/* _NEW_LIGHT
*/
- if (ctx->Light.ShadeModel == GL_FLAT)
- raster->flatshade = 1;
-
- if (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION_EXT)
- raster->flatshade_first = 1;
+ raster->flatshade = ctx->Light.ShadeModel == GL_FLAT;
+
+ raster->flatshade_first = ctx->Light.ProvokingVertex ==
+ GL_FIRST_VERTEX_CONVENTION_EXT;
/* _NEW_LIGHT | _NEW_PROGRAM */
raster->light_twoside = ctx->VertexProgram._TwoSideEnabled;
raster->offset_scale = ctx->Polygon.OffsetFactor;
}
- if (ctx->Polygon.SmoothFlag)
- raster->poly_smooth = 1;
-
- if (ctx->Polygon.StippleFlag)
- raster->poly_stipple_enable = 1;
+ raster->poly_smooth = ctx->Polygon.SmoothFlag;
+ raster->poly_stipple_enable = ctx->Polygon.StippleFlag;
/* _NEW_POINT
*/
raster->point_size = ctx->Point.Size;
-
- if (!ctx->Point.PointSprite && ctx->Point.SmoothFlag)
- raster->point_smooth = 1;
+ raster->point_smooth = !ctx->Point.PointSprite && ctx->Point.SmoothFlag;
/* _NEW_POINT | _NEW_PROGRAM
*/
raster->multisample = ctx->Multisample._Enabled;
/* _NEW_SCISSOR */
- if (ctx->Scissor.Enabled)
- raster->scissor = 1;
+ raster->scissor = ctx->Scissor.Enabled;
/* _NEW_FRAG_CLAMP */
raster->clamp_fragment_color = !st->clamp_frag_color_in_shader &&