Fix texturing in quake3. Some code was left over from the dirty/clean list
authorEric Anholt <anholt@FreeBSD.org>
Sat, 25 Sep 2004 06:12:40 +0000 (06:12 +0000)
committerEric Anholt <anholt@FreeBSD.org>
Sat, 25 Sep 2004 06:12:40 +0000 (06:12 +0000)
setup that now removed atoms from the atomlist on texture deletion.

src/mesa/drivers/dri/r200/r200_context.c
src/mesa/drivers/dri/r200/r200_texmem.c

index 0d3e1bb44e999792047668aca816b02f4ec869e3..3b8394f794f3fc12d850c65019b2e6e495daf02b 100644 (file)
@@ -62,7 +62,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 #include "r200_vtxfmt.h"
 #include "r200_maos.h"
 
-#define DRIVER_DATE    "20040923"
+#define DRIVER_DATE    "20040924"
 
 #include "vblank.h"
 #include "utils.h"
index 05ef16e7be81a498786860a33b5baf45b2a6549f..b219995c3e2c352c7727b406496ccd57dea61219 100644 (file)
@@ -43,7 +43,6 @@ SOFTWARE.
 #include "context.h"
 #include "colormac.h"
 #include "macros.h"
-#include "simple_list.h"
 #include "radeon_reg.h" /* gets definition for usleep */
 #include "r200_context.h"
 #include "r200_state.h"
@@ -73,10 +72,8 @@ r200DestroyTexObj( r200ContextPtr rmesa, r200TexObjPtr t )
       for ( i = 0 ; i < rmesa->glCtx->Const.MaxTextureUnits ; i++ ) {
         if ( t == rmesa->state.texture.unit[i].texobj ) {
            rmesa->state.texture.unit[i].texobj = NULL;
-           remove_from_list( &rmesa->hw.tex[i] );
-           make_empty_list( &rmesa->hw.tex[i] );
-           remove_from_list( &rmesa->hw.cube[i] );
-           make_empty_list( &rmesa->hw.cube[i] );
+           rmesa->hw.tex[i].dirty = GL_FALSE;
+           rmesa->hw.cube[i].dirty = GL_FALSE;
         }
       }
    }