119{
121
125 }
126 else {
128 }
129 return;
130 }
131
134 if (
ctx->Color.AlphaEnabled!=
state) {
137 }
138 break;
141 break;
143 if (
ctx->Color.BlendEnabled!=
state) {
145
148 }
149 break;
157
160 if (
ctx->Transform.ClipEnabled[
p]) {
162 break;
163 }
164 }
165 break;
167 if (
ctx->Light.ColorMaterialEnabled!=
state) {
168 ctx->Light.ColorMaterialEnabled =
state;
171 color[0] =
ctx->Current.ByteColor[0] *
ctx->Visual->InvRedScale;
172 color[1] =
ctx->Current.ByteColor[1] *
ctx->Visual->InvGreenScale;
173 color[2] =
ctx->Current.ByteColor[2] *
ctx->Visual->InvBlueScale;
174 color[3] =
ctx->Current.ByteColor[3] *
ctx->Visual->InvAlphaScale;
175
177 }
180 }
181 break;
186 }
187 break;
189 if (
state &&
ctx->Visual->DepthBits==0) {
190 gl_warning(
ctx,
"glEnable(GL_DEPTH_TEST) but no depth buffer");
191 return;
192 }
196 }
197 break;
200
202 }
206 }
207 break;
212 }
213 break;
224 break;
229 }
230 break;
235 }
236 break;
241 }
242 break;
244 if (
ctx->Color.IndexLogicOpEnabled!=
state) {
246 }
247 ctx->Color.IndexLogicOpEnabled =
state;
248 break;
250 if (
ctx->Color.ColorLogicOpEnabled!=
state) {
252 }
253 ctx->Color.ColorLogicOpEnabled =
state;
254 break;
257 break;
260 break;
263 break;
265 ctx->Eval.Map1TextureCoord1 =
state;
266 break;
268 ctx->Eval.Map1TextureCoord2 =
state;
269 break;
271 ctx->Eval.Map1TextureCoord3 =
state;
272 break;
274 ctx->Eval.Map1TextureCoord4 =
state;
275 break;
278 break;
281 break;
284 break;
287 break;
290 break;
292 ctx->Eval.Map2TextureCoord1 =
state;
293 break;
295 ctx->Eval.Map2TextureCoord2 =
state;
296 break;
298 ctx->Eval.Map2TextureCoord3 =
state;
299 break;
301 ctx->Eval.Map2TextureCoord4 =
state;
302 break;
305 break;
308 break;
311 break;
316 }
317 break;
319 if (
ctx->Polygon.SmoothFlag!=
state) {
322 }
323 break;
325 if (
ctx->Polygon.StippleFlag!=
state) {
328 }
329 break;
331 if (
ctx->Polygon.OffsetPoint!=
state) {
334 }
335 break;
337 if (
ctx->Polygon.OffsetLine!=
state) {
340 }
341 break;
343
344 if (
ctx->Polygon.OffsetFill!=
state) {
347 }
348 break;
353 }
354 break;
356 if (
state &&
ctx->Visual->StencilBits==0) {
357 gl_warning(
ctx,
"glEnable(GL_STENCIL_TEST) but no stencil buffer");
358 return;
359 }
363 }
364 break;
366 if (
ctx->Visual->RGBAflag) {
367
370 }
371 else {
372 ctx->Texture.Enabled &= (~TEXTURE_1D);
373 }
375 }
376 break;
378 if (
ctx->Visual->RGBAflag) {
379
382 }
383 else {
384 ctx->Texture.Enabled &= (~TEXTURE_2D);
385 }
387 }
388 break;
391 ctx->Texture.TexGenEnabled |=
Q_BIT;
392 }
393 else {
394 ctx->Texture.TexGenEnabled &= ~Q_BIT;
395 }
397 break;
400 ctx->Texture.TexGenEnabled |=
R_BIT;
401 }
402 else {
403 ctx->Texture.TexGenEnabled &= ~R_BIT;
404 }
406 break;
409 ctx->Texture.TexGenEnabled |=
S_BIT;
410 }
411 else {
412 ctx->Texture.TexGenEnabled &= ~S_BIT;
413 }
415 break;
418 ctx->Texture.TexGenEnabled |=
T_BIT;
419 }
420 else {
421 ctx->Texture.TexGenEnabled &= ~T_BIT;
422 }
424 break;
425
426
427
428
431 break;
434 break;
437 break;
440 break;
443 break;
446 break;
447
448 default:
451 }
452 else {
454 }
455 break;
456 }
457}
void gl_warning(const GLcontext *ctx, const char *s)
#define GL_POLYGON_STIPPLE
#define GL_POLYGON_OFFSET_LINE
#define GL_MAP1_TEXTURE_COORD_3
#define GL_MAP2_TEXTURE_COORD_2
#define GL_POLYGON_OFFSET_FILL
#define GL_COLOR_LOGIC_OP
#define GL_POLYGON_SMOOTH
#define GL_MAP1_TEXTURE_COORD_2
#define GL_MAP2_TEXTURE_COORD_4
#define GL_INVALID_OPERATION
#define GL_INDEX_LOGIC_OP
#define GL_MAP1_TEXTURE_COORD_1
#define GL_COLOR_MATERIAL
#define GL_MAP1_TEXTURE_COORD_4
#define GL_POLYGON_OFFSET_POINT
#define GL_MAP2_TEXTURE_COORD_1
#define GL_MAP2_TEXTURE_COORD_3
#define INSIDE_BEGIN_END(CTX)
void gl_set_material(GLcontext *ctx, GLuint bitmask, const GLfloat *params)
void gl_set_color_function(GLcontext *ctx)