Francisco, thanks for your help. It draws lines! But code as-is of cource not
acceptable, i need to shrink it a lot and cleanup .... Thanks for initial
idea, i'm very bad C coder, but even me can sometimes code something!
diff --git a/src/mesa/drivers/dri/nouveau/nv04_render.c b/src/mesa/drivers/dri/nouveau/nv04_render.c
index b5943d9..371bed0 100644
--- a/src/mesa/drivers/dri/nouveau/nv04_render.c
+++ b/src/mesa/drivers/dri/nouveau/nv04_render.c
@@ -153,6 +153,110 @@ swtnl_points(GLcontext *ctx, GLuint first, GLuint last)
static void
swtnl_line(GLcontext *ctx, GLuint v1, GLuint v2)
{
+#if 1
+typedef unsigned int U032;
+
+typedef struct
+{
+ float ScreenX;
+ float ScreenY;
+ float ScreenZ;
+ float EyeM;
+ U032 Color;
+ U032 Specular;
+ float TextureS;
+ float TextureT;
+} NV_HW_Vertex;
+
+
+
+ GLfloat LineWidth;
+ GLfloat dx, dy, z, z1;
+ GLfloat x1,x2,y1,y2;
+ NV_HW_Vertex vertex_four[4];
+
+
+ GLfloat pos_tmp1[4]; /*x,y,z,w */
+ GLfloat pos_tmp2[4]; /*x,y,z,w */
+
+ LineWidth = ctx->Line.Width * 0.5F;
+
+ /*
+ * Get line extents.
+ */
+
+ x1 = ((float *) _tnl_get_vertex( ctx, v1 ))[0];
+ x2 = ((float *) _tnl_get_vertex( ctx, v2 ))[0];
+ y1 = ((float *) _tnl_get_vertex( ctx, v1 ))[1];
+ y2 = ((float *) _tnl_get_vertex( ctx, v2 ))[1];
+
+/*
+* Determine major and minor axis.
+*/
+
+ dx = x2 - x1; dy = y2 - y1;
+ if (fabs(dx) > fabs(dy))
+ {
+ dy = LineWidth;
+ dx = 0.0F;
+ }
+ else
+ {
+ dx = LineWidth;
+ dy = 0.0F;
+ }
+
+ // z = ((float *) _tnl_get_vertex( ctx, v1 ))[2] + ctx->LineOffset;
+
+
+/* Populate NV_HW_vertex */
+ vertex_four[0].ScreenX = x1 - dx;
+ vertex_four[0].ScreenY = y1 - dy;
+ vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v1 ))[2];
+ vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v1 ))[3];
+ vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[4];
+ vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[5];
+ vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v1 ))[6];
+ vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v1 ))[7];
+
+ vertex_four[1].ScreenX = x1 + dx;
+ vertex_four[1].ScreenY = y1 + dy;
+ vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v1 ))[2];
+ vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v1 ))[3];
+ vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[4];
+ vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[5];
+ vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v1 ))[6];
+ vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v1 ))[7];
+
+ vertex_four[2].ScreenX = x2 + dx;
+ vertex_four[2].ScreenY = y2 + dy;
+ vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v2 ))[2];
+ vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v2 ))[3];
+ vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[4];
+ vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[5];
+ vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v2 ))[6];
+ vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v2 ))[7];
+
+ vertex_four[3].ScreenX = x2 - dx;
+ vertex_four[3].ScreenY = y2 - dy;
+ vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v2 ))[2];
+ vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v2 ))[3];
+ vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[4];
+ vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[5];
+ vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v2 ))[6];
+ vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v2 ))[7];
+
+
+
+
+#endif
+ BEGIN_PRIMITIVE(4);
+ OUT_RINGp(chan, &vertex_four[0], vertex_len);
+ OUT_RINGp(chan, &vertex_four[1], vertex_len);
+ OUT_RINGp(chan, &vertex_four[2], vertex_len);
+ OUT_RINGp(chan, &vertex_four[3], vertex_len);
+ END_PRIMITIVE(0x320210);
+
}
static void
------------------------------------------------------------------------------
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