OpenGL: stipple support added to basic GLSL shader
[blender.git] / source / blender / gpu / intern / gpu_draw.c
index 27e428d7f6928b229b144e84324395ec86b02d13..92195bdf77934e113a690ea538f4daeecae3c93f 100644 (file)
@@ -2085,9 +2085,6 @@ void GPU_state_init(void)
 {
        float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
        float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
-       int a, x, y;
-       GLubyte pat[32 * 32];
-       const GLubyte *patc = pat;
        
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
@@ -2134,16 +2131,6 @@ void GPU_state_init(void)
        glPixelTransferi(GL_DEPTH_BIAS, 0);
        glPixelTransferi(GL_DEPTH_SCALE, 1);
        glDepthRange(0.0, 1.0);
-       
-       a = 0;
-       for (x = 0; x < 32; x++) {
-               for (y = 0; y < 4; y++) {
-                       if (x & 1) pat[a++] = 0x88;
-                       else pat[a++] = 0x22;
-               }
-       }
-
-       glPolygonStipple(patc);
 
        glMatrixMode(GL_TEXTURE);
        glLoadIdentity();