struct gl_texture_object *texObj;
GLuint name = first + i;
GLenum target = 0;
- texObj = (*ctx->Driver.NewTextureObject)( ctx, name, target);
+ texObj = ctx->Driver.NewTextureObject(ctx, name, target);
if (!texObj) {
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
}
else {
/* if this is a new texture id, allocate a texture object now */
- newTexObj = (*ctx->Driver.NewTextureObject)(ctx, texName, target);
+ newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
if (!newTexObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
- (*ctx->Driver.BindTexture)( ctx, target, newTexObj );
+ ctx->Driver.BindTexture(ctx, target, newTexObj);
}