return;
}
- _swrast_SetFacing(ctx, facing);
-
if (ctx->Light.ShadeModel == GL_FLAT) {
GLchan c[2][4];
GLfloat s[2][4];
* unfilled triangle path.
*/
if (ctx->Polygon.FrontMode != GL_FILL ||
- ctx->Polygon.BackMode != GL_FILL ||
- (ctx->Stencil.Enabled && ctx->Stencil._TestTwoSide))
+ ctx->Polygon.BackMode != GL_FILL)
ind |= SS_UNFILLED_BIT;
tnl->Driver.Render.Triangle = tri_tab[ind];