dest->win[2] = m[10] * tmp[2] + m[14];
dest->win[3] = tmp[3];
-
+ /** XXX try to limit these loops someday */
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0+i,
dest->attrib[FRAG_ATTRIB_TEX0 + i] );
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR_INDEX, tmp );
dest->index = tmp[0];
+ /* XXX See _tnl_get_attr about pointsize ... */
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
dest->pointSize = tmp[0];
}
/* Else return the value from ctx->Current.
*/
- _mesa_memcpy( dest, ctx->Current.Attrib[attr], 4*sizeof(GLfloat));
+ if (attr == _TNL_ATTRIB_POINTSIZE) {
+ /* If the hardware vertex doesn't have point size then use size from
+ * GLcontext. XXX this will be wrong if drawing attenuated points!
+ */
+ dest[0] = ctx->Point._Size;
+ }
+ else {
+ _mesa_memcpy( dest, ctx->Current.Attrib[attr], 4*sizeof(GLfloat));
+ }
}