context_dirty(ctx, MATERIAL_BACK_SHININESS);
}
+ if (new_state & _NEW_TEXTURE) {
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ if (ctx->Texture.Unit[i].Sampler)
+ context_dirty_i(ctx, TEX_OBJ, i);
+ }
+ }
+
_swrast_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);