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authorBrian Paul <brian.paul@tungstengraphics.com>2003-11-30 19:55:13 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2003-11-30 19:55:13 +0000
commit870a9acd0218f074515ede9211ed40481ca15899 (patch)
tree14278999d103eef4fabdcb411ae8810f7c2b76d8
parent1df1547f9e76232459a471c30b37cc0eaeb783ab (diff)
s/texUnit->Enabled/enableBits/ (Karl Rasche)
-rw-r--r--src/mesa/main/texstate.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 0cfddc1576..b1554ab3c8 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -2734,7 +2734,7 @@ update_texture_state( GLcontext *ctx )
* complete. That's the one we'll use for texturing. If we're using
* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
*/
- if (texUnit->Enabled & TEXTURE_CUBE_BIT) {
+ if (enableBits & TEXTURE_CUBE_BIT) {
struct gl_texture_object *texObj = texUnit->CurrentCubeMap;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -2745,7 +2745,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_3D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_3D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current3D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -2756,7 +2756,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_RECT_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_RECT_BIT)) {
struct gl_texture_object *texObj = texUnit->CurrentRect;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -2767,7 +2767,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_2D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_2D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current2D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -2778,7 +2778,7 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_1D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_1D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current1D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);