intelFlush(&intel->ctx);
LOCK_HARDWARE(intel);
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_tex_map_images(intel, intel_texture_object(texObj));
_swrast_flush(ctx);
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
intel_tex_unmap_images(intel, intel_texture_object(texObj));