*/
struct gl_texture_object
{
- _glthread_Mutex Mutex; /**< for thread safety */
GLint RefCount; /**< reference count */
GLuint Name; /**< the user-visible texture object ID */
GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
_mesa_bzero(obj, sizeof(*obj));
/* init the non-zero fields */
- _glthread_INIT_MUTEX(obj->Mutex);
obj->RefCount = 1;
obj->Name = name;
obj->Target = target;
obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
- _mesa_init_colortable(&obj->Palette);
}
}
}
- /* destroy the mutex -- it may have allocated memory (eg on bsd) */
- _glthread_DESTROY_MUTEX(texObj->Mutex);
-
/* free this object */
_mesa_free(texObj);
}