mesa: Apply MSVC portability fixes from Alan Hourihane.
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@@ -250,7 +250,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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value[1] = ctx->Fog.Start;
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value[2] = ctx->Fog.End;
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value[3] = (ctx->Fog.End == ctx->Fog.Start)
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? 1.0 : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
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? 1.0 : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
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return;
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case STATE_CLIPPLANE:
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{
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@@ -411,7 +411,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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if (texObj) {
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struct gl_texture_image *texImage = texObj->Image[0][0];
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ASSIGN_4V(value, 1.0 / texImage->Width,
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1.0 / texImage->Height,
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(GLfloat)(1.0 / texImage->Height),
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0.0, 1.0);
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}
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}
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@@ -426,10 +426,10 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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* exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
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*/
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value[0] = (ctx->Fog.End == ctx->Fog.Start)
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? 1.0 : -1.0F / (ctx->Fog.End - ctx->Fog.Start);
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? 1.0 : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
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value[1] = ctx->Fog.End * -value[0];
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value[2] = ctx->Fog.Density * ONE_DIV_LN2;
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value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
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value[2] = (GLfloat)(ctx->Fog.Density * ONE_DIV_LN2);
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value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
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return;
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case STATE_LIGHT_SPOT_DIR_NORMALIZED: {
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