Rework the texture filtering functions a bit.
No need to pass the texture unit number as an argument.
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@@ -55,7 +55,7 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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/* XXX use a float-valued TextureSample routine here!!! */
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swrast->TextureSample[unit](ctx, unit, ctx->Texture.Unit[unit]._Current,
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swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
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1, (const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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color[0] = CHAN_TO_FLOAT(rgba[0]);
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@@ -88,7 +88,7 @@ fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
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texcoord[0], texcoord[1], texcoord[3],
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1.0F / texcoord[3]);
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swrast->TextureSample[unit](ctx, unit, ctx->Texture.Unit[unit]._Current,
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swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
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1, (const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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color[0] = CHAN_TO_FLOAT(rgba[0]);
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