diff options
Diffstat (limited to 'src/mesa/drivers/x11/xm_tri.c')
-rw-r--r-- | src/mesa/drivers/x11/xm_tri.c | 24 |
1 files changed, 1 insertions, 23 deletions
diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c index 9f152265f7..a6a5346158 100644 --- a/src/mesa/drivers/x11/xm_tri.c +++ b/src/mesa/drivers/x11/xm_tri.c @@ -1,4 +1,4 @@ -/* $Id: xm_tri.c,v 1.18 2001/02/06 04:06:36 keithw Exp $ */ +/* $Id: xm_tri.c,v 1.19 2001/03/08 17:33:33 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -70,7 +70,6 @@ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx, { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer, Y); \ GLint len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -106,7 +105,6 @@ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -140,7 +138,6 @@ static void smooth_8R8G8B_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -174,7 +171,6 @@ static void smooth_8R8G8B24_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -208,7 +204,6 @@ static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -244,7 +239,6 @@ static void smooth_5R6G5B_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ DEPTH_TYPE z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -279,7 +273,6 @@ static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx, { \ GLint i, len = RIGHT-LEFT; \ GLint yy = FLIP(xmesa->xm_buffer, Y); \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -314,7 +307,6 @@ static void smooth_DITHER8_z_triangle( GLcontext *ctx, { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ XDITHER_SETUP(yy); \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -350,7 +342,6 @@ static void smooth_DITHER_z_triangle( GLcontext *ctx, { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ XDITHER_SETUP(yy); \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -386,7 +377,6 @@ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx, { \ GLint i, len = RIGHT-LEFT; \ LOOKUP_SETUP; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -421,7 +411,6 @@ static void smooth_HPCR_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -456,7 +445,6 @@ static void flat_TRUECOLOR_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -490,7 +478,6 @@ static void flat_8A8B8G8R_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -524,7 +511,6 @@ static void flat_8R8G8B_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -556,7 +542,6 @@ static void flat_8R8G8B24_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -588,7 +573,6 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -625,7 +609,6 @@ static void flat_5R6G5B_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ DEPTH_TYPE z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -658,7 +641,6 @@ static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx, { \ GLint i, len = RIGHT-LEFT; \ GLint yy = FLIP(xmesa->xm_buffer, Y); \ - (void) fffog; \ for (i=0;i<len;i++) { \ DEPTH_TYPE z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -694,7 +676,6 @@ static void flat_DITHER8_z_triangle( GLcontext *ctx, { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, yy)); \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -727,7 +708,6 @@ static void flat_DITHER_z_triangle( GLcontext *ctx, { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ FLAT_DITHER_ROW_SETUP(yy); \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -763,7 +743,6 @@ static void flat_HPCR_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++,xx++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ @@ -800,7 +779,6 @@ static void flat_LOOKUP8_z_triangle( GLcontext *ctx, #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ - (void) fffog; \ for (i=0;i<len;i++) { \ GLdepth z = FixedToDepth(ffz); \ if (z < zRow[i]) { \ |