_mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
_mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
_mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_S,
+ ((unit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_T,
+ ((unit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_R,
+ ((unit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE));
+ _mesa_set_enable(ctx, GL_TEXTURE_GEN_Q,
+ ((unit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE));
if (ctx->Extensions.EXT_texture_lod_bias) {
_mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);