Replaced struct gl_visual with struct __GLcontextModesRec from glcore.h.
Replace "RGBAMode" with "rgbMode", etc. Other minor clean-ups.
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@@ -1,4 +1,4 @@
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/* $Id: osmesa.c,v 1.39 2001/01/16 21:16:56 brianp Exp $ */
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/* $Id: osmesa.c,v 1.40 2001/01/23 23:39:36 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -280,10 +280,10 @@ OSMesaCreateContextExt( GLenum format, GLint depthBits, GLint stencilBits,
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_mesa_enable_sw_extensions(&(osmesa->gl_ctx));
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osmesa->gl_buffer = _mesa_create_framebuffer( osmesa->gl_visual,
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osmesa->gl_visual->DepthBits > 0,
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osmesa->gl_visual->StencilBits > 0,
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osmesa->gl_visual->AccumRedBits > 0,
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osmesa->gl_visual->AlphaBits > 0 );
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osmesa->gl_visual->depthBits > 0,
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osmesa->gl_visual->stencilBits > 0,
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osmesa->gl_visual->accumRedBits > 0,
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osmesa->gl_visual->alphaBits > 0 );
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if (!osmesa->gl_buffer) {
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_mesa_destroy_visual( osmesa->gl_visual );
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@@ -1420,7 +1420,7 @@ osmesa_choose_line_function( GLcontext *ctx )
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if (swrast->_RasterMask==DEPTH_BIT
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&& ctx->Depth.Func==GL_LESS
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&& ctx->Depth.Mask==GL_TRUE
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&& ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS) {
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&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS) {
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switch(osmesa->format) {
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case OSMESA_RGBA:
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case OSMESA_BGRA:
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@@ -1445,7 +1445,7 @@ osmesa_choose_line_function( GLcontext *ctx )
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if (swrast->_RasterMask==(DEPTH_BIT|BLEND_BIT)
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&& ctx->Depth.Func==GL_LESS
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&& ctx->Depth.Mask==GL_TRUE
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&& ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
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&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
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&& ctx->Color.BlendSrcRGB==GL_SRC_ALPHA
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&& ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA
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&& ctx->Color.BlendSrcA==GL_SRC_ALPHA
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@@ -1464,7 +1464,7 @@ osmesa_choose_line_function( GLcontext *ctx )
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if (swrast->_RasterMask==(DEPTH_BIT|BLEND_BIT)
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&& ctx->Depth.Func==GL_LESS
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&& ctx->Depth.Mask==GL_FALSE
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&& ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
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&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
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&& ctx->Color.BlendSrcRGB==GL_SRC_ALPHA
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&& ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA
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&& ctx->Color.BlendSrcA==GL_SRC_ALPHA
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@@ -1611,7 +1611,7 @@ osmesa_choose_triangle_function( GLcontext *ctx )
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if (swrast->_RasterMask==DEPTH_BIT
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&& ctx->Depth.Func==GL_LESS
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&& ctx->Depth.Mask==GL_TRUE
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&& ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
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&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
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&& osmesa->format!=OSMESA_COLOR_INDEX) {
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if (ctx->Light.ShadeModel==GL_SMOOTH) {
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return smooth_rgba_z_triangle;
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