removed unused tiny triangle test code
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@@ -1,4 +1,4 @@
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/* $Id: s_tritemp.h,v 1.20 2001/07/13 20:07:37 brianp Exp $ */
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/* $Id: s_tritemp.h,v 1.21 2001/07/14 16:05:44 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -94,8 +94,7 @@
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GLfloat oneOverArea;
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const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
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float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
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GLboolean tiny;
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const GLint snapMask = ~((FIXED_ONE / 16) - 1); /* for x/y coord snapping */
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const GLint snapMask = ~((FIXED_ONE / 16) - 1); /* for x/y coord snapping */
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GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
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struct triangle_span span;
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@@ -180,19 +179,7 @@
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if (area == 0.0F)
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return;
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/* This may not be needed anymore. Let's see if anyone reports a problem. */
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#if 0
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/* check for very tiny triangle */
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if (area * area < (0.001F * 0.001F)) { /* square to ensure positive value */
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oneOverArea = 1.0F / 0.001F; /* a close-enough value */
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tiny = GL_TRUE;
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}
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else
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#endif
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{
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oneOverArea = 1.0F / area;
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tiny = GL_FALSE;
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}
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oneOverArea = 1.0F / area;
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}
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#ifndef DO_OCCLUSION_TEST
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@@ -358,16 +345,7 @@
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#endif
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#ifdef INTERP_RGB
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span.activeMask |= SPAN_RGBA;
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if (tiny) {
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/* This is kind of a hack to eliminate RGB color over/underflow
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* problems when rendering very tiny triangles. We're not doing
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* anything with alpha or specular color at this time.
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*/
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drdx = drdy = 0.0; span.redStep = 0;
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dgdx = dgdy = 0.0; span.greenStep = 0;
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dbdx = dbdy = 0.0; span.blueStep = 0;
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}
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else {
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{
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GLfloat eMaj_dr, eBot_dr;
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GLfloat eMaj_dg, eBot_dg;
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GLfloat eMaj_db, eBot_db;
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