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- /* $Id: quads.c,v 1.5 1997/08/19 02:44:18 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 2.4
- * Copyright (C) 1995-1997 Brian Paul
- *
- * 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: quads.c,v $
- * Revision 1.5 1997/08/19 02:44:18 brianp
- * added null_quad() and re-implemented gl_set_quad_function()
- *
- * Revision 1.4 1997/07/24 01:23:44 brianp
- * changed precompiled header symbol from PCH to PC_HEADER
- *
- * Revision 1.3 1997/05/28 03:26:18 brianp
- * added precompiled header (PCH) support
- *
- * Revision 1.2 1997/04/20 19:45:46 brianp
- * added a comment
- *
- * Revision 1.1 1997/04/12 12:24:07 brianp
- * Initial revision
- *
- */
-
-
- /*
- * Quadrilateral rendering functions.
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #include "types.h"
- #include "quads.h"
- #endif
-
-
-
- /*
- * At this time there is no quadrilateral optimization. Just call the
- * triangle function twice.
- * v0, v1, v2, v3 in CCW order = front facing.
- */
- static void quad( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
- {
- (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v3, pv );
- (*ctx->Driver.TriangleFunc)( ctx, v1, v2, v3, pv );
- }
-
-
-
- /*
- * Draw nothing (NULL raster mode)
- */
- static void null_quad( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
- {
- }
-
-
-
- void gl_set_quad_function( GLcontext *ctx )
- {
- if (ctx->RenderMode==GL_RENDER) {
- if (ctx->NoRaster) {
- ctx->Driver.QuadFunc = null_quad;
- }
- else if (ctx->Driver.QuadFunc) {
- /* Device driver will draw quads. */
- }
- else {
- ctx->Driver.QuadFunc = quad;
- }
- }
- else {
- /* if in feedback or selection mode we can fall back to triangle code */
- ctx->Driver.QuadFunc = quad;
- }
- }
-
-
-