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authorKeith Whitwell <keith@tungstengraphics.com>1999-11-09 17:26:15 +0000
committerKeith Whitwell <keith@tungstengraphics.com>1999-11-09 17:26:15 +0000
commit6adfc6bd9e4923586df770a8f53b65f8ed2e4597 (patch)
tree0f83cb07a85b371294186f0f1ced33c57f7ae5b5
parent6a9f16edae2a21b156d1893947cc2ec35593d0a8 (diff)
use glClientActiveTexture in interleaved setup
-rw-r--r--src/mesa/main/varray.c20
1 files changed, 7 insertions, 13 deletions
diff --git a/src/mesa/main/varray.c b/src/mesa/main/varray.c
index 19e627d5cf..bf7053cd1a 100644
--- a/src/mesa/main/varray.c
+++ b/src/mesa/main/varray.c
@@ -1,4 +1,4 @@
-/* $Id: varray.c,v 1.12 1999/11/09 17:00:25 keithw Exp $ */
+/* $Id: varray.c,v 1.13 1999/11/09 17:26:15 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -461,16 +461,11 @@ void gl_exec_array_elements( GLcontext *ctx, struct immediate *IM,
flags, elts, (VERT_ELT|VERT_TEX1_ANY),
start, count);
- /* Lighting ignores the and-flag, so still need to do this.
- */
-/* fprintf(stderr, "start %d count %d\n", start, count); */
-/* gl_print_vert_flags("translate", translate); */
for (i = start ; i < count ; i++)
- if (flags[i] & VERT_ELT) {
-/* flags[i] &= ~VERT_ELT; */
+ if (flags[i] & VERT_ELT)
flags[i] |= translate;
- }
+
}
@@ -675,7 +670,6 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
/* Transform and render.
*/
- if (0) gl_print_cassette_flags( IM, VB->Flag );
gl_run_pipeline( VB );
gl_reset_vb( VB );
@@ -1056,25 +1050,25 @@ void GLAPIENTRY glInterleavedArrays(CTX_ARG GLenum format, GLsizei stride,
GLint i;
GLint factor = ctx->Array.TexCoordInterleaveFactor;
for (i = 0; i < factor; i++) {
- gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) );
+ gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) );
gl_EnableClientState( ctx, GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(CTX_PRM tcomps, GL_FLOAT, stride,
(GLubyte *) pointer + i * coffset );
}
for (i = factor; i < ctx->Const.MaxTextureUnits; i++) {
- gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) );
+ gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) );
gl_DisableClientState( ctx, GL_TEXTURE_COORD_ARRAY );
}
}
else {
GLint i;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) );
+ gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) );
gl_DisableClientState( ctx, GL_TEXTURE_COORD_ARRAY );
}
}
/* Restore texture coordinate unit index */
- gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + coordUnitSave) );
+ gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + coordUnitSave) );
/* Color */