[PATCH 5/5] wined3d: Prefer the core glActiveTexture function.

Matteo Bruni matteo.mystral at gmail.com
Mon Jan 5 10:49:31 CST 2015


2015-01-05 17:39 GMT+01:00 Wojciech Arabczyk <arabek at gmail.com>:
> On 5 January 2015 at 17:17, Matteo Bruni <mbruni at codeweavers.com> wrote:
>
>> diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
>> index 4da8c7d..023bcbf 100644
>> --- a/dlls/wined3d/context.c
>> +++ b/dlls/wined3d/context.c
>> @@ -1328,8 +1328,8 @@ static void bind_dummy_textures(const struct wined3d_device *device, const struc
>>
>>      for (i = 0; i < count; ++i)
>>      {
>> -        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
>> -        checkGLcall("glActiveTextureARB");
>> +        GL_EXTCALL(glActiveTexture(GL_TEXTURE0_ARB + i));
>> +        checkGLcall("glActiveTexture");
>
> Per analogy, shouldn't this be GL_TEXTURE0 instead?

Yes, good point.

>
>>  {
>> -    GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0 + unit));
>> -    checkGLcall("glActiveTextureARB");
>> +    GL_EXTCALL(glActiveTexture(GL_TEXTURE0 + unit));
>> +    checkGLcall("glActiveTexture");
>>      context->active_texture = unit;
>>  }
>>
>
> --
> With kind regards
> Wojciech Arabczyk



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