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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