s/texUnit->Enabled/enableBits/ (Karl Rasche)
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@ -2734,7 +2734,7 @@ update_texture_state( GLcontext *ctx )
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* complete. That's the one we'll use for texturing. If we're using
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* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
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*/
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if (texUnit->Enabled & TEXTURE_CUBE_BIT) {
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if (enableBits & TEXTURE_CUBE_BIT) {
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struct gl_texture_object *texObj = texUnit->CurrentCubeMap;
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if (!texObj->Complete) {
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_mesa_test_texobj_completeness(ctx, texObj);
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@ -2745,7 +2745,7 @@ update_texture_state( GLcontext *ctx )
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}
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}
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if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_3D_BIT)) {
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if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_3D_BIT)) {
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struct gl_texture_object *texObj = texUnit->Current3D;
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if (!texObj->Complete) {
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_mesa_test_texobj_completeness(ctx, texObj);
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@ -2756,7 +2756,7 @@ update_texture_state( GLcontext *ctx )
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}
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}
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if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_RECT_BIT)) {
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if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_RECT_BIT)) {
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struct gl_texture_object *texObj = texUnit->CurrentRect;
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if (!texObj->Complete) {
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_mesa_test_texobj_completeness(ctx, texObj);
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@ -2767,7 +2767,7 @@ update_texture_state( GLcontext *ctx )
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}
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}
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if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_2D_BIT)) {
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if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_2D_BIT)) {
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struct gl_texture_object *texObj = texUnit->Current2D;
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if (!texObj->Complete) {
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_mesa_test_texobj_completeness(ctx, texObj);
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@ -2778,7 +2778,7 @@ update_texture_state( GLcontext *ctx )
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}
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}
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if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_1D_BIT)) {
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if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_1D_BIT)) {
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struct gl_texture_object *texObj = texUnit->Current1D;
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if (!texObj->Complete) {
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_mesa_test_texobj_completeness(ctx, texObj);
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