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authorRoland Scheidegger <sroland@tungstengraphics.com>2008-02-15 17:26:06 +0100
committerRoland Scheidegger <sroland@tungstengraphics.com>2008-02-15 17:26:06 +0100
commitbf4a0fafc86bba8dc868cf30244a237e33645164 (patch)
treecdbfdeb5a1eb60a40312743751cc57c1be54b894 /src
parent83068115e2104b1880431ada96fa37e632149a86 (diff)
fix bug with generated fragment programs if vertex shader is active
When generating a fragment program from fixed function, checking texUnit->_ReallyEnabled is not sufficient, need texUnit->Enabled too since the former also represents texture enables from an active vertex shader.
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/texenvprogram.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/main/texenvprogram.c b/src/mesa/main/texenvprogram.c
index a2b9657bbb..de7d070b32 100644
--- a/src/mesa/main/texenvprogram.c
+++ b/src/mesa/main/texenvprogram.c
@@ -199,8 +199,8 @@ static void make_state_key( GLcontext *ctx, struct state_key *key )
for (i=0;i<MAX_TEXTURE_UNITS;i++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
-
- if (!texUnit->_ReallyEnabled)
+
+ if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
continue;
key->unit[i].enabled = 1;