diff options
-rw-r--r-- | progs/demos/multiarb.c | 17 |
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); |