1.1 --- a/src/pvr2/rendsort.c Fri Jan 26 01:37:39 2007 +0000
1.2 +++ b/src/pvr2/rendsort.c Wed Nov 14 10:23:28 2007 +0000
1.5 - * $Id: rendsort.c,v 1.5 2007-01-26 01:37:39 nkeynes Exp $
1.6 + * $Id: rendsort.c,v 1.6 2007-10-08 11:52:13 nkeynes Exp $
1.8 * PVR2 renderer routines for depth sorted polygons
1.14 - int i, first=-1, last = -1;
1.16 float *vertex = (float *)polygon+context_length;
1.17 for( i=0; i<6; i++ ) {
1.18 if( entry & (0x40000000>>i) ) {
1.20 void render_triangles( struct render_triangle *triangles, int num_triangles,
1.23 - int i,j, k, m = 0;
1.25 for( i=0; i<num_triangles; i++ ) {
1.26 render_set_context( triangles[i].polygon, render_mode );
1.27 glEnable(GL_DEPTH_TEST);
1.28 @@ -194,10 +194,10 @@
1.32 -int compare_triangles( void *a, void *b )
1.33 +int compare_triangles( const void *a, const void *b )
1.35 - struct render_triangle *tri1 = a;
1.36 - struct render_triangle *tri2 = b;
1.37 + const struct render_triangle *tri1 = a;
1.38 + const struct render_triangle *tri2 = b;
1.39 if( tri1->minz < tri2->minz ) {
1.40 return 1; // No these _aren't_ back to front...
1.41 } else if( tri1->minz > tri2->minz ) {