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author | Brian <brian.paul@tungstengraphics.com> | 2007-06-08 15:02:05 -0600 |
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committer | Brian <brian.paul@tungstengraphics.com> | 2007-06-11 11:03:08 -0600 |
commit | c56588407c01760978f524b42abceb677fbaa8f1 (patch) | |
tree | 35cbbf650a43c4b4986295f2b895cbe5f62d1a5e /src | |
parent | b96dbd2a3e3b26c45096c73896fa6b109bf8229a (diff) | |
download | external_mesa3d-c56588407c01760978f524b42abceb677fbaa8f1.zip external_mesa3d-c56588407c01760978f524b42abceb677fbaa8f1.tar.gz external_mesa3d-c56588407c01760978f524b42abceb677fbaa8f1.tar.bz2 |
remove dead code
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/main/depth.c | 34 |
1 files changed, 4 insertions, 30 deletions
diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c index f5511ce..91c036e 100644 --- a/src/mesa/main/depth.c +++ b/src/mesa/main/depth.c @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 6.5 + * Version: 7.1 * - * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -28,7 +28,6 @@ #include "context.h" #include "depth.h" #include "enums.h" -#include "hash.h" #include "macros.h" #include "mtypes.h" @@ -153,36 +152,11 @@ _mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax ) /** * Initialize the depth buffer attribute group in the given context. */ -void _mesa_init_depth( GLcontext * ctx ) +void +_mesa_init_depth(GLcontext *ctx) { - /* Depth buffer group */ ctx->Depth.Test = GL_FALSE; ctx->Depth.Clear = 1.0; ctx->Depth.Func = GL_LESS; ctx->Depth.Mask = GL_TRUE; - - /* XXX this is now per-framebuffer state */ -#if 00 - /* Z buffer stuff */ - if (ctx->Visual.depthBits == 0) { - /* Special case. Even if we don't have a depth buffer we need - * good values for DepthMax for Z vertex transformation purposes - * and for per-fragment fog computation. - */ - ctx->DepthMax = (1 << 16) - 1; - ctx->DepthMaxF = (GLfloat) ctx->DepthMax; - } - else if (ctx->Visual.depthBits < 32) { - ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1; - ctx->DepthMaxF = (GLfloat) ctx->DepthMax; - } - else { - /* Special case since shift values greater than or equal to the - * number of bits in the left hand expression's type are undefined. - */ - ctx->DepthMax = 0xffffffff; - ctx->DepthMaxF = (GLfloat) ctx->DepthMax; - } - ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */ -#endif } |