From: Keith Whitwell Date: Tue, 9 Nov 1999 17:26:15 +0000 (+0000) Subject: use glClientActiveTexture in interleaved setup X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=6adfc6bd9e4923586df770a8f53b65f8ed2e4597;p=mesa.git use glClientActiveTexture in interleaved setup --- diff --git a/src/mesa/main/varray.c b/src/mesa/main/varray.c index 19e627d5cfa..bf7053cd1ac 100644 --- a/src/mesa/main/varray.c +++ b/src/mesa/main/varray.c @@ -1,4 +1,4 @@ -/* $Id: varray.c,v 1.12 1999/11/09 17:00:25 keithw Exp $ */ +/* $Id: varray.c,v 1.13 1999/11/09 17:26:15 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -461,16 +461,11 @@ void gl_exec_array_elements( GLcontext *ctx, struct immediate *IM, flags, elts, (VERT_ELT|VERT_TEX1_ANY), start, count); - /* Lighting ignores the and-flag, so still need to do this. - */ -/* fprintf(stderr, "start %d count %d\n", start, count); */ -/* gl_print_vert_flags("translate", translate); */ for (i = start ; i < count ; i++) - if (flags[i] & VERT_ELT) { -/* flags[i] &= ~VERT_ELT; */ + if (flags[i] & VERT_ELT) flags[i] |= translate; - } + } @@ -675,7 +670,6 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) /* Transform and render. */ - if (0) gl_print_cassette_flags( IM, VB->Flag ); gl_run_pipeline( VB ); gl_reset_vb( VB ); @@ -1056,25 +1050,25 @@ void GLAPIENTRY glInterleavedArrays(CTX_ARG GLenum format, GLsizei stride, GLint i; GLint factor = ctx->Array.TexCoordInterleaveFactor; for (i = 0; i < factor; i++) { - gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) ); + gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) ); gl_EnableClientState( ctx, GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(CTX_PRM tcomps, GL_FLOAT, stride, (GLubyte *) pointer + i * coffset ); } for (i = factor; i < ctx->Const.MaxTextureUnits; i++) { - gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) ); + gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) ); gl_DisableClientState( ctx, GL_TEXTURE_COORD_ARRAY ); } } else { GLint i; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { - gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) ); + gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + i) ); gl_DisableClientState( ctx, GL_TEXTURE_COORD_ARRAY ); } } /* Restore texture coordinate unit index */ - gl_ActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + coordUnitSave) ); + gl_ClientActiveTexture( ctx, (GLenum) (GL_TEXTURE0_ARB + coordUnitSave) ); /* Color */