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-rw-r--r--progs/demos/multiarb.c17
1 files changed, 8 insertions, 9 deletions
diff --git a/progs/demos/multiarb.c b/progs/demos/multiarb.c
index 2d730988a1..51d5e38d7e 100644
--- a/progs/demos/multiarb.c
+++ b/progs/demos/multiarb.c
@@ -1,4 +1,4 @@
-/* $Id: multiarb.c,v 1.8 2000/12/24 22:53:54 pesco Exp $ */
+/* $Id: multiarb.c,v 1.9 2001/06/13 14:33:16 brianp Exp $ */
/*
* GL_ARB_multitexture demo
@@ -12,6 +12,9 @@
/*
* $Log: multiarb.c,v $
+ * Revision 1.9 2001/06/13 14:33:16 brianp
+ * moved glTexEnvi calls to better logical locations
+ *
* Revision 1.8 2000/12/24 22:53:54 pesco
* * demos/Makefile.am (INCLUDES): Added -I$(top_srcdir)/util.
* * demos/Makefile.X11, demos/Makefile.BeOS-R4, demos/Makefile.cygnus:
@@ -286,6 +289,8 @@ static void Init( int argc, char *argv[] )
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &units);
printf("%d texture units supported\n", units);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
/* allocate two texture objects */
glGenTextures(2, texObj);
@@ -299,11 +304,6 @@ static void Init( int argc, char *argv[] )
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
printf("Error: couldn't load texture image\n");
exit(1);
@@ -320,9 +320,6 @@ static void Init( int argc, char *argv[] )
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
printf("Error: couldn't load texture image\n");
exit(1);
@@ -333,8 +330,10 @@ static void Init( int argc, char *argv[] )
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, texObj[0]);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, texObj[1]);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
glShadeModel(GL_FLAT);