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