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Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r--src/mesa/swrast/s_texture.c32
1 files changed, 25 insertions, 7 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 43604291304..a487bd8970d 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.55 2002/03/08 00:09:18 brianp Exp $ */
+/* $Id: s_texture.c,v 1.56 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -310,18 +310,22 @@ compute_min_mag_ranges( GLfloat minMagThresh, GLuint n, const GLfloat lambda[],
GLuint *magStart, GLuint *magEnd )
{
ASSERT(lambda != NULL);
-#ifdef DEBUG
- /* verify that lambda[] is monotonous */
+#if 0
+ /* Verify that lambda[] is monotonous.
+ * We can't really use this because the inaccuracy in the LOG2 function
+ * causes this test to fail, yet the resulting texturing is correct.
+ */
if (n > 1) {
GLuint i;
+ printf("lambda delta = %g\n", lambda[0] - lambda[n-1]);
if (lambda[0] >= lambda[n-1]) { /* decreasing */
for (i = 0; i < n - 1; i++) {
- ASSERT((GLint) (lambda[i] * 100) >= (GLint) (lambda[i+1] * 100));
+ ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
}
}
else { /* increasing */
for (i = 0; i < n - 1; i++) {
- ASSERT((GLint) (lambda[i] * 100) <= (GLint) (lambda[i+1] * 100));
+ ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
}
}
}
@@ -367,8 +371,10 @@ compute_min_mag_ranges( GLfloat minMagThresh, GLuint n, const GLfloat lambda[],
}
}
-#ifdef DEBUG
- /* Verify the min/mag Start/End values */
+#if 0
+ /* Verify the min/mag Start/End values
+ * We don't use this either (see above)
+ */
{
GLint i;
for (i = 0; i < n; i++) {
@@ -3280,6 +3286,18 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
GLchan texel[MAX_WIDTH][4];
if (lambda) {
+#if 0
+ float min, max;
+ int i;
+ min = max = lambda[0];
+ for (i = 1; i < n; i++) {
+ if (lambda[i] > max)
+ max = lambda[i];
+ if (lambda[i] < min)
+ min = lambda[i];
+ }
+ printf("min/max %g / %g\n", min, max);
+#endif
if (textureUnit->LodBias != 0.0F) {
/* apply LOD bias, but don't clamp yet */
GLuint i;