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.