diff options
Diffstat (limited to 'src/mesa/drivers/dri/s3v/s3v_tex.c')
-rw-r--r-- | src/mesa/drivers/dri/s3v/s3v_tex.c | 21 |
1 files changed, 13 insertions, 8 deletions
diff --git a/src/mesa/drivers/dri/s3v/s3v_tex.c b/src/mesa/drivers/dri/s3v/s3v_tex.c index 8bf2ea9878..9b92519862 100644 --- a/src/mesa/drivers/dri/s3v/s3v_tex.c +++ b/src/mesa/drivers/dri/s3v/s3v_tex.c @@ -132,8 +132,14 @@ static void s3vSetTexFilter(s3vContextPtr vmesa, static void s3vSetTexBorderColor(s3vContextPtr vmesa, s3vTextureObjectPtr t, - GLubyte color[4]) + const GLfloat color[4]) { + GLubyte c[4]; + CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]); + CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]); + CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]); + CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]); + #if TEX_DEBUG_ON static unsigned int times=0; DEBUG_TEX(("*** s3vSetTexBorderColor: #%i ***\n", ++times)); @@ -143,8 +149,7 @@ static void s3vSetTexBorderColor(s3vContextPtr vmesa, /* switch(t0 ... t->TextureColorMode) */ /* case TEX_COL_ARGB1555: */ - t->TextureBorderColor = - S3VIRGEPACKCOLOR555(color[0], color[1], color[2], color[3]); + t->TextureBorderColor = S3VIRGEPACKCOLOR555(c[0], c[1], c[2], c[3]); DEBUG(("TextureBorderColor = 0x%x\n", t->TextureBorderColor)); @@ -182,7 +187,7 @@ static void s3vTexParameter( GLcontext *ctx, GLenum target, break; case GL_TEXTURE_BORDER_COLOR: - s3vSetTexBorderColor( vmesa, t, tObj->_BorderChan ); + s3vSetTexBorderColor( vmesa, t, tObj->BorderColor ); break; case GL_TEXTURE_BASE_LEVEL: @@ -502,20 +507,20 @@ static void s3vInitTextureObjects( GLcontext *ctx ) #if 1 ctx->Texture.CurrentUnit = 0; - texObj = ctx->Texture.Unit[0].Current1D; + texObj = ctx->Texture.Unit[0].CurrentTex[TEXTURE_1D_INDEX]; s3vBindTexture( ctx, GL_TEXTURE_1D, texObj ); - texObj = ctx->Texture.Unit[0].Current2D; + texObj = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; s3vBindTexture( ctx, GL_TEXTURE_2D, texObj ); #endif #if 0 ctx->Texture.CurrentUnit = 1; - texObj = ctx->Texture.Unit[1].Current1D; + texObj = ctx->Texture.Unit[1].CurrentTex[TEXTURE_1D_INDEX]; s3vBindTexture( ctx, GL_TEXTURE_1D, texObj ); - texObj = ctx->Texture.Unit[1].Current2D; + texObj = ctx->Texture.Unit[1].CurrentTex[TEXTURE_2D_INDEX]; s3vBindTexture( ctx, GL_TEXTURE_2D, texObj ); #endif |