const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
const GLboolean adjustLOD =
(texUnit->LodBias + samp->LodBias != 0.0F)
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
const GLboolean adjustLOD =
(texUnit->LodBias + samp->LodBias != 0.0F)
/* apply LOD clamping to lambda */
lod = CLAMP(lod, samp->MinLod, samp->MaxLod);
}
/* apply LOD clamping to lambda */
lod = CLAMP(lod, samp->MinLod, samp->MaxLod);
}
const struct gl_sampler_object *sampler)
{
if (!t || !_mesa_is_texture_complete(t, sampler)) {
const struct gl_sampler_object *sampler)
{
if (!t || !_mesa_is_texture_complete(t, sampler)) {