lots of gl_*() to _mesa_*() namespace clean-up
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@@ -1,4 +1,4 @@
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/* $Id: state.c,v 1.59 2001/02/20 16:42:25 brianp Exp $ */
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/* $Id: state.c,v 1.60 2001/03/03 20:33:27 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -88,7 +88,7 @@ static int
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generic_noop(void)
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{
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#ifdef DEBUG
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gl_problem(NULL, "undefined function dispatch");
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_mesa_problem(NULL, "undefined function dispatch");
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#endif
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return 0;
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}
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@@ -557,7 +557,7 @@ update_tnl_spaces( GLcontext *ctx, GLuint oldneedeyecoords )
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*/
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update_modelview_scale(ctx);
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calculate_model_project_matrix(ctx);
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gl_compute_light_positions( ctx );
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_mesa_compute_light_positions( ctx );
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if (ctx->Driver.LightingSpaceChange)
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ctx->Driver.LightingSpaceChange( ctx );
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@@ -575,7 +575,7 @@ update_tnl_spaces( GLcontext *ctx, GLuint oldneedeyecoords )
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calculate_model_project_matrix(ctx);
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if (new_state & (_NEW_LIGHT|_NEW_MODELVIEW))
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gl_compute_light_positions( ctx );
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_mesa_compute_light_positions( ctx );
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}
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}
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@@ -621,7 +621,7 @@ update_projection( GLcontext *ctx )
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GLuint p;
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for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
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if (ctx->Transform.ClipEnabled[p]) {
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gl_transform_vector( ctx->Transform._ClipUserPlane[p],
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_mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
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ctx->Transform.EyeUserPlane[p],
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ctx->ProjectionMatrix.inv );
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}
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@@ -867,13 +867,13 @@ update_texture_state( GLcontext *ctx )
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* _NeedEyeCoords is calculated from within _mesa_update_tnl_spaces(),
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* and from nowhere else.
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*/
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void gl_update_state( GLcontext *ctx )
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void _mesa_update_state( GLcontext *ctx )
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{
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const GLuint new_state = ctx->NewState;
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const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
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if (MESA_VERBOSE & VERBOSE_STATE)
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gl_print_state("", new_state);
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_mesa_print_state("", new_state);
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if (new_state & _NEW_MODELVIEW)
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_math_matrix_analyse( &ctx->ModelView );
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@@ -906,7 +906,7 @@ void gl_update_state( GLcontext *ctx )
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/* Contributes to NeedEyeCoords, NeedNormals.
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*/
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if (new_state & _NEW_LIGHT)
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gl_update_lighting( ctx );
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_mesa_update_lighting( ctx );
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/* We can light in object space if the modelview matrix preserves
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* lengths and relative angles.
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