#ifdef DO_TEX
{
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
const GLfloat invW0 = v0->win[3];
const GLfloat invW1 = v1->win[3];
const GLfloat invW2 = v2->win[3];
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+ const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
const GLfloat invW0 = v0->win[3];
const GLfloat invW1 = v1->win[3];
const GLfloat invW2 = v2->win[3];