check if active fragment shader for deferred texturing/shading
authorBrian Paul <brian.paul@tungstengraphics.com>
Tue, 28 Feb 2006 15:48:19 +0000 (15:48 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Tue, 28 Feb 2006 15:48:19 +0000 (15:48 +0000)
src/mesa/swrast/s_span.c

index 91556cae5f34b386808dcfd64747f80b418b2aee..0856b801ed2213ff53f6f65a9e4fe549595a9ee6 100644 (file)
@@ -1084,7 +1084,8 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
    const GLbitfield origArrayMask = span->arrayMask;
    const GLboolean deferredTexture = !(ctx->Color.AlphaEnabled ||
                                        ctx->FragmentProgram._Active ||
-                                       ctx->ATIFragmentShader._Enabled);
+                                       ctx->ATIFragmentShader._Enabled ||
+                                       ctx->ShaderObjects.CurrentProgram);
 
    ASSERT(span->primitive == GL_POINT  ||  span->primitive == GL_LINE ||
          span->primitive == GL_POLYGON  ||  span->primitive == GL_BITMAP);