removed TexCoordUnit from GLcontext, use Array.ActiveTexture instead
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@@ -1,4 +1,4 @@
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/* $Id: context.c,v 1.5 1999/09/04 14:40:49 keithw Exp $ */
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/* $Id: context.c,v 1.6 1999/09/07 22:31:30 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -1004,9 +1004,6 @@ static void initialize_context( GLcontext *ctx )
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ctx->IntegerAccumMode = GL_TRUE;
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ctx->IntegerAccumScaler = 0.0;
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/* multitexture */
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ctx->TexCoordUnit = 0;
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/* Renderer and client attribute stacks */
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ctx->AttribStackDepth = 0;
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ctx->ClientAttribStackDepth = 0;
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@@ -1,4 +1,4 @@
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/* $Id: enable.c,v 1.3 1999/08/26 14:50:49 keithw Exp $ */
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/* $Id: enable.c,v 1.4 1999/09/07 22:31:30 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -448,7 +448,7 @@ void gl_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
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ctx->Array.Index.Enabled = state;
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break;
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case GL_TEXTURE_COORD_ARRAY:
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ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled = state;
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ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled = state;
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break;
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case GL_EDGE_FLAG_ARRAY:
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ctx->Array.EdgeFlag.Enabled = state;
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@@ -638,7 +638,7 @@ GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
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case GL_INDEX_ARRAY:
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return ctx->Array.Index.Enabled;
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case GL_TEXTURE_COORD_ARRAY:
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return ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled;
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return ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
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case GL_EDGE_FLAG_ARRAY:
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return ctx->Array.EdgeFlag.Enabled;
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default:
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@@ -671,7 +671,7 @@ static void gl_client_state( GLcontext *ctx, GLenum cap, GLboolean state )
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ctx->Array.Index.Enabled = state;
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break;
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case GL_TEXTURE_COORD_ARRAY:
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ctx->Array.TexCoord[ctx->TexCoordUnit].Enabled = state;
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ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled = state;
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break;
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case GL_EDGE_FLAG_ARRAY:
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ctx->Array.EdgeFlag.Enabled = state;
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@@ -1,4 +1,4 @@
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/* $Id: texstate.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
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/* $Id: texstate.c,v 1.2 1999/09/07 22:31:30 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -1039,7 +1039,6 @@ void gl_ActiveTexture( GLcontext *ctx, GLenum target )
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if (target >= GL_TEXTURE0_ARB && target < GL_TEXTURE0_ARB + maxUnits) {
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GLint texUnit = target - GL_TEXTURE0_ARB;
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ctx->TexCoordUnit = texUnit;
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ctx->Texture.CurrentUnit = texUnit;
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ctx->Texture.CurrentTransformUnit = texUnit;
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if (ctx->Driver.ActiveTexture) {
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@@ -1,4 +1,4 @@
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/* $Id: varray.c,v 1.2 1999/08/26 14:50:49 keithw Exp $ */
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/* $Id: varray.c,v 1.3 1999/09/07 22:31:30 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -285,7 +285,7 @@ void GLAPIENTRY glTexCoordPointer(CTX_ARG GLint size, GLenum type,
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CHECK_CONTEXT;
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ctx = CC;
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texUnit = ctx->TexCoordUnit;
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texUnit = ctx->Array.ActiveTexture;
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if (size<1 || size>4) {
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gl_error( ctx, GL_INVALID_VALUE, "glTexCoordPointer(size)" );
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@@ -1135,7 +1135,7 @@ void GLAPIENTRY glInterleavedArrays(CTX_ARG GLenum format, GLsizei stride,
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gl_DisableClientState( ctx, GL_INDEX_ARRAY );
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/* Texcoords */
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coordUnitSave = ctx->TexCoordUnit;
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coordUnitSave = ctx->Array.ActiveTexture;
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if (tflag) {
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GLint i;
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GLint factor = ctx->Array.TexCoordInterleaveFactor;
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