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check if active fragment shader for deferred texturing/shading
author
Brian Paul
<brian.paul@tungstengraphics.com>
Tue, 28 Feb 2006 15:48:19 +0000
(15:48 +0000)
committer
Brian Paul
<brian.paul@tungstengraphics.com>
Tue, 28 Feb 2006 15:48:19 +0000
(15:48 +0000)
src/mesa/swrast/s_span.c
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diff --git
a/src/mesa/swrast/s_span.c
b/src/mesa/swrast/s_span.c
index 91556cae5f34b386808dcfd64747f80b418b2aee..0856b801ed2213ff53f6f65a9e4fe549595a9ee6 100644
(file)
--- a/
src/mesa/swrast/s_span.c
+++ b/
src/mesa/swrast/s_span.c
@@
-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);