Removing some trash and disabling fog fallback as it seem its causing more harm than...
authorAapo Tahkola <aet@rasterburn.org>
Thu, 3 Feb 2005 19:51:57 +0000 (19:51 +0000)
committerAapo Tahkola <aet@rasterburn.org>
Thu, 3 Feb 2005 19:51:57 +0000 (19:51 +0000)
src/mesa/drivers/dri/r300/r300_render.c

index 9778557..1a66215 100644 (file)
@@ -634,12 +634,6 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
                return;
        }
        
-#if 0 // selecting VERT_BIT_NORMAL still doesnt give us normals but why?
-       stage->inputs |= VERT_BIT_POS;
-       stage->inputs |= VERT_BIT_NORMAL;
-       stage->inputs |= VERT_BIT_COLOR0;
-#endif
-       
        // I failed to figure out how dither works in hardware,
        // let's just ignore it for now
        //FALLBACK_IF(ctx->Color.DitherFlag);
@@ -649,7 +643,7 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
        FALLBACK_IF(ctx->Color.AlphaEnabled); // GL_ALPHA_TEST
        FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND
        #endif
-       FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG
+       //FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG disable as swtcl doesnt seem to support this
        FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
        FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE
        FALLBACK_IF(ctx->Point.SmoothFlag); // GL_POINT_SMOOTH