be sure we have span texcoords before calling _swrast_texture_span()
authorBrian Paul <brian.paul@tungstengraphics.com>
Fri, 10 Jun 2005 14:37:32 +0000 (14:37 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Fri, 10 Jun 2005 14:37:32 +0000 (14:37 +0000)
src/mesa/swrast/s_span.c

index bb16a8938b65d6d651ae47e201576e20edfea21d..86ae136562bcc33d504d4b52f0cb99e76916b25f 100644 (file)
@@ -1183,7 +1183,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
          _swrast_exec_fragment_program( ctx, span );
       else if (ctx->ATIFragmentShader._Enabled)
          _swrast_exec_fragment_shader( ctx, span );
-      else if (ctx->Texture._EnabledUnits)
+      else if (ctx->Texture._EnabledUnits && (span->arrayMask & SPAN_TEXTURE))
          _swrast_texture_span( ctx, span );
 
       /* Do the alpha test */
@@ -1260,7 +1260,7 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
          _swrast_exec_fragment_program( ctx, span );
       else if (ctx->ATIFragmentShader._Enabled)
          _swrast_exec_fragment_shader( ctx, span );
-      else if (ctx->Texture._EnabledUnits)
+      else if (ctx->Texture._EnabledUnits && (span->arrayMask & SPAN_TEXTURE))
          _swrast_texture_span( ctx, span );
    }