GLfloat vertices[4][4];
GLfloat texcoords[4][2];
GLfloat z;
+ GLint old_active_texture;
/* We're going to mess with texturing with no regard to existing texture
* state, so if there is some set up we have to bail.
/* XXX: pixel store stuff */
_mesa_Disable(GL_POLYGON_STIPPLE);
+ old_active_texture = ctx->Texture.CurrentUnit;
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB);
_mesa_Enable(GL_TEXTURE_2D);
_mesa_GenTextures(1, &texname);
texcoords[3][1] = 1.0;
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
+ _mesa_ClientActiveTextureARB(GL_TEXTURE0);
_mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
intel_meta_restore_transform(intel);
+
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
struct gl_pixelstore_attrib old_unpack;
GLstencil *stencil_pixels;
int row;
+ GLint old_active_texture;
if (format != GL_STENCIL_INDEX)
return GL_FALSE;
GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
old_fb_name = ctx->DrawBuffer->Name;
+ old_active_texture = ctx->Texture.CurrentUnit;
_mesa_Disable(GL_POLYGON_STIPPLE);
_mesa_Disable(GL_DEPTH_TEST);
texcoords[3][1] = 1.0;
_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
+ _mesa_ClientActiveTextureARB(GL_TEXTURE0);
_mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
intel_meta_restore_transform(intel);
+ _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
_mesa_PopClientAttrib();