void gl_select_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { const struct vertex_buffer *VB = ctx->VB; const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); }
void gl_select_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { const struct vertex_buffer *VB = ctx->VB; if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) { const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); gl_update_hitflag( ctx, VB->Win.data[v2][2] * zs ); } }
/* * Put points in selection buffer. */ static void select_points( GLcontext *ctx, GLuint first, GLuint last ) { struct vertex_buffer *VB = ctx->VB; GLuint i; for (i=first;i<=last;i++) { if (VB->Unclipped[i]) { gl_update_hitflag( ctx, VB->Win[i][2] / DEPTH_SCALE ); } } }
void gl_select_points( GLcontext *ctx, GLuint first, GLuint last ) { struct vertex_buffer *VB = ctx->VB; const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; GLuint i; for (i=first;i<=last;i++) { if (VB->ClipMask[i]==0) { gl_update_hitflag( ctx, VB->Win.data[i][2] * zs ); } } }
static void select_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ) { gl_update_hitflag( ctx, ctx->VB->Win[v1][2] / DEPTH_SCALE ); gl_update_hitflag( ctx, ctx->VB->Win[v2][2] / DEPTH_SCALE ); }