if (ctx->Point._Attenuated)
key->point_attenuated = 1;
- if (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
+ if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
key->point_array = 1;
if (ctx->Texture._TexGenEnabled ||
ctx->Texture._TexMatEnabled ||
- ctx->Texture._EnabledUnits)
+ ctx->Texture._MaxEnabledTexImageUnit != -1)
key->texture_enabled_global = 1;
for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
- if (texUnit->_ReallyEnabled)
+ if (texUnit->_Current)
key->unit[i].texunit_really_enabled = 1;
if (ctx->Point.PointSprite)