WINE_DEFAULT_DEBUG_CHANNEL(gl_compat);
+/* Start GL_ARB_multitexture emulation */
static void WINE_GLAPI wine_glMultiTexCoord1fARB(GLenum target, GLfloat s) {
if(target != GL_TEXTURE0) {
ERR("Texture unit > 0 used, but GL_ARB_multitexture is not supported\n");
else old_multitex_glGetDoublev(pname, params);
}
+/* Start GL_EXT_fogcoord emulation */
+static void (WINE_GLAPI *old_fogcoord_glEnable) (GLenum cap) = NULL;
+static void WINE_GLAPI wine_glEnable(GLenum cap) {
+ if(cap == GL_FOG) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->fog_enabled = 1;
+ if(ctx->gl_fog_source != GL_FRAGMENT_DEPTH_EXT) return;
+ }
+ old_fogcoord_glEnable(cap);
+}
+
+static void (WINE_GLAPI *old_fogcoord_glDisable) (GLenum cap) = NULL;
+static void WINE_GLAPI wine_glDisable(GLenum cap) {
+ if(cap == GL_FOG) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->fog_enabled = 0;
+ if(ctx->gl_fog_source != GL_FRAGMENT_DEPTH_EXT) return;
+ }
+ old_fogcoord_glDisable(cap);
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogi) (GLenum pname, GLint param) = NULL;
+static void WINE_GLAPI wine_glFogi(GLenum pname, GLint param) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->gl_fog_source = param;
+ if(param == GL_FRAGMENT_DEPTH_EXT) {
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+ } else {
+ WARN("Fog coords activated, but not supported. Using slow emulation\n");
+ old_fogcoord_glDisable(GL_FOG);
+ }
+ } else {
+ if(pname == GL_FOG_START) {
+ getActiveContext()->fogstart = param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->fogend = param;
+ }
+ old_fogcoord_glFogi(pname, param);
+ }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogiv) (GLenum pname, const GLint *param) = NULL;
+static void WINE_GLAPI wine_glFogiv(GLenum pname, const GLint *param) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->gl_fog_source = *param;
+ if(*param == GL_FRAGMENT_DEPTH_EXT) {
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+ } else {
+ WARN("Fog coords activated, but not supported. Using slow emulation\n");
+ old_fogcoord_glDisable(GL_FOG);
+ }
+ } else {
+ if(pname == GL_FOG_START) {
+ getActiveContext()->fogstart = *param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->fogend = *param;
+ }
+ old_fogcoord_glFogiv(pname, param);
+ }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogf) (GLenum pname, GLfloat param) = NULL;
+static void WINE_GLAPI wine_glFogf(GLenum pname, GLfloat param) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->gl_fog_source = (GLint) param;
+ if(param == GL_FRAGMENT_DEPTH_EXT) {
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+ } else {
+ WARN("Fog coords activated, but not supported. Using slow emulation\n");
+ old_fogcoord_glDisable(GL_FOG);
+ }
+ } else {
+ if(pname == GL_FOG_START) {
+ getActiveContext()->fogstart = param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->fogend = param;
+ }
+ old_fogcoord_glFogf(pname, param);
+ }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glFogfv) (GLenum pname, const GLfloat *param) = NULL;
+static void WINE_GLAPI wine_glFogfv(GLenum pname, const GLfloat *param) {
+ if(pname == GL_FOG_COORDINATE_SOURCE_EXT) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->gl_fog_source = (GLint) *param;
+ if(*param == GL_FRAGMENT_DEPTH_EXT) {
+ if(ctx->fog_enabled) old_fogcoord_glEnable(GL_FOG);
+ } else {
+ WARN("Fog coords activated, but not supported. Using slow emulation\n");
+ old_fogcoord_glDisable(GL_FOG);
+ }
+ } else {
+ if(pname == GL_FOG_COLOR) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->fogcolor[0] = param[0];
+ ctx->fogcolor[1] = param[1];
+ ctx->fogcolor[2] = param[2];
+ ctx->fogcolor[3] = param[3];
+ } else if(pname == GL_FOG_START) {
+ getActiveContext()->fogstart = *param;
+ } else if(pname == GL_FOG_END) {
+ getActiveContext()->fogend = *param;
+ }
+ old_fogcoord_glFogfv(pname, param);
+ }
+}
+
+static void (WINE_GLAPI *old_fogcoord_glVertex4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glVertex4fv) (const GLfloat *pos) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glVertex3f) (GLfloat x, GLfloat y, GLfloat z) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glVertex3fv) (const GLfloat *pos) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor4f) (GLfloat r, GLfloat g, GLfloat b, GLfloat a) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor4fv) (const GLfloat *color) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor3f) (GLfloat r, GLfloat g, GLfloat b) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor3fv) (const GLfloat *color) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glColor4ub) (GLubyte r, GLubyte g, GLubyte b, GLubyte a) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoordfEXT) (GLfloat f) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoorddEXT) (GLdouble f) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoordfvEXT) (const GLfloat *f) = NULL;
+static void (WINE_GLAPI *old_fogcoord_glFogCoorddvEXT) (const GLdouble *f) = NULL;
+
+static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
+ WineD3DContext *ctx = getActiveContext();
+ if(ctx->gl_fog_source == GL_FOG_COORDINATE_EXT && ctx->fog_enabled) {
+ GLfloat c[4] = {ctx->color[0], ctx->color[1], ctx->color[2], ctx->color[3]};
+ GLfloat i;
+
+ i = (ctx->fogend - ctx->fog_coord_value) / (ctx->fogend - ctx->fogstart);
+ c[0] = i * c[0] + (1.0 - i) * ctx->fogcolor[0];
+ c[1] = i * c[1] + (1.0 - i) * ctx->fogcolor[1];
+ c[2] = i * c[2] + (1.0 - i) * ctx->fogcolor[2];
+
+ old_fogcoord_glColor4f(c[0], c[1], c[2], c[3]);
+ old_fogcoord_glVertex4f(x, y, z, w);
+ } else {
+ old_fogcoord_glVertex4f(x, y, z, w);
+ }
+}
+
+static void WINE_GLAPI wine_glVertex4fv(const GLfloat *pos) {
+ wine_glVertex4f(pos[0], pos[1], pos[2], pos[3]);
+}
+
+static void WINE_GLAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
+ wine_glVertex4f(x, y, z, 1.0);
+}
+
+static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) {
+ wine_glVertex4f(pos[0], pos[1], pos[2], 1.0);
+}
+
+static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->color[0] = r;
+ ctx->color[1] = g;
+ ctx->color[2] = b;
+ ctx->color[3] = a;
+ old_fogcoord_glColor4f(r, g, b, a);
+}
+
+static void wine_glColor4fv(const GLfloat *c) {
+ wine_glColor4f(c[0], c[1], c[2], c[3]);
+}
+
+static void wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) {
+ wine_glColor4f(r, g, b, 1.0);
+}
+
+static void wine_glColor3fv(const GLfloat *c) {
+ wine_glColor4f(c[0], c[1], c[2], 1.0);
+}
+
+static void wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
+ wine_glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
+}
+
+/* In D3D the fog coord is a UBYTE, so there's no problem with using the single
+ * precision function
+ */
+static void wine_glFogCoordfEXT(GLfloat f) {
+ WineD3DContext *ctx = getActiveContext();
+ ctx->fog_coord_value = f;
+}
+static void wine_glFogCoorddEXT(GLdouble f) {
+ wine_glFogCoordfEXT(f);
+}
+static void wine_glFogCoordfvEXT(const GLfloat *f) {
+ wine_glFogCoordfEXT(*f);
+}
+static void wine_glFogCoorddvEXT(const GLdouble *f) {
+ wine_glFogCoordfEXT(*f);
+}
+
+/* End GL_EXT_fog_coord emulation */
+
#define GLINFO_LOCATION (*gl_info)
void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info) {
if(!GL_SUPPORT(ARB_MULTITEXTURE)) {
+ TRACE("Applying GL_ARB_multitexture emulation hooks\n");
gl_info->glActiveTextureARB = wine_glActiveTextureARB;
gl_info->glClientActiveTextureARB = wine_glClientActiveTextureARB;
gl_info->glMultiTexCoord1fARB = wine_glMultiTexCoord1fARB;
}
gl_info->supported[ARB_MULTITEXTURE] = TRUE;
}
+
+ if(!GL_SUPPORT(EXT_FOG_COORD)) {
+ /* This emulation isn't perfect. There are a number of potential problems, but they should
+ * not matter in practise:
+ *
+ * Fog vs fragment shader: If we are using GL_ARB_fragment_program with the fog option, the
+ * glDisable(GL_FOG) here won't matter. However, if we have GL_ARB_fragment_program, it is pretty
+ * unlikely that we don't have GL_EXT_fog_coord. Besides, we probably have GL_ARB_vertex_program
+ * too, which would allow fog coord emulation in a fixed function vertex pipeline replacement.
+ *
+ * Fog vs texture: We apply the fog in the vertex color. An app could set up texturing settings which
+ * ignore the vertex color, thus effectively disabing our fog. However, in D3D this type of fog is
+ * a per-vertex fog too, so the apps shouldn't do that.
+ *
+ * Fog vs lighting: The app could in theory use D3DFOG_NONE table and D3DFOG_NONE vertex fog with
+ * untransformed vertices. That enables lighting and fog coords at the same time, and the lighting
+ * calculations could affect the already blended in fog color. There's nothing we can do against that,
+ * but most apps using fog color do their own lighting too and often even use RHW vertices. So live
+ * with it.
+ */
+ TRACE("Applying GL_ARB_fog_coord emulation hooks\n");
+
+ /* This probably means that the implementation doesn't advertise the extension, but implicitly supports
+ * it via the GL core version, or someone messed around in the extension table in directx.c. Add version-
+ * dependent loading for this extension if we ever hit this situation
+ */
+ if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
+ FIXME("GL implementation supports GL_ARB_fragment_program but not GL_EXT_fog_coord\n");
+ FIXME("The fog coord emulation will most likely fail\n");
+ } else if(GL_SUPPORT(ARB_FRAGMENT_SHADER)) {
+ FIXME("GL implementation supports GL_ARB_fragment_shader but not GL_EXT_fog_coord\n");
+ FIXME("The fog coord emulation will most likely fail\n");
+ }
+
+ if(old_fogcoord_glFogi) {
+ FIXME("GL_EXT_fogcoord glFogi hook already applied\n");
+ } else {
+ old_fogcoord_glFogi = glFogi;
+ glFogi = wine_glFogi;
+ }
+ if(old_fogcoord_glFogiv) {
+ FIXME("GL_EXT_fogcoord glFogiv hook already applied\n");
+ } else {
+ old_fogcoord_glFogiv = glFogiv;
+ glFogiv = wine_glFogiv;
+ }
+ if(old_fogcoord_glFogf) {
+ FIXME("GL_EXT_fogcoord glFogf hook already applied\n");
+ } else {
+ old_fogcoord_glFogf = glFogf;
+ glFogf = wine_glFogf;
+ }
+ if(old_fogcoord_glFogfv) {
+ FIXME("GL_EXT_fogcoord glFogfv hook already applied\n");
+ } else {
+ old_fogcoord_glFogfv = glFogfv;
+ glFogfv = wine_glFogfv;
+ }
+ if(old_fogcoord_glEnable) {
+ FIXME("GL_EXT_fogcoord glEnable hook already applied\n");
+ } else {
+ old_fogcoord_glEnable = glEnable;
+ glEnable = wine_glEnable;
+ }
+ if(old_fogcoord_glDisable) {
+ FIXME("GL_EXT_fogcoord glDisable hook already applied\n");
+ } else {
+ old_fogcoord_glDisable = glDisable;
+ glDisable = wine_glDisable;
+ }
+
+ if(old_fogcoord_glVertex4f) {
+ FIXME("GL_EXT_fogcoord glVertex4f hook already applied\n");
+ } else {
+ old_fogcoord_glVertex4f = glVertex4f;
+ glVertex4f = wine_glVertex4f;
+ }
+ if(old_fogcoord_glVertex4fv) {
+ FIXME("GL_EXT_fogcoord glVertex4fv hook already applied\n");
+ } else {
+ old_fogcoord_glVertex4fv = glVertex4fv;
+ glVertex4fv = wine_glVertex4fv;
+ }
+ if(old_fogcoord_glVertex3f) {
+ FIXME("GL_EXT_fogcoord glVertex3f hook already applied\n");
+ } else {
+ old_fogcoord_glVertex3f = glVertex3f;
+ glVertex3f = wine_glVertex3f;
+ }
+ if(old_fogcoord_glVertex3fv) {
+ FIXME("GL_EXT_fogcoord glVertex3fv hook already applied\n");
+ } else {
+ old_fogcoord_glVertex3fv = glVertex3fv;
+ glVertex3fv = wine_glVertex3fv;
+ }
+
+ if(old_fogcoord_glColor4f) {
+ FIXME("GL_EXT_fogcoord glColor4f hook already applied\n");
+ } else {
+ old_fogcoord_glColor4f = glColor4f;
+ glColor4f = wine_glColor4f;
+ }
+ if(old_fogcoord_glColor4fv) {
+ FIXME("GL_EXT_fogcoord glColor4fv hook already applied\n");
+ } else {
+ old_fogcoord_glColor4fv = glColor4fv;
+ glColor4fv = wine_glColor4fv;
+ }
+ if(old_fogcoord_glColor3f) {
+ FIXME("GL_EXT_fogcoord glColor3f hook already applied\n");
+ } else {
+ old_fogcoord_glColor3f = glColor3f;
+ glColor3f = wine_glColor3f;
+ }
+ if(old_fogcoord_glColor3fv) {
+ FIXME("GL_EXT_fogcoord glColor3fv hook already applied\n");
+ } else {
+ old_fogcoord_glColor3fv = glColor3fv;
+ glColor3fv = wine_glColor3fv;
+ }
+ if(old_fogcoord_glColor4ub) {
+ FIXME("GL_EXT_fogcoord glColor4ub hook already applied\n");
+ } else {
+ old_fogcoord_glColor4ub = glColor4ub;
+ glColor4ub = wine_glColor4ub;
+ }
+
+ if(old_fogcoord_glFogCoordfEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoordfEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoordfEXT = gl_info->glFogCoordfEXT;
+ gl_info->glFogCoordfEXT = wine_glFogCoordfEXT;
+ }
+ if(old_fogcoord_glFogCoordfvEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoordfvEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoordfvEXT = gl_info->glFogCoordfvEXT;
+ gl_info->glFogCoordfvEXT = wine_glFogCoordfvEXT;
+ }
+ if(old_fogcoord_glFogCoorddEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoorddEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoorddEXT = gl_info->glFogCoorddEXT;
+ gl_info->glFogCoorddEXT = wine_glFogCoorddEXT;
+ }
+ if(old_fogcoord_glFogCoorddvEXT) {
+ FIXME("GL_EXT_fogcoord glFogCoorddvEXT hook already applied\n");
+ } else {
+ old_fogcoord_glFogCoorddvEXT = gl_info->glFogCoorddvEXT;
+ gl_info->glFogCoorddvEXT = wine_glFogCoorddvEXT;
+ }
+ gl_info->supported[EXT_FOG_COORD] = TRUE;
+ }
}
#undef GLINFO_LOCATION
fogend = 0.0;
}
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
}
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
* color contains a fog factor. Set it in drawStridedSlow.
* Same happens with Vertexfog on transformed vertices
*/
- if(GL_SUPPORT(EXT_FOG_COORD)) {
- if(context->fog_coord == FALSE) {
- glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
- checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
- context->fog_coord = TRUE;
- }
- glFogi(GL_FOG_MODE, GL_LINEAR);
- checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
- fogstart = 0xff;
- fogend = 0x0;
- } else {
- /* Disable GL fog, handle this in software in drawStridedSlow */
- fogenable = FALSE;
+ if(context->fog_coord == FALSE) {
+ glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
+ checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
+ context->fog_coord = TRUE;
}
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
+ fogstart = 0xff;
+ fogend = 0x0;
break;
}
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
case WINED3DFOG_EXP:
glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
case WINED3DFOG_EXP2:
glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;
case WINED3DFOG_LINEAR:
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
- if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
+ if(context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
context->fog_coord = FALSE;