/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
- if ( ctx->Texture._ReallyEnabled )
+ if ( ctx->Texture._EnabledUnits )
{
switch( ctx->Texture.Set[ctx->Texture.CurrentSet].EnvMode )
{
case GL_MODULATE:
- if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format == GL_RGBA )
+ if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA )
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulatealpha];
else
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_modulate];
break;
case GL_DECAL:
- if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format == GL_RGBA )
+ if ( ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA )
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decalalpha];
else
dwFunc = pContext->pShared->dwTexFunc[d3dtblend_decal];
CreateTMgrHAL( pContext->pShared,
texName,
0,
- ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format,
+ ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format,
(RECT *)NULL,
- 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,
TM_ACTION_BIND,
- (void *)ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Data );
+ (void *)ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Data );
// }
bTexture = TRUE;
}
/*================================================*/
/* Check too see if there are new TEXTURE states. */
/*================================================*/
- if ( texture != ctx->Texture._ReallyEnabled )
+ if ( texture != ctx->Texture._EnabledUnits )
{
- texture = ctx->Texture._ReallyEnabled;
+ texture = ctx->Texture._EnabledUnits;
DPF(( 0, "\tTexture\t\t%s", (texture) ? "ENABLED" : "--------" ));
}
textName = ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Name;
DPF(( 0, "\tTexture Name:\t%d", textName ));
DPF(( 0, "\tTexture Format:\t%s",
- (ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0]->Format == GL_RGBA) ?
+ (ctx->Texture.Set[ctx->Texture.CurrentSet].Current->Image[0][0]->Format == GL_RGBA) ?
"GL_RGBA" : "GLRGB" ));
}