* complete. That's the one we'll use for texturing. If we're using
* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
*/
- if (texUnit->Enabled & TEXTURE_CUBE_BIT) {
+ if (enableBits & TEXTURE_CUBE_BIT) {
struct gl_texture_object *texObj = texUnit->CurrentCubeMap;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_3D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_3D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current3D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_RECT_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_RECT_BIT)) {
struct gl_texture_object *texObj = texUnit->CurrentRect;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_2D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_2D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current2D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
}
}
- if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_1D_BIT)) {
+ if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_1D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current1D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);