wined3d: state_pointsprite should apply to all texture units
Stefan Dösinger
stefandoesinger at gmx.at
Wed Jan 3 05:27:21 CST 2007
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.
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