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-rw-r--r--src/mesa/swrast/s_triangle.c39
1 files changed, 27 insertions, 12 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index 472d2efff1d..b08830d3866 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.31 2001/07/09 16:16:20 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.32 2001/07/09 16:24:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -349,11 +349,11 @@ affine_span(GLcontext *ctx, struct triangle_span *span,
{
GLint tr, tg, tb, ta;
- /* 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
- * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
- */
+ /* 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
+ * unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
+ */
#define NEAREST_RGB \
tr = tex00[RCOMP]; \
@@ -669,7 +669,13 @@ static void affine_textured_triangle( GLcontext *ctx,
} \
info.tsize = obj->Image[b]->Height * info.tbytesline;
-#define RENDER_SPAN( span ) \
+#define RENDER_SPAN( span ) \
+ if (ctx->Light.ShadeModel == GL_FLAT) { \
+ span.red = IntToFixed(v2->color[RCOMP]); \
+ span.green = IntToFixed(v2->color[GCOMP]); \
+ span.blue = IntToFixed(v2->color[BCOMP]); \
+ span.alpha = IntToFixed(v2->color[ACOMP]); \
+ } \
affine_span(ctx, &span, &info);
#include "s_tritemp.h"
@@ -737,8 +743,8 @@ fast_persp_span(GLcontext *ctx, struct triangle_span *span,
GLfixed t_fix = FloatToFixed(t_tmp); \
GLint s = FixedToInt(FixedFloor(s_fix)) & info->smask; \
GLint t = FixedToInt(FixedFloor(t_fix)) & info->tmask; \
- GLfixed sf = s_fix & FIXED_FRAC_MASK; \
- GLfixed tf = t_fix & FIXED_FRAC_MASK; \
+ GLfixed sf = s_fix & FIXED_FRAC_MASK; \
+ GLfixed tf = t_fix & FIXED_FRAC_MASK; \
GLfixed si = FIXED_FRAC_MASK - sf; \
GLfixed ti = FIXED_FRAC_MASK - tf; \
GLint pos = (t << info->twidth_log2) + s; \
@@ -956,22 +962,31 @@ static void persp_textured_triangle( GLcontext *ctx,
info.tbytesline = obj->Image[b]->Width * 4; \
break; \
default: \
- _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
+ _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
return; \
} \
info.tsize = obj->Image[b]->Height * info.tbytesline;
-#define RENDER_SPAN( span ) \
+#define RENDER_SPAN( span ) \
+ if (ctx->Light.ShadeModel == GL_FLAT) { \
+ span.red = IntToFixed(v2->color[RCOMP]); \
+ span.green = IntToFixed(v2->color[GCOMP]); \
+ span.blue = IntToFixed(v2->color[BCOMP]); \
+ span.alpha = IntToFixed(v2->color[ACOMP]); \
+ } \
fast_persp_span(ctx, &span, &info);
#include "s_tritemp.h"
}
+
+
/*
* Generate arrays of fragment colors, z, fog, texcoords, etc from a
* triangle span object. Then call the span/fragment processsing
- * functions in s_span.[ch].
+ * functions in s_span.[ch]. This is used by a bunch of the textured
+ * triangle functions.
*/
static void
rasterize_span(GLcontext *ctx, const struct triangle_span *span)