/******************************Module*Header*******************************\ * Module Name: texspan3.h * * Advance the required interpolants, and do the subdivision if needed. * * 22-Nov-1995 ottob Created * * Copyright (c) 1995 Microsoft Corporation \**************************************************************************/ #if (SMOOTH_SHADING) rAccum += GENACCEL(gengc).spanDelta.r; gAccum += GENACCEL(gengc).spanDelta.g; bAccum += GENACCEL(gengc).spanDelta.b; #if (ALPHA) aAccum += GENACCEL(gengc).spanDelta.a; #endif #endif #if (BPP != 32) pPix += (BPP / 8); #else pPix += pixAdj; #endif if (--subDivCount < 0) { if (!bOrtho) { __GL_FLOAT_SIMPLE_END_DIVIDE(qwInv); sResult = sResultNew; tResult = tResultNew; sResultNew = FTOL((__GLfloat)sAccum * qwInv); tResultNew = ((FTOL((__GLfloat)tAccum * qwInv)) >> TSHIFT_SUBDIV) & ~7; qwAccum += GENACCEL(gengc).qwStepX; if (CASTINT(qwAccum) <= 0) qwAccum -= GENACCEL(gengc).qwStepX; __GL_FLOAT_SIMPLE_BEGIN_DIVIDE(__glOne, qwAccum, qwInv); } else { sResult = sResultNew; tResult = tResultNew; sResultNew = sAccum; tResultNew = (tAccum >> TSHIFT_SUBDIV) & ~7; } sAccum += GENACCEL(gengc).sStepX; tAccum += GENACCEL(gengc).tStepX; subDs = (sResultNew - sResult) >> 3; subDt = (tResultNew - tResult) >> 3; subDivCount = 7; }