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Amiga MA Magazine 1998 #6
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amigamamagazinepolishissue1998.iso
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mesa-1.2.8
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src
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dd.c
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1996-05-27
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/* $Id: dd.c,v 1.5 1996/05/01 15:47:28 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 1.2
* Copyright (C) 1995-1996 Brian Paul (brianp@ssec.wisc.edu)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
$Log: dd.c,v $
* Revision 1.5 1996/05/01 15:47:28 brianp
* added read_depth_span_float() and read_depth_span_int() functions
*
* Revision 1.4 1996/04/25 20:55:39 brianp
* added gl_init_dd_function_table()
*
* Revision 1.3 1996/03/26 19:08:44 brianp
* added gl_dummy_function()
*
* Revision 1.2 1995/05/22 21:02:41 brianp
* Release 1.2
*
* Revision 1.1 1995/04/11 14:05:51 brianp
* Initial revision
*
*/
#include <string.h>
#include "dd.h"
#include "depth.h"
#include "macros.h"
struct dd_function_table DD;
/*
* This function initializes all the entries in the device driver table.
* This function is only called by gl_set_context().
* The actual device driver should then make it's own updates too.
*/
void gl_init_dd_function_table( void )
{
/* Initialize to all NULL pointers to start */
MEMSET( &DD, 0, sizeof(struct dd_function_table) );
/*
* Set up default depth buffer functions.
* If the device driver has its own depth (Z) buffer then it will
* override these pointers.
*/
DD.alloc_depth_buffer = gl_alloc_depth_buffer;
DD.clear_depth_buffer = gl_clear_depth_buffer;
DD.depth_test_span = gl_depth_test_span;
DD.depth_test_pixels = gl_depth_test_pixels;
DD.read_depth_span_float = gl_read_depth_span_float;
DD.read_depth_span_int = gl_read_depth_span_int;
}