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authorBrian Paul <brianp@vmware.com>2009-02-21 14:53:25 -0700
committerBrian Paul <brianp@vmware.com>2009-02-21 14:53:25 -0700
commit9818734e0148510967ca9ee0d1aa8b196b509f02 (patch)
tree28f32aeadff161ca159674699151063c4728d1bc /src/mesa/state_tracker/st_texture.c
parent4d24b639d160fe485a3e8f7395e7654538be29e0 (diff)
mesa: use an array for current texture objects
Use loops to consolidate lots of texture object code.
Diffstat (limited to 'src/mesa/state_tracker/st_texture.c')
-rw-r--r--src/mesa/state_tracker/st_texture.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_texture.c b/src/mesa/state_tracker/st_texture.c
index 63a36324d4..fcf76ef82e 100644
--- a/src/mesa/state_tracker/st_texture.c
+++ b/src/mesa/state_tracker/st_texture.c
@@ -429,7 +429,7 @@ st_bind_teximage(struct st_framebuffer *stfb, uint surfIndex,
}
if (target == ST_TEXTURE_2D) {
- texObj = texUnit->Current2D;
+ texObj = texUnit->CurrentTex[TEXTURE_2D_INDEX];
texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, level);
stImage = st_texture_image(texImage);
}