--- /dev/null
+/* $Id: quads.c,v 1.5 1997/08/19 02:44:18 brianp Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 2.4
+ * Copyright (C) 1995-1997 Brian Paul
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the Free
+ * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+
+/*
+ * $Log: quads.c,v $
+ * Revision 1.5 1997/08/19 02:44:18 brianp
+ * added null_quad() and re-implemented gl_set_quad_function()
+ *
+ * Revision 1.4 1997/07/24 01:23:44 brianp
+ * changed precompiled header symbol from PCH to PC_HEADER
+ *
+ * Revision 1.3 1997/05/28 03:26:18 brianp
+ * added precompiled header (PCH) support
+ *
+ * Revision 1.2 1997/04/20 19:45:46 brianp
+ * added a comment
+ *
+ * Revision 1.1 1997/04/12 12:24:07 brianp
+ * Initial revision
+ *
+ */
+
+
+/*
+ * Quadrilateral rendering functions.
+ */
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include "types.h"
+#include "quads.h"
+#endif
+
+
+
+/*
+ * At this time there is no quadrilateral optimization. Just call the
+ * triangle function twice.
+ * v0, v1, v2, v3 in CCW order = front facing.
+ */
+static void quad( GLcontext *ctx,
+ GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
+{
+ (*ctx->Driver.TriangleFunc)( ctx, v0, v1, v3, pv );
+ (*ctx->Driver.TriangleFunc)( ctx, v1, v2, v3, pv );
+}
+
+
+
+/*
+ * Draw nothing (NULL raster mode)
+ */
+static void null_quad( GLcontext *ctx,
+ GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLuint pv )
+{
+}
+
+
+
+void gl_set_quad_function( GLcontext *ctx )
+{
+ if (ctx->RenderMode==GL_RENDER) {
+ if (ctx->NoRaster) {
+ ctx->Driver.QuadFunc = null_quad;
+ }
+ else if (ctx->Driver.QuadFunc) {
+ /* Device driver will draw quads. */
+ }
+ else {
+ ctx->Driver.QuadFunc = quad;
+ }
+ }
+ else {
+ /* if in feedback or selection mode we can fall back to triangle code */
+ ctx->Driver.QuadFunc = quad;
+ }
+}
+
+