GLboolean retval;
GLuint texUnit;
- texUnit = vprog->Base.SamplerUnits[su];
+ texUnit = vprog->Base.SamplerUnits[su];
- retval = update_single_texture(st, &sampler_view, texUnit);
- if (retval == GL_FALSE)
- continue;
-
- st->state.num_vertex_textures = su + 1;
+ retval = update_single_texture(st, &sampler_view, texUnit);
+ if (retval == GL_FALSE)
+ continue;
+ st->state.num_vertex_textures = su + 1;
}
pipe_sampler_view_reference(&st->state.sampler_vertex_views[su], sampler_view);
}
assert(0);
}
- sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
+ sv[1] = st_create_texture_sampler_view_format(st->pipe, pt,
stencil_format);
- num_sampler_view++;
- }
+ num_sampler_view++;
+ }
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height,