{
bool newTex;
- _mesa_BindTexture(tex->Target, tex->tex_obj->Name);
+ _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
_mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER,
(GLint *) &filter, false);
_mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER,
*/
static const GLint filter = GL_NEAREST;
- _mesa_BindTexture(tex->Target, tex->tex_obj->Name);
+ _mesa_bind_texture(ctx, tex->Target, tex->tex_obj);
_mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MIN_FILTER, &filter,
false);
_mesa_texture_parameteriv(ctx, tex->tex_obj, GL_TEXTURE_MAG_FILTER, &filter,
_mesa_buffer_sub_data(ctx, decompress->buf_obj, 0, sizeof(verts), verts);
/* setup texture state */
- _mesa_BindTexture(target, texObj->Name);
+ _mesa_bind_texture(ctx, target, texObj);
if (!use_glsl_version)
_mesa_set_enable(ctx, target, GL_TRUE);
/* We may have been called from glGenerateTextureMipmap with CurrentUnit
* still set to 0, so we don't know when we can skip binding the texture.
- * Assume that _mesa_BindTexture will be fast if we're rebinding the same
+ * Assume that _mesa_bind_texture will be fast if we're rebinding the same
* texture.
*/
- _mesa_BindTexture(target, texObj->Name);
+ _mesa_bind_texture(ctx, target, texObj);
if (mipmap->samp_obj == NULL) {
mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);