GLfloat texW, texH;
GLboolean needLambda;
if (obj) {
- const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
+ const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram.Enabled;
texW = img->WidthScale;
GLfloat texW, texH;
GLboolean needLambda;
if (obj) {
- const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
+ const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram.Enabled;
texW = (GLfloat) img->WidthScale;
span->primitive == GL_POLYGON || span->primitive == GL_BITMAP);
ASSERT(span->end <= MAX_WIDTH);
ASSERT((span->interpMask & span->arrayMask) == 0);
- ASSERT(ctx->Texture._EnabledCoordUnits);
+ ASSERT(ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram.Enabled);
/*
printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);