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fix minor glitch with GL_DEPTH_COMPONENT textures
author
Brian Paul
<brian.paul@tungstengraphics.com>
Sat, 10 Apr 2004 19:50:33 +0000
(19:50 +0000)
committer
Brian Paul
<brian.paul@tungstengraphics.com>
Sat, 10 Apr 2004 19:50:33 +0000
(19:50 +0000)
src/mesa/main/texstate.c
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diff --git
a/src/mesa/main/texstate.c
b/src/mesa/main/texstate.c
index b3204376d5f3b87cc5c9e6e8bdea342b1c431b34..a926ff135b4196e76246595629b1aa1092588d23 100644
(file)
--- a/
src/mesa/main/texstate.c
+++ b/
src/mesa/main/texstate.c
@@
-2946,7
+2946,7
@@
update_texture_state( GLcontext *ctx )
if (texUnit->_ReallyEnabled)
ctx->Texture._EnabledUnits |= (1 << unit);
- if (
texUnit->EnvMode == GL_COMBINE
) {
+ if (
texUnit->EnvMode == GL_COMBINE
) {
texUnit->_CurrentCombine = & texUnit->Combine;
}
else {
@@
-2954,6
+2954,9
@@
update_texture_state( GLcontext *ctx )
if (format == GL_COLOR_INDEX) {
format = GL_RGBA; /* a bit of a hack */
}
+ else if (format == GL_DEPTH_COMPONENT) {
+ format = texUnit->_Current->DepthMode;
+ }
calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
texUnit->_CurrentCombine = & texUnit->_EnvMode;
}