if(!texture)
texture = $self->default_texture;
pipe_texture_reference(&$self->sampler_textures[index], texture);
- $self->pipe->set_sampler_textures($self->pipe,
- PIPE_MAX_SAMPLERS,
- $self->sampler_textures);
+ $self->pipe->set_fragment_sampler_textures($self->pipe,
+ PIPE_MAX_SAMPLERS,
+ $self->sampler_textures);
}
void set_vertex_buffer(unsigned index,
def delete_sampler_state(self, state):
pass
- def bind_sampler_states(self, num_states, states):
+ def bind_fragment_sampler_states(self, num_states, states):
for i in range(num_states):
self.real.set_sampler(i, states[i])
def set_viewport_state(self, state):
self.real.set_viewport(state)
- def set_sampler_textures(self, num_textures, textures):
+ def set_fragment_sampler_textures(self, num_textures, textures):
for i in range(num_textures):
self.real.set_sampler_texture(i, textures[i])