709{
711
715 return;
716 }
717 if (
ctx->Driver.TriangleFunc) {
718
719 }
720 else if (
ctx->Texture.Enabled
721 &&
ctx->Texture.Current
722 &&
ctx->Texture.Current->Complete) {
728 &&
ctx->Texture.Current2D->Image[0]->Format==
GL_RGB
729 &&
ctx->Texture.Current2D->Image[0]->Border==0
737 ||
ctx->RasterMask==0)
739 &&
ctx->Visual->EightBitColor) {
742 }
743 else {
745 }
746 }
747 else {
749
751 if (
ctx->Texture.Current2D->MinFilter==
752 ctx->Texture.Current2D->MagFilter) {
754 }
755 }
757 if (
ctx->Texture.Current1D->MinFilter==
758 ctx->Texture.Current1D->MagFilter) {
760 }
761 }
762 if (needLambda)
764 else
766 }
767 }
768 else {
770
771 if (rgbmode)
773 else
775 }
776 else {
777
778 if (rgbmode)
780 else
782 }
783 }
784 }
787 }
788 else {
789
791 }
792}
static void flat_rgba_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void smooth_rgba_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void simple_textured_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void flat_ci_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void feedback_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void simple_z_textured_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void null_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void smooth_ci_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void lambda_textured_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void select_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
static void general_textured_triangle(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)