* Input: textureUnit - pointer to texture unit to apply
* format - base internal texture format
* n - number of fragments
- * primary_rgba - primary colors (may alias rgba for single texture)
* texels - array of texel colors
* InOut: rgba - incoming fragment colors modified by texel colors
* according to the texture environment mode.
texture_apply( const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
GLuint n,
- float4_array primary_rgba,
float4_array texel,
GLchan rgbaChan[][4] )
{
GLenum format;
GLfloat rgba[MAX_WIDTH][4];
- (void) primary_rgba;
-
ASSERT(texUnit);
ASSERT(texUnit->_Current);
float4_array texels =
get_texel_array(swrast->TexelBuffer, unit, span->end);
texture_apply( ctx, texUnit, span->end,
- primary_rgba, texels,
- span->array->rgba );
+ texels, span->array->rgba );
}
}
}