if (ctx->Light.ShadeModel == GL_FLAT) {
GLchan c[2][4];
- GLfloat s[2][4];
/* save colors/indexes for v0, v1 vertices */
COPY_CHAN4(c[0], v0->color);
COPY_CHAN4(c[1], v1->color);
- COPY_4V(s[0], v0->attrib[FRAG_ATTRIB_COL1]);
- COPY_4V(s[1], v1->attrib[FRAG_ATTRIB_COL1]);
/* copy v2 color/indexes to v0, v1 indexes */
COPY_CHAN4(v0->color, v2->color);
COPY_CHAN4(v1->color, v2->color);
- COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);
- COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);
-
render(ctx, ef, e0, e1, e2, v0, v1, v2);
COPY_CHAN4(v0->color, c[0]);
COPY_CHAN4(v1->color, c[1]);
- COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], s[0]);
- COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], s[1]);
}
else {
render(ctx, ef, e0, e1, e2, v0, v1, v2);