_problem(ctx, "Bad depth func in depth_test_span16");
+ _mesa_problem(ctx, "Bad depth func in depth_test_span16");
}
return passed;
@@ -523,7 +523,7 @@ depth_test_span32( GLcontext *ctx, GLuint n, GLint x, GLint y,
BZERO(mask, n * sizeof(GLubyte));
break;
default:
- gl_problem(ctx, "Bad depth func in depth_test_span32");
+ _mesa_problem(ctx, "Bad depth func in depth_test_span32");
}
return passed;
@@ -806,7 +806,7 @@ software_depth_test_pixels16( GLcontext *ctx, GLuint n,
BZERO(mask, n * sizeof(GLubyte));
break;
default:
- gl_problem(ctx, "Bad depth func in software_depth_test_pixels");
+ _mesa_problem(ctx, "Bad depth func in software_depth_test_pixels");
}
}
@@ -1052,7 +1052,7 @@ software_depth_test_pixels32( GLcontext *ctx, GLuint n,
BZERO(mask, n * sizeof(GLubyte));
break;
default:
- gl_problem(ctx, "Bad depth func in software_depth_test_pixels");
+ _mesa_problem(ctx, "Bad depth func in software_depth_test_pixels");
}
}
@@ -1286,7 +1286,7 @@ hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[],
BZERO(mask, n * sizeof(GLubyte));
break;
default:
- gl_problem(ctx, "Bad depth func in hardware_depth_test_pixels");
+ _mesa_problem(ctx, "Bad depth func in hardware_depth_test_pixels");
}
}
@@ -1507,7 +1507,7 @@ _mesa_alloc_depth_buffer( GLcontext *ctx )
/* out of memory */
ctx->Depth.Test = GL_FALSE;
ctx->NewState |= _NEW_DEPTH;
- gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
+ _mesa_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
}
}
}