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-rw-r--r--xc/extras/Mesa/src/tritemp.h31
1 files changed, 15 insertions, 16 deletions
diff --git a/xc/extras/Mesa/src/tritemp.h b/xc/extras/Mesa/src/tritemp.h
index 03a38852c..71e62a31a 100644
--- a/xc/extras/Mesa/src/tritemp.h
+++ b/xc/extras/Mesa/src/tritemp.h
@@ -1,21 +1,20 @@
-/* $Id: tritemp.h,v 1.15 2001/02/12 20:42:42 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.4.1
- *
+ *
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
@@ -57,7 +56,7 @@
*
* Optionally, one may provide one-time setup code per triangle:
* SETUP_CODE - code which is to be executed once per triangle
- *
+ *
* The following macro MUST be defined:
* INNER_LOOP(LEFT,RIGHT,Y) - code to write a span of pixels.
* Something like:
@@ -227,7 +226,7 @@
* By stepping rasterization parameters along the major edge,
* we can avoid recomputing them at the discontinuity where
* the top and bottom edges meet. However, this forces us to
- * be able to scan both left-to-right and right-to-left.
+ * be able to scan both left-to-right and right-to-left.
* Also, we must determine whether the major edge is at the
* left or right side of the triangle. We do this by
* computing the magnitude of the cross-product of the major
@@ -445,7 +444,7 @@
dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
} else {
dtdx = 0;
- dtdy = 0;
+ dtdy = 0;
}
if (VB->TexCoordPtr[0]->size > 2)
@@ -553,7 +552,7 @@
* inside the triangle.
*
* Next we creep down the major edge until we reach that y,
- * and compute the corresponding x coordinate on the edge.
+ * and compute the corresponding x coordinate on the edge.
* Then we find the half-integral x that lies on or just
* inside the edge. This is the first pixel that might lie in
* the interior of the triangle. (We won't know for sure
@@ -784,7 +783,7 @@
t0 = VB->TexCoordPtr[0]->data[vLower][1] * T_SCALE;
ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
- }
+ }
else
{
t0 = 0;
@@ -801,7 +800,7 @@
sLeft = s0 + (dsdx * adjx + dsdy * adjy) * (1.0F/FIXED_SCALE);
dsOuter = dsdy + dxOuter * dsdx;
if (VB->TexCoordPtr[0]->size > 1)
- {
+ {
t0 = VB->TexCoordPtr[0]->data[vLower][1] * invW;
tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
dtOuter = dtdy + dxOuter * dtdx;
@@ -809,7 +808,7 @@
tLeft = dtOuter = 0;
}
if (VB->TexCoordPtr[0]->size > 2)
- {
+ {
u0 = VB->TexCoordPtr[0]->data[vLower][2] * invW;
uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
duOuter = dudy + dxOuter * dudx;
@@ -817,7 +816,7 @@
uLeft = duOuter = 0;
}
if (VB->TexCoordPtr[0]->size > 3)
- {
+ {
v0 = VB->TexCoordPtr[0]->data[vLower][3] * invW;
} else {
v0 = invW;
@@ -834,7 +833,7 @@
s1Left = s0 + (ds1dx * adjx + ds1dy * adjy) * (1.0F/FIXED_SCALE);
ds1Outer = ds1dy + dxOuter * ds1dx;
if (VB->TexCoordPtr[0]->size > 1)
- {
+ {
t0 = VB->TexCoordPtr[1]->data[vLower][1] * invW;
t1Left = t0 + (dt1dx * adjx + dt1dy * adjy) * (1.0F/FIXED_SCALE);
dt1Outer = dt1dy + dxOuter * dt1dx;
@@ -842,7 +841,7 @@
t1Left = dt1Outer = 0;
}
if (VB->TexCoordPtr[0]->size > 2)
- {
+ {
u0 = VB->TexCoordPtr[1]->data[vLower][2] * invW;
u1Left = u0 + (du1dx * adjx + du1dy * adjy) * (1.0F/FIXED_SCALE);
du1Outer = du1dy + dxOuter * du1dx;
@@ -850,7 +849,7 @@
u1Left = du1Outer = 0;
}
if (VB->TexCoordPtr[0]->size > 3)
- {
+ {
v0 = VB->TexCoordPtr[1]->data[vLower][3] * invW;
} else {
v0 = invW;