/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulatealpha];
else
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulate];
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulatealpha];
else
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulate];
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha];
else
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal];
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha];
else
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal];
- ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Width,
- ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Height,
+ ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Width,
+ ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Height,
/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
textName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name;
DPF(( 0, "\tTexture Name:\t%d", textName ));
DPF(( 0, "\tTexture Format:\t%s",
textName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name;
DPF(( 0, "\tTexture Name:\t%d", textName ));
DPF(( 0, "\tTexture Format:\t%s",