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const GLfloat *pMax = vMax->attrib[FRAG_ATTRIB_WPOS];
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const GLfloat dxdy = majDx / majDy;
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const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
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GLint ix, startX = (GLint) (x - xAdj);
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/* skip over fragments with zero coverage */
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while (startX < MAX_WIDTH) {
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coverage = compute_coveragef(pMin, pMid, pMax, startX, iy);