Replaced struct gl_visual with struct __GLcontextModesRec from glcore.h.

Replace "RGBAMode" with "rgbMode", etc.
Other minor clean-ups.
This commit is contained in:
Brian Paul
2001-01-23 23:39:36 +00:00
parent ab0c886a6c
commit b6bcae5698
45 changed files with 500 additions and 464 deletions

View File

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