Re: wined3d: state_pointsprite should apply to all texture units
Chris Robinson wrote:
+ for (i = 0; i < GL_LIMITS(texture_stages); i++) { + /* Note the WINED3DRS value applies to all textures, but GL has one + * per texture, so apply it now ready to be used! + */ + if (GL_SUPPORT(ARB_MULTITEXTURE)) { + GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); + checkGLcall("glActiveTextureARB"); + } else if (i>0) { + FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); + }
I'd do that '} else if (i == 1) {', otherwise you'll print a whole lot FIXME's, and maybe add a 'break', since it doesn't make sense to call glTexEnvi() over and over for the same texture. tom
Am 03.01.2007 um 02:27 schrieb Tomas Carnecky:
Chris Robinson wrote:
+ for (i = 0; i < GL_LIMITS(texture_stages); i++) { + /* Note the WINED3DRS value applies to all textures, but GL has one + * per texture, so apply it now ready to be used! + */ + if (GL_SUPPORT(ARB_MULTITEXTURE)) { + GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); + checkGLcall("glActiveTextureARB"); + } else if (i>0) { + FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); + }
I'd do that '} else if (i == 1) {', otherwise you'll print a whole lot FIXME's, and maybe add a 'break', since it doesn't make sense to call glTexEnvi() over and over for the same texture. If we do not support multittexturing GL_LIMITS(texture_stages) should be 1, thus the else path shouldn't be needed.
participants (2)
-
Stefan Dösinger -
Tomas Carnecky