Rework the texture filtering functions a bit.

No need to pass the texture unit number as an argument.
This commit is contained in:
Brian Paul
2005-09-16 04:16:48 +00:00
parent 792a1bcbe4
commit aa8abf8081
7 changed files with 103 additions and 128 deletions

View File

@@ -55,7 +55,7 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* XXX use a float-valued TextureSample routine here!!! */
swrast->TextureSample[unit](ctx, unit, ctx->Texture.Unit[unit]._Current,
swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
@@ -88,7 +88,7 @@ fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
texcoord[0], texcoord[1], texcoord[3],
1.0F / texcoord[3]);
swrast->TextureSample[unit](ctx, unit, ctx->Texture.Unit[unit]._Current,
swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);