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Diffstat (limited to 'src/mesa/tnl/t_imm_api.c')
-rw-r--r--src/mesa/tnl/t_imm_api.c34
1 files changed, 8 insertions, 26 deletions
diff --git a/src/mesa/tnl/t_imm_api.c b/src/mesa/tnl/t_imm_api.c
index 4a7ed8d94f6..375e4b63090 100644
--- a/src/mesa/tnl/t_imm_api.c
+++ b/src/mesa/tnl/t_imm_api.c
@@ -1,4 +1,4 @@
-/* $Id: t_imm_api.c,v 1.9 2001/03/19 02:25:37 keithw Exp $ */
+/* $Id: t_imm_api.c,v 1.10 2001/04/09 14:47:34 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -76,7 +76,8 @@ _tnl_begin( GLcontext *ctx, GLenum p )
GLuint inflags, state;
if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glBegin(IM %d) %s\n", IM->id, _mesa_lookup_enum_by_nr(p));
+ fprintf(stderr, "glBegin(IM %d) %s\n", IM->id,
+ _mesa_lookup_enum_by_nr(p));
if (ctx->NewState)
_mesa_update_state(ctx);
@@ -274,27 +275,6 @@ _tnl_save_Begin( GLenum mode )
-/* Note the continuation of a partially completed primitive. For
- * driver t&l fallbacks between begin/end primitives. Has basically
- * the same effects as a primitive wrapping onto a second immediate
- * struct.
- *
- * ==> Can actually call this from _tnl_wakeup_exec, taking mode from
- * ctx->Driver.CurrentExecPrimitive.
- */
-#if 0
-void _tnl_fallback_begin( GLcontext *ctx, GLenum mode )
-{
- struct immediate *IM = TNL_CURRENT_IM(ctx);
- ASSERT( IM->Count == IM->Start );
- ASSERT( IM->Flag[IM->Start] == 0 );
- ASSERT( mode < GL_POLYGON+1 );
- _tnl_begin( ctx, mode );
- IM->Primitive[IM->Start] &= ~PRIM_BEGIN;
-}
-#endif
-
-
/* Both streams now outside begin/end.
*
* Leave SavedBeginState untouched -- attempt to gather several
@@ -1231,16 +1211,18 @@ _tnl_Materialfv( GLenum face, GLenum pname, const GLfloat *params )
IM->Material = (GLmaterial (*)[2]) MALLOC( sizeof(GLmaterial) *
IMM_SIZE * 2 );
IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * IMM_SIZE );
+ IM->MaterialMask[IM->LastMaterial] = 0;
}
else if (IM->MaterialOrMask & ~bitmask) {
_mesa_copy_material_pairs( IM->Material[count],
- IM->Material[IM->LastMaterial],
- IM->MaterialOrMask & ~bitmask );
+ IM->Material[IM->LastMaterial],
+ IM->MaterialOrMask & ~bitmask );
}
IM->Flag[count] |= VERT_MATERIAL;
- IM->LastMaterial = count;
IM->MaterialMask[count] = 0;
+ IM->MaterialAndMask &= IM->MaterialMask[IM->LastMaterial];
+ IM->LastMaterial = count;
}
IM->MaterialOrMask |= bitmask;