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* mesa: Add support for ARB_depth_clamp.Eric Anholt2009-09-081-15/+29
| | | | | This currently doesn't include fixing up the cliptests in the assembly paths to support ARB_depth_clamp, so enabling depth_clamp forces the C path.
* move (void) foo; instances after local declarationsBrian Paul2004-08-251-7/+4
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* Silence gcc 3.4 warnings on ReactOS. Mostly unused var warnings. (patch ↵Brian Paul2004-08-251-0/+3
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* Removed all RCS / CVS tags (Id, Header, Date, etc.) from everything.Ian Romanick2003-06-051-1/+0
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* added commentsBrian Paul2003-03-191-3/+18
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* bring over Michel Daenzer's DRI changesBrian Paul2002-06-031-5/+5
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* Initial commit of cliptest work. More to come shortly.Gareth Hughes2001-05-211-2/+2
| | | | | | | | - Add debug, benchmark code. - Change linux/x86 FAST_MATH code to GCC/x86, and clear FP exceptions before exiting the fast math block. - Remove divide-by-zero test in x86 cliptest, and set clipped vertices to [0,0,0,1] instead of leaving them uninitialized.
* Consistent copyright info (version number, date) across all files.Gareth Hughes2001-03-121-21/+21
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* more namespace clean-upsBrian Paul2001-03-031-7/+7
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* lots of gl_*() to _mesa_*() namespace clean-upBrian Paul2001-03-031-15/+15
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* Fix crash in book/stencil.Keith Whitwell2001-01-131-1/+59
| | | | | Allow drivers to perform the perspective divide themselves. Assembly to do cliptesting without perspective divide for size-4 vectors.
* Major rework of tnl moduleKeith Whitwell2000-12-261-8/+4
| | | | | | | New array_cache module Support 8 texture units in core mesa (now support 8 everywhere) Rework core mesa statechange operations to avoid flushing on many noop statechanges.
* Move the transform and lighting code to two new directoriesKeith Whitwell2000-11-161-0/+175
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.