GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
_mesa_TexEnvi(GL_POINT_SPRITE_NV, GL_COORD_REPLACE_NV,
- !!(point->CoordReplaceBits & (1u << u)));
+ !!(point->CoordReplace & (1u << u)));
}
_mesa_set_enable(ctx, GL_POINT_SPRITE_NV,point->PointSprite);
if (ctx->Extensions.NV_point_sprite)
_mesa_set_enablei(ctx, GL_SCISSOR_TEST, i,
(scissor->EnableFlags >> i) & 1);
}
+ if (ctx->Extensions.EXT_window_rectangles) {
+ STATIC_ASSERT(sizeof(struct gl_scissor_rect) ==
+ 4 * sizeof(GLint));
+ _mesa_WindowRectanglesEXT(
+ scissor->WindowRectMode, scissor->NumWindowRects,
+ (const GLint *)scissor->WindowRects);
+ }
}
break;
case GL_STENCIL_BUFFER_BIT:
/* _Enabled must be the same than on push */
dest->_Enabled = src->_Enabled;
+ /* The bitmask of bound VBOs needs to match the VertexBinding array */
+ dest->VertexAttribBufferMask = src->VertexAttribBufferMask;
dest->NewArrays = src->NewArrays;
}