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Diffstat (limited to 'src/mesa/drivers/glide/fxdd.c')
-rw-r--r--src/mesa/drivers/glide/fxdd.c24
1 files changed, 9 insertions, 15 deletions
diff --git a/src/mesa/drivers/glide/fxdd.c b/src/mesa/drivers/glide/fxdd.c
index 106c7d0e07..ffebcdae46 100644
--- a/src/mesa/drivers/glide/fxdd.c
+++ b/src/mesa/drivers/glide/fxdd.c
@@ -1485,21 +1485,14 @@ fxDDInitExtensions(GLcontext * ctx)
* fake NCC multitexturing through multipass rendering, but...
* ohwell, it's not worth the effort...
* This stand true for multitexturing palletized textures.
- * 3) since NCC is not an OpenGL standard (as opposed to FXT1), we
- * would need to plug deeper into the core... First, we would need to
- * bind NCC to GL_COMPRESSED_RGB[A]. Then, we would need to trick
- * Mesa into reporting our texture as compressed. Last, we would need
- * to stash the NCC decompression table into the mipmap data and adjust
- * CompressedSize accordingly!
+ * 3) since NCC is not an OpenGL standard (as opposed to FXT1/DXTC), we
+ * can't use precompressed textures!
*/
- if (fxMesa->HaveTexus2) {
- _mesa_enable_extension(ctx, "GL_ARB_texture_compression");
-
- if (fxMesa->type >= GR_SSTTYPE_Voodoo4) {
- _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1");
- _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
- _mesa_enable_extension(ctx, "GL_S3_s3tc");
- }
+ _mesa_enable_extension(ctx, "GL_ARB_texture_compression");
+ if (fxMesa->type >= GR_SSTTYPE_Voodoo4) {
+ _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1");
+ _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
+ _mesa_enable_extension(ctx, "GL_S3_s3tc");
}
if (fxMesa->HaveCmbExt) {
@@ -1517,7 +1510,7 @@ fxDDInitExtensions(GLcontext * ctx)
/* core-level extensions */
#if 0
/* not until texel fetchers are right */
- _mesa_enable_extension(ctx, "GL_SGIS_generate_mipmaps");
+ _mesa_enable_extension(ctx, "GL_SGIS_generate_mipmap");
#endif
#if 0
/* breaks UT2004 */
@@ -1727,6 +1720,7 @@ fxSetupDDPointers(GLcontext * ctx)
ctx->Driver.ChooseTextureFormat = fxDDChooseTextureFormat;
ctx->Driver.TexImage1D = fxDDTexImage1D;
ctx->Driver.TexImage2D = fxDDTexImage2D;
+ ctx->Driver.TexSubImage1D = fxDDTexSubImage1D;
ctx->Driver.TexSubImage2D = fxDDTexSubImage2D;
ctx->Driver.CompressedTexImage2D = fxDDCompressedTexImage2D;
ctx->Driver.CompressedTexSubImage2D = fxDDCompressedTexSubImage2D;