Import all texture coordinate arrays. Import them only once.
authorKeith Whitwell <keith@tungstengraphics.com>
Tue, 3 May 2005 15:11:23 +0000 (15:11 +0000)
committerKeith Whitwell <keith@tungstengraphics.com>
Tue, 3 May 2005 15:11:23 +0000 (15:11 +0000)
src/mesa/tnl/t_array_import.c

index 39515b4b0a31c54065e5477d07079c069dd06a5c..7cc834ffa233fd943445473f92ac353b8f54b088 100644 (file)
@@ -305,11 +305,10 @@ void _tnl_vb_bind_arrays( GLcontext *ctx, GLint start, GLint end)
         VB->AttribPtr[_TNL_ATTRIB_FOG] = &tmp->FogCoord;
       }
       else if (index >= VERT_ATTRIB_TEX0 && index <= VERT_ATTRIB_TEX7) {
-        for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
-           _tnl_import_texcoord( ctx, i, GL_FALSE, GL_FALSE );
-           tmp->TexCoord[i].count = VB->Count;
-           VB->AttribPtr[_TNL_ATTRIB_TEX0 + i] = &tmp->TexCoord[i];
-        }
+        i = index - VERT_ATTRIB_TEX0;
+        _tnl_import_texcoord( ctx, i, GL_FALSE, GL_FALSE );
+        tmp->TexCoord[i].count = VB->Count;
+        VB->AttribPtr[_TNL_ATTRIB_TEX0 + i] = &tmp->TexCoord[i];
       }
       else {
         _tnl_constant_attrib(tnl, tmp, index);