const struct gl_texture_image *img = tObj->Image[0][level];
const struct gl_texture_image *mostDetailedImage =
tObj->Image[0][tObj->BaseLevel];
- GLfloat tex_u=-0.5 + texcoord[0] * mostDetailedImage->WidthScale * scaling;
- GLfloat tex_v=-0.5 + texcoord[1] * mostDetailedImage->HeightScale * scaling;
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(mostDetailedImage);
+ GLfloat tex_u=-0.5 + texcoord[0] * swImg->WidthScale * scaling;
+ GLfloat tex_v=-0.5 + texcoord[1] * swImg->HeightScale * scaling;
GLfloat ux = dudx * scaling;
GLfloat vx = dvdx * scaling;
const GLfloat lambda_iso[], GLfloat rgba[][4])
{
const struct gl_texture_image *tImg = tObj->Image[0][tObj->BaseLevel];
+ const struct swrast_texture_image *swImg = swrast_texture_image_const(tImg);
const GLfloat maxEccentricity =
tObj->Sampler.MaxAnisotropy * tObj->Sampler.MaxAnisotropy;
create_filter_table();
}
- texW = tImg->WidthScale;
- texH = tImg->HeightScale;
+ texW = swImg->WidthScale;
+ texH = swImg->HeightScale;
for (i = 0; i < n; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);