more fixes for glDrawArrays
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@ -1,4 +1,4 @@
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/* $Id: dlist.c,v 1.14 1999/11/08 07:36:44 brianp Exp $ */
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/* $Id: dlist.c,v 1.15 1999/11/09 17:00:25 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -2544,7 +2544,7 @@ static void execute_list( GLcontext *ctx, GLuint list )
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if ((MESA_VERBOSE & VERBOSE_DISPLAY_LIST) &&
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(MESA_VERBOSE & VERBOSE_IMMEDIATE))
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gl_print_cassette( (struct immediate *) n[1].data, 0, ~0 );
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gl_print_cassette( (struct immediate *) n[1].data );
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if (0)
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fprintf(stderr, "Run cassette %d, rows %d..%d, beginstate %x\n",
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@ -3583,8 +3583,6 @@ static void print_list( GLcontext *ctx, FILE *f, GLuint list )
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((struct immediate *) n[1].data)->id,
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n[2].ui,
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n[3].ui);
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/* gl_print_cassette( (struct immediate *) n[1].data, */
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/* 0, ~0 ); */
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break;
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case OPCODE_CONTINUE:
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fprintf(f,"DISPLAY-LIST-CONTINUE\n");
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@ -1,4 +1,4 @@
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/* $Id: varray.c,v 1.11 1999/11/09 10:12:34 keithw Exp $ */
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/* $Id: varray.c,v 1.12 1999/11/09 17:00:25 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -475,9 +475,6 @@ void gl_exec_array_elements( GLcontext *ctx, struct immediate *IM,
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/* KW: I think this is moving in the right direction, but it still feels
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* like we are doing way too much work.
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*/
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void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
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{
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struct vertex_buffer *VB = ctx->VB;
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@ -494,14 +491,12 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
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{
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GLint remaining = count;
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GLint i;
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GLvector4f obj;
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GLvector3f norm;
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GLvector4f tc[MAX_TEXTURE_UNITS];
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GLvector4ub col;
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GLvector1ub edge;
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GLvector1ui index;
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struct gl_client_array *Normal;
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struct gl_client_array *Color;
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struct gl_client_array *Index;
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struct gl_client_array *TexCoord[MAX_TEXTURE_UNITS];
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struct gl_client_array *EdgeFlag;
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struct immediate *IM = VB->IM;
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struct gl_client_array *client_data;
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struct gl_pipeline *elt = &ctx->CVA.elt;
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GLboolean relock;
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GLuint fallback, required;
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@ -509,7 +504,8 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
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if (ctx->NewState)
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gl_update_state( ctx );
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/* This will die miserably with CVA... Need more work to support this.
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/* Just turn off cva on this path. Could be useful for multipass
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* rendering to keep it turned on.
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*/
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relock = ctx->CompileCVAFlag;
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ctx->CompileCVAFlag = 0;
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@ -522,16 +518,21 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
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if (required & VERT_RGBA)
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{
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client_data = &ctx->Array.Color;
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if (fallback & VERT_RGBA)
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client_data = &ctx->Fallback.Color;
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Color = &ctx->Array.Color;
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if (fallback & VERT_RGBA) {
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Color = &ctx->Fallback.Color;
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ctx->Array.ColorFunc =
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gl_trans_4ub_tab[4][TYPE_IDX(GL_UNSIGNED_BYTE)];
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}
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}
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if (required & VERT_INDEX)
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{
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client_data = &ctx->Array.Index;
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if (fallback & VERT_INDEX)
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client_data = &ctx->Fallback.Index;
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Index = &ctx->Array.Index;
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if (fallback & VERT_INDEX) {
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Index = &ctx->Fallback.Index;
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ctx->Array.IndexFunc = gl_trans_1ui_tab[TYPE_IDX(GL_UNSIGNED_INT)];
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}
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}
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for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
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@ -539,36 +540,48 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
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GLuint flag = VERT_TEX_ANY(i);
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if (required & flag) {
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client_data = &ctx->Array.TexCoord[i];
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TexCoord[i] = &ctx->Array.TexCoord[i];
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if (fallback & flag)
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{
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client_data = &ctx->Fallback.TexCoord[i];
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client_data->Size = gl_texcoord_size( ctx->Current.Flag, i );
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TexCoord[i] = &ctx->Fallback.TexCoord[i];
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TexCoord[i]->Size = gl_texcoord_size( ctx->Current.Flag, i );
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ctx->Array.TexCoordFunc[i] =
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gl_trans_4f_tab[TexCoord[i]->Size][TYPE_IDX(GL_FLOAT)];
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}
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}
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}
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if (ctx->Array.Flags != ctx->Array.Flag[0])
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for (i = 0 ; i < VB_MAX ; i++)
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for (i = 0 ; i < VB_MAX ; i++)
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ctx->Array.Flag[i] = ctx->Array.Flags;
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if (required & VERT_NORM)
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{
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client_data = &ctx->Array.Normal;
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if (fallback & VERT_NORM)
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client_data = &ctx->Fallback.Normal;
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Normal = &ctx->Array.Normal;
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if (fallback & VERT_NORM) {
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Normal = &ctx->Fallback.Normal;
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ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(GL_FLOAT)];
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}
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}
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if ( (required & VERT_EDGE) &&
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(mode == GL_TRIANGLES ||
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mode == GL_QUADS ||
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mode == GL_POLYGON))
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if ( required & VERT_EDGE )
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{
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client_data = &ctx->Array.EdgeFlag;
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if (fallback & VERT_EDGE)
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client_data = &ctx->Fallback.EdgeFlag;
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if (mode == GL_TRIANGLES ||
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mode == GL_QUADS ||
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mode == GL_POLYGON)
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{
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EdgeFlag = &ctx->Array.EdgeFlag;
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if (fallback & VERT_EDGE) {
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EdgeFlag = &ctx->Fallback.EdgeFlag;
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ctx->Array.EdgeFlagFunc =
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gl_trans_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)];
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}
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}
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else
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required &= ~VERT_EDGE;
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}
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VB->Primitive = IM->Primitive;
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@ -591,41 +604,39 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
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VB->CullMode = 0;
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if (required & VERT_OBJ_ANY) {
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ctx->Array.VertexFunc( IM->Obj + VB_START,
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&ctx->Array.Vertex, start, n );
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}
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ctx->Array.VertexFunc( IM->Obj + VB_START,
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&ctx->Array.Vertex, start, n );
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if (required & VERT_NORM) {
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ctx->Array.NormalFunc( IM->Normal + VB_START,
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&ctx->Array.Normal, start, n );
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Normal, start, n );
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}
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if (required & VERT_EDGE) {
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ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START,
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&ctx->Array.EdgeFlag, start, n );
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EdgeFlag, start, n );
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}
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if (required & VERT_RGBA) {
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ctx->Array.ColorFunc( IM->Color + VB_START,
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&ctx->Array.Color, start, n );
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Color, start, n );
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}
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if (required & VERT_INDEX) {
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ctx->Array.IndexFunc( IM->Index + VB_START,
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&ctx->Array.Index, start, n );
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Index, start, n );
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}
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if (required & VERT_TEX0_ANY) {
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IM->v.TexCoord[0].size = tc[0].size;
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IM->v.TexCoord[0].size = TexCoord[0]->Size;
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ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START,
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&ctx->Array.TexCoord[0], start, n );
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TexCoord[0], start, n );
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}
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if (required & VERT_TEX1_ANY) {
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IM->v.TexCoord[1].size = tc[1].size;
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IM->v.TexCoord[1].size = TexCoord[1]->Size;
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ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START,
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&ctx->Array.TexCoord[1], start, n );
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TexCoord[1], start, n );
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}
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VB->ObjPtr = &IM->v.Obj;
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@ -664,6 +675,7 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
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/* Transform and render.
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*/
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if (0) gl_print_cassette_flags( IM, VB->Flag );
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gl_run_pipeline( VB );
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gl_reset_vb( VB );
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