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430 lines
12 KiB
430 lines
12 KiB
/*
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** Copyright 1991, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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**
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** $Revision: 1.21 $
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** $Date: 1993/09/23 16:37:59 $
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*/
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#include "precomp.h"
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#pragma hdrstop
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void APIPRIVATE __glim_FeedbackBuffer(GLsizei bufferLength, GLenum type, GLfloat buffer[])
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{
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__GL_SETUP_NOT_IN_BEGIN();
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if ((type < GL_2D) || (type > GL_4D_COLOR_TEXTURE)) {
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__glSetError(GL_INVALID_ENUM);
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return;
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}
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if (bufferLength < 0) {
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__glSetError(GL_INVALID_VALUE);
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return;
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}
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if (gc->renderMode == GL_FEEDBACK) {
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__glSetError(GL_INVALID_OPERATION);
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return;
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}
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gc->feedback.resultBase = buffer;
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gc->feedback.result = buffer;
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gc->feedback.resultLength = bufferLength;
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gc->feedback.overFlowed = GL_FALSE;
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gc->feedback.type = type;
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}
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void APIPRIVATE __glim_PassThrough(GLfloat element)
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{
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__GL_SETUP_NOT_IN_BEGIN();
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if (gc->renderMode == GL_FEEDBACK) {
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__glFeedbackTag(gc, GL_PASS_THROUGH_TOKEN);
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__glFeedbackTag(gc, element);
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}
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}
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/************************************************************************/
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void __glFeedbackTag(__GLcontext *gc, GLfloat f)
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{
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if (!gc->feedback.overFlowed) {
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if (gc->feedback.result >=
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gc->feedback.resultBase + gc->feedback.resultLength) {
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gc->feedback.overFlowed = GL_TRUE;
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} else {
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gc->feedback.result[0] = f;
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gc->feedback.result = gc->feedback.result + 1;
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}
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}
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}
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static void FASTCALL feedback(__GLcontext *gc, __GLvertex *v)
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{
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GLenum type = gc->feedback.type;
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#ifdef NT
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// Do coordinates
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__glFeedbackTag(gc, v->window.x - gc->constants.fviewportXAdjust);
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if (gc->constants.yInverted)
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__glFeedbackTag(gc, (gc->constants.height -
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(v->window.y - gc->constants.fviewportYAdjust)));
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else
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__glFeedbackTag(gc, v->window.y - gc->constants.fviewportYAdjust);
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if (type != GL_2D)
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__glFeedbackTag(gc, v->window.z / gc->depthBuffer.scale);
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/*
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** NOTE: return clip.w, as window.w has no spec defined meaning.
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** It is true that this implementation uses window.w, but thats
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** something different.
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*/
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if (type == GL_4D_COLOR_TEXTURE)
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__glFeedbackTag(gc, v->clip.w);
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#else
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switch (type) {
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case GL_2D:
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__glFeedbackTag(gc, v->window.x - gc->constants.fviewportXAdjust);
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if (gc->constants.yInverted) {
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__glFeedbackTag(gc, (gc->constants.height -
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(v->window.y - gc->constants.fviewportYAdjust)) -
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gc->constants.viewportEpsilon);
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} else {
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__glFeedbackTag(gc, v->window.y - gc->constants.fviewportYAdjust);
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}
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break;
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case GL_3D:
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case GL_3D_COLOR:
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case GL_3D_COLOR_TEXTURE:
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__glFeedbackTag(gc, v->window.x - gc->constants.fviewportXAdjust);
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if (gc->constants.yInverted) {
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__glFeedbackTag(gc, (gc->constants.height -
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(v->window.y - gc->constants.fviewportYAdjust)) -
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gc->constants.viewportEpsilon);
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} else {
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__glFeedbackTag(gc, v->window.y - gc->constants.fviewportYAdjust);
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}
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__glFeedbackTag(gc, v->window.z / gc->depthBuffer.scale);
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break;
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case GL_4D_COLOR_TEXTURE:
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__glFeedbackTag(gc, v->window.x - gc->constants.fviewportXAdjust);
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if (gc->constants.yInverted) {
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__glFeedbackTag(gc, (gc->constants.height -
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(v->window.y - gc->constants.fviewportYAdjust)) -
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gc->constants.viewportEpsilon);
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} else {
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__glFeedbackTag(gc, v->window.y - gc->constants.fviewportYAdjust);
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}
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__glFeedbackTag(gc, v->window.z / gc->depthBuffer.scale);
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/*
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** NOTE: return clip.w, as window.w has no spec defined meaning.
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** It is true that this implementation uses window.w, but thats
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** something different.
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*/
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__glFeedbackTag(gc, v->clip.w);
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break;
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}
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#endif
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switch (type) {
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case GL_3D_COLOR:
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case GL_3D_COLOR_TEXTURE:
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case GL_4D_COLOR_TEXTURE:
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{
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__GLcolor *c = v->color;
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if (gc->modes.rgbMode) {
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__glFeedbackTag(gc, c->r * gc->oneOverRedVertexScale);
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__glFeedbackTag(gc, c->g * gc->oneOverGreenVertexScale);
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__glFeedbackTag(gc, c->b * gc->oneOverBlueVertexScale);
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__glFeedbackTag(gc, c->a * gc->oneOverAlphaVertexScale);
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} else {
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__glFeedbackTag(gc, c->r);
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}
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}
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break;
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case GL_2D:
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case GL_3D:
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break;
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}
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switch (type) {
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case GL_3D_COLOR_TEXTURE:
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case GL_4D_COLOR_TEXTURE:
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__glFeedbackTag(gc, v->texture.x);
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__glFeedbackTag(gc, v->texture.y);
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__glFeedbackTag(gc, v->texture.z);
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__glFeedbackTag(gc, v->texture.w);
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break;
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case GL_2D:
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case GL_3D:
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case GL_3D_COLOR:
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break;
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}
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}
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void FASTCALL __glFeedbackCopyPixels(__GLcontext *gc, __GLvertex *vx)
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{
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__glFeedbackTag(gc, GL_COPY_PIXEL_TOKEN);
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feedback(gc, vx);
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}
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void FASTCALL __glFeedbackDrawPixels(__GLcontext *gc, __GLvertex *vx)
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{
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__glFeedbackTag(gc, GL_DRAW_PIXEL_TOKEN);
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feedback(gc, vx);
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}
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void FASTCALL __glFeedbackBitmap(__GLcontext *gc, __GLvertex *vx)
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{
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__glFeedbackTag(gc, GL_BITMAP_TOKEN);
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feedback(gc, vx);
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}
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/* feedback version of renderPoint proc */
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void FASTCALL __glFeedbackPoint(__GLcontext *gc, __GLvertex *vx)
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{
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__glFeedbackTag(gc, GL_POINT_TOKEN);
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feedback(gc, vx);
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}
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/* feedback version of renderLine proc */
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void FASTCALL __glFeedbackLine(__GLcontext *gc, __GLvertex *a, __GLvertex *b,
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GLuint flags)
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{
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GLuint modeFlags = gc->polygon.shader.modeFlags;
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__GLcolor *oacp;
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oacp = a->color;
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if (!(modeFlags & __GL_SHADE_SMOOTH_LIGHT)
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#ifdef GL_WIN_phong_shading
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&& !(modeFlags & __GL_SHADE_PHONG)
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#endif //GL_WIN_phong_shading
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) {
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a->color = b->color;
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}
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if (gc->line.notResetStipple) {
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__glFeedbackTag(gc, GL_LINE_TOKEN);
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} else {
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gc->line.notResetStipple = GL_TRUE;
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__glFeedbackTag(gc, GL_LINE_RESET_TOKEN);
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}
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feedback(gc, a);
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feedback(gc, b);
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a->color = oacp;
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}
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/* feedback version of renderTriangle proc */
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void FASTCALL __glFeedbackTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b,
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__GLvertex *c)
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{
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__GLfloat dxAC, dxBC, dyAC, dyBC, area;
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GLboolean ccw;
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GLint face;
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GLuint modeFlags;
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#ifdef SGI
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// not used
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GLboolean first;
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__GLfloat x, y, z, wInv;
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__GLfloat vpXScale, vpYScale, vpZScale;
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__GLfloat vpXCenter, vpYCenter, vpZCenter;
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__GLviewport *vp;
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/* Compute window coordinates first, if not already done */
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vp = &gc->state.viewport;
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vpXCenter = vp->xCenter;
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vpYCenter = vp->yCenter;
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vpZCenter = vp->zCenter;
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vpXScale = vp->xScale;
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vpYScale = vp->yScale;
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vpZScale = vp->zScale;
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#endif
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/* Compute signed area of the triangle */
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dxAC = a->window.x - c->window.x;
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dxBC = b->window.x - c->window.x;
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dyAC = a->window.y - c->window.y;
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dyBC = b->window.y - c->window.y;
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area = dxAC * dyBC - dxBC * dyAC;
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ccw = area >= __glZero;
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/*
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** Figure out if face is culled or not. The face check needs to be
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** based on the vertex winding before sorting. This code uses the
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** reversed flag to invert the sense of ccw - an xor accomplishes
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** this conversion without an if test.
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**
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** ccw reversed xor
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** --- -------- ---
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** 0 0 0 (remain !ccw)
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** 1 0 1 (remain ccw)
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** 0 1 1 (become ccw)
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** 1 1 0 (become cw)
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*/
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face = gc->polygon.face[ccw];
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if (face == gc->polygon.cullFace) {
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/* Culled */
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return;
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}
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#ifdef NT
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/*
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** Pick face to use for coloring
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*/
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modeFlags = gc->polygon.shader.modeFlags;
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if (modeFlags & __GL_SHADE_SMOOTH_LIGHT)
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{ /* Smooth shading */
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if (modeFlags & __GL_SHADE_TWOSIDED && face == __GL_BACKFACE)
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{
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a->color++;
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b->color++;
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c->color++;
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}
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}
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else
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{ /* Flat shading */
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__GLvertex *pv = gc->vertex.provoking;
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if (modeFlags & __GL_SHADE_TWOSIDED && face == __GL_BACKFACE)
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pv->color++;
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a->color = pv->color;
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b->color = pv->color;
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c->color = pv->color;
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}
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#else
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/*
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** Pick face to use for coloring
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*/
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modeFlags = gc->polygon.shader.modeFlags;
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needs = gc->vertex.needs;
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if (gc->state.light.shadingModel == GL_FLAT) {
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__GLvertex *pv = gc->vertex.provoking;
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GLuint pvneeds;
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GLuint faceNeeds;
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GLint colorFace;
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if (modeFlags & __GL_SHADE_TWOSIDED) {
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colorFace = face;
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faceNeeds = gc->vertex.faceNeeds[face];
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} else {
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colorFace = __GL_FRONTFACE;
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faceNeeds = gc->vertex.faceNeeds[__GL_FRONTFACE];
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}
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pv->color = &pv->colors[colorFace];
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a->color = pv->color;
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b->color = pv->color;
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c->color = pv->color;
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pvneeds = faceNeeds & (__GL_HAS_LIGHTING |
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__GL_HAS_FRONT_COLOR | __GL_HAS_BACK_COLOR);
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if (~pv->has & pvneeds) {
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(*pv->validate)(gc, pv, pvneeds);
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}
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} else {
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GLuint faceNeeds;
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GLint colorFace;
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if (modeFlags & __GL_SHADE_TWOSIDED) {
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colorFace = face;
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needs |= gc->vertex.faceNeeds[face];
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} else {
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colorFace = __GL_FRONTFACE;
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needs |= gc->vertex.faceNeeds[__GL_FRONTFACE];
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}
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a->color = &a->colors[colorFace];
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b->color = &b->colors[colorFace];
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c->color = &c->colors[colorFace];
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}
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if (~a->has & needs) (*a->validate)(gc, a, needs);
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if (~b->has & needs) (*b->validate)(gc, b, needs);
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if (~c->has & needs) (*c->validate)(gc, c, needs);
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#endif
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/* Deal with polygon face modes */
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switch (gc->polygon.mode[face]) {
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case __GL_POLYGON_MODE_POINT:
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#ifdef NT
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if (a->has & __GL_HAS_EDGEFLAG_BOUNDARY) __glFeedbackPoint(gc, a);
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if (b->has & __GL_HAS_EDGEFLAG_BOUNDARY) __glFeedbackPoint(gc, b);
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if (c->has & __GL_HAS_EDGEFLAG_BOUNDARY) __glFeedbackPoint(gc, c);
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break;
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#else
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if (a->boundaryEdge) {
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__glFeedbackTag(gc, GL_POINT_TOKEN);
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feedback(gc, a);
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}
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if (b->boundaryEdge) {
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__glFeedbackTag(gc, GL_POINT_TOKEN);
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feedback(gc, b);
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}
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if (c->boundaryEdge) {
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__glFeedbackTag(gc, GL_POINT_TOKEN);
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feedback(gc, c);
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}
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break;
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#endif
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case __GL_POLYGON_MODE_LINE:
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#ifdef NT
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if (a->has & __GL_HAS_EDGEFLAG_BOUNDARY) __glFeedbackLine(gc, a, b, 0);
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if (b->has & __GL_HAS_EDGEFLAG_BOUNDARY) __glFeedbackLine(gc, b, c, 0);
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if (c->has & __GL_HAS_EDGEFLAG_BOUNDARY) __glFeedbackLine(gc, c, a, 0);
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break;
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#else
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if (a->boundaryEdge) {
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if (!gc->line.notResetStipple) {
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gc->line.notResetStipple = GL_TRUE;
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__glFeedbackTag(gc, GL_LINE_RESET_TOKEN);
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} else {
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__glFeedbackTag(gc, GL_LINE_TOKEN);
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}
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feedback(gc, a);
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feedback(gc, b);
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}
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if (b->boundaryEdge) {
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if (!gc->line.notResetStipple) {
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gc->line.notResetStipple = GL_TRUE;
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__glFeedbackTag(gc, GL_LINE_RESET_TOKEN);
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} else {
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__glFeedbackTag(gc, GL_LINE_TOKEN);
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}
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feedback(gc, b);
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feedback(gc, c);
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}
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if (c->boundaryEdge) {
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if (!gc->line.notResetStipple) {
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gc->line.notResetStipple = GL_TRUE;
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__glFeedbackTag(gc, GL_LINE_RESET_TOKEN);
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} else {
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__glFeedbackTag(gc, GL_LINE_TOKEN);
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}
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feedback(gc, c);
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feedback(gc, a);
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}
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break;
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#endif
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case __GL_POLYGON_MODE_FILL:
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__glFeedbackTag(gc, GL_POLYGON_TOKEN);
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__glFeedbackTag(gc, 3);
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feedback(gc, a);
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feedback(gc, b);
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feedback(gc, c);
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break;
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}
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/* Restore color pointers */
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a->color = &a->colors[__GL_FRONTFACE];
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b->color = &b->colors[__GL_FRONTFACE];
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c->color = &c->colors[__GL_FRONTFACE];
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if (gc->state.light.shadingModel == GL_FLAT) {
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__GLvertex *pv = gc->vertex.provoking;
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pv->color = &pv->colors[__GL_FRONTFACE];
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}
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}
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