for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
if (texUnit->Enabled & (1 << texIndex)) {
struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
if (texUnit->Enabled & (1 << texIndex)) {
struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];