-/* $Id: s_texture.c,v 1.16 2001/03/15 16:45:30 brianp Exp $ */
+/* $Id: s_texture.c,v 1.17 2001/03/21 16:04:49 brianp Exp $ */
/*
* Mesa 3-D graphics library
COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapS, s[i], width, col);
COMPUTE_NEAREST_TEXEL_LOCATION(texObj->WrapT, t[i], height, row);
depthSample = *((const GLfloat *) texImage->Data + row * width + col);
- if ((depthSample <= r[i] && lequal) ||
- (depthSample >= r[i] && gequal)) {
- texel[i][RCOMP] = ambient;
- texel[i][GCOMP] = ambient;
- texel[i][BCOMP] = ambient;
- texel[i][ACOMP] = CHAN_MAX;
- }
- else {
+ if ((r[i] <= depthSample && lequal) ||
+ (r[i] >= depthSample && gequal)) {
texel[i][RCOMP] = CHAN_MAX;
texel[i][GCOMP] = CHAN_MAX;
texel[i][BCOMP] = CHAN_MAX;
texel[i][ACOMP] = CHAN_MAX;
}
+ else {
+ texel[i][RCOMP] = ambient;
+ texel[i][GCOMP] = ambient;
+ texel[i][BCOMP] = ambient;
+ texel[i][ACOMP] = CHAN_MAX;
+ }
}
}
else {