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-rw-r--r--src/mesa/swrast/s_triangle.c62
1 files changed, 31 insertions, 31 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index fbacc7ddd4a..a581acfcfb9 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,21 +1,21 @@
-/* $Id: s_triangle.c,v 1.17 2001/03/08 17:33:33 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.18 2001/03/12 00:48:42 gareth Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
- *
+ *
* Copyright (C) 1999-2001 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
@@ -47,10 +47,10 @@
#include "s_feedback.h"
#include "s_span.h"
#include "s_triangle.h"
-
+
GLboolean _mesa_cull_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
+ const SWvertex *v0,
+ const SWvertex *v1,
const SWvertex *v2 )
{
GLfloat ex = v1->win[0] - v0->win[0];
@@ -61,7 +61,7 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx,
if (c * SWRAST_CONTEXT(ctx)->_backface_sign > 0)
return 0;
-
+
return 1;
}
@@ -71,8 +71,8 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx,
* Render a flat-shaded color index triangle.
*/
static void flat_ci_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
+ const SWvertex *v0,
+ const SWvertex *v1,
const SWvertex *v2 )
{
#define INTERP_Z 1
@@ -96,7 +96,7 @@ static void flat_ci_triangle( GLcontext *ctx,
} \
}
-#include "s_tritemp.h"
+#include "s_tritemp.h"
}
@@ -105,8 +105,8 @@ static void flat_ci_triangle( GLcontext *ctx,
* Render a smooth-shaded color index triangle.
*/
static void smooth_ci_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
+ const SWvertex *v0,
+ const SWvertex *v1,
const SWvertex *v2 )
{
#define INTERP_Z 1
@@ -289,7 +289,7 @@ static void simple_textured_triangle( GLcontext *ctx,
* Render an RGB, GL_DECAL, textured triangle.
* Interpolate S,T, GL_LESS depth test, w/out mipmapping or
* perspective correction.
- *
+ *
* No fog.
*/
static void simple_z_textured_triangle( GLcontext *ctx,
@@ -423,11 +423,11 @@ static void affine_textured_triangle( GLcontext *ctx,
tsize = obj->Image[b]->Height * tbytesline;
- /* Instead of defining a function for each mode, a test is done
+ /* Instead of defining a function for each mode, a test is done
* between the outer and inner loops. This is to reduce code size
- * and complexity. Observe that an optimizing compiler kills
+ * and complexity. Observe that an optimizing compiler kills
* unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
- */
+ */
#define NEAREST_RGB \
tr = tex00[RCOMP]; \
@@ -690,7 +690,7 @@ static void near_persp_textured_triangle(GLcontext *ctx,
/* The BIAS value is used to shift negative values into positive values.
* Without this, negative texture values don't GL_REPEAT correctly at just
* below zero, because (int)-0.5 = 0 = (int)0.5. We're not going to worry
- * about texture coords less than -BIAS. This could be fixed by using
+ * about texture coords less than -BIAS. This could be fixed by using
* FLOORF etc. instead, but this is slower...
*/
#define BIAS 4096.0F
@@ -825,7 +825,7 @@ static void near_persp_textured_triangle(GLcontext *ctx,
DRAW_LINE (DO_TEX); \
x_m ++; \
} \
-}
+}
#define SPAN3(DO_TEX, COMP, TEX_COORD) { \
GLfloat x_min = FLOORF (x_tex); \
@@ -862,7 +862,7 @@ static void near_persp_textured_triangle(GLcontext *ctx,
DRAW_LINE (DO_TEX); \
} \
}
-
+
#define SPAN4(DO_TEX, COMP, TEX_COORD) \
{ \
GLfloat x_min = FLOORF(x_tex); \
@@ -1798,7 +1798,7 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
static void lambda_textured_triangle1( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
- const SWvertex *v2,
+ const SWvertex *v2,
GLfloat s[MAX_WIDTH],
GLfloat t[MAX_WIDTH],
GLfloat u[MAX_WIDTH] )
@@ -2015,7 +2015,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
* Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
* Yup, it's slow.
*/
-static void
+static void
lambda_multitextured_triangle1( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
@@ -2144,7 +2144,7 @@ static void general_textured_spec_triangle(GLcontext *ctx,
const SWvertex *v2 )
{
GLdepth zspan[MAX_WIDTH];
- GLfixed fogspan[MAX_WIDTH];
+ GLfixed fogspan[MAX_WIDTH];
GLchan rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4];
general_textured_spec_triangle1(ctx,v0,v1,v2,zspan,fogspan,rgba,spec);
}
@@ -2180,9 +2180,9 @@ static void lambda_multitextured_triangle( GLcontext *ctx,
GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH);
CHECKARRAY(u,return);
-
+
lambda_multitextured_triangle1(ctx,v0,v1,v2,s,t,u);
-
+
UNDEFARRAY(u);
}
@@ -2238,7 +2238,7 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
SWRAST_CONTEXT(ctx)->SpecTriangle( ctx, ncv0, ncv1, ncv2 );
COPY_CHAN4( ncv0->color, c[0] );
COPY_CHAN4( ncv1->color, c[1] );
- COPY_CHAN4( ncv2->color, c[2] );
+ COPY_CHAN4( ncv2->color, c[2] );
}
@@ -2258,7 +2258,7 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx,
* Please update the summary flag _SWRAST_NEW_TRIANGLE if you add or
* remove tests to this code.
*/
-void
+void
_swrast_choose_triangle( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
@@ -2278,8 +2278,8 @@ _swrast_choose_triangle( GLcontext *ctx )
ctx->Depth.Func == GL_LESS &&
!ctx->Stencil.Enabled) {
if ((rgbmode &&
- ctx->Color.ColorMask[0] == 0 &&
- ctx->Color.ColorMask[1] == 0 &&
+ ctx->Color.ColorMask[0] == 0 &&
+ ctx->Color.ColorMask[1] == 0 &&
ctx->Color.ColorMask[2] == 0 &&
ctx->Color.ColorMask[3] == 0)
||
@@ -2309,7 +2309,7 @@ _swrast_choose_triangle( GLcontext *ctx )
&& ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) {
if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
-
+
if (filter==GL_NEAREST
&& format==GL_RGB
&& (ctx->Texture.Unit[0].EnvMode==GL_REPLACE