GLfloat texcoords[4][2];
GLfloat z;
GLint old_active_texture;
+ GLenum internalFormat;
/* We're going to mess with texturing with no regard to existing texture
* state, so if there is some set up we have to bail.
_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
_mesa_TexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
_mesa_TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- /*
- _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
- _mesa_TexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
- */
- _mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
+ if (type == GL_ALPHA)
+ internalFormat = GL_ALPHA;
+ else
+ internalFormat = GL_RGBA;
+ _mesa_TexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format,
type, pixels);
intel_meta_set_passthrough_transform(intel);