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authorBrian Paul <brianp@vmware.com>2011-02-28 18:24:30 -0700
committerBrian Paul <brianp@vmware.com>2011-02-28 18:24:30 -0700
commit9d20849516fe34bb0a430b007cef7878858cf0c7 (patch)
tree67c226c5ccade1c0eb30f3c3e76443c81ffbd586 /src/mesa/main/get.c
parent7e161bcf11d539ecc2482b71b21783a23e36f596 (diff)
mesa: remove GL_SGI_texture_color_table support
It was only implemented in the swrast driver and probably not used by any applications. A modern app would use a dependent/chained texture lookup in the fragment shader.
Diffstat (limited to 'src/mesa/main/get.c')
-rw-r--r--src/mesa/main/get.c6
1 files changed, 0 insertions, 6 deletions
diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c
index fa7aa1121a..336304c591 100644
--- a/src/mesa/main/get.c
+++ b/src/mesa/main/get.c
@@ -290,7 +290,6 @@ EXTRA_EXT(NV_fragment_program);
EXTRA_EXT(NV_texture_rectangle);
EXTRA_EXT(EXT_stencil_two_side);
EXTRA_EXT(NV_light_max_exponent);
-EXTRA_EXT(SGI_texture_color_table);
EXTRA_EXT(EXT_depth_bounds_test);
EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ATI_fragment_shader);
@@ -911,11 +910,6 @@ static const struct value_desc values[] = {
CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
{ GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
- /* GL_SGI_texture_color_table */
- { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
- offsetof(struct gl_texture_unit, ColorTableEnabled),
- extra_SGI_texture_color_table },
-
/* GL_EXT_secondary_color */
{ GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
extra_EXT_secondary_color_ARB_vertex_program },