+ obj->Swizzle[0] = GL_RED;
+ obj->Swizzle[1] = GL_GREEN;
+ obj->Swizzle[2] = GL_BLUE;
+ obj->Swizzle[3] = GL_ALPHA;
+ obj->_Swizzle = SWIZZLE_NOOP;
+}
+
+
+/**
+ * Some texture initialization can't be finished until we know which
+ * target it's getting bound to (GL_TEXTURE_1D/2D/etc).
+ */
+static void
+finish_texture_init(GLcontext *ctx, GLenum target,
+ struct gl_texture_object *obj)
+{
+ assert(obj->Target == 0);
+
+ if (target == GL_TEXTURE_RECTANGLE_NV) {
+ /* have to init wrap and filter state here - kind of klunky */
+ obj->WrapS = GL_CLAMP_TO_EDGE;
+ obj->WrapT = GL_CLAMP_TO_EDGE;
+ obj->WrapR = GL_CLAMP_TO_EDGE;
+ obj->MinFilter = GL_LINEAR;
+ if (ctx->Driver.TexParameter) {
+ static const GLfloat fparam_wrap[1] = {(GLfloat) GL_CLAMP_TO_EDGE};
+ static const GLfloat fparam_filter[1] = {(GLfloat) GL_LINEAR};
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_S, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_T, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_WRAP_R, fparam_wrap);
+ ctx->Driver.TexParameter(ctx, target, obj, GL_TEXTURE_MIN_FILTER, fparam_filter);
+ }
+ }