Keep the checkGLcall glActiveTexture/glActiveTextureARB separation in
all the file.
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parent
f92bb4b76a
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@ -122,10 +122,11 @@ void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags) {
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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#if defined(GL_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + Stage);
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checkGLcall("glActiveTexture");
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#else
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glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
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#endif
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checkGLcall("glActiveTextureARB");
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#endif
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} else if (Stage > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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@ -1514,8 +1515,10 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTransform(LPDIRECT3DDEVICE8 iface, D3DT
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int tex = d3dts - D3DTS_TEXTURE0;
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#if defined(GL_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + tex);
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checkGLcall("glActiveTexture");
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#else
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glActiveTextureARB(GL_TEXTURE0_ARB + tex);
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checkGLcall("glActiveTextureARB");
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#endif
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set_texture_matrix((float *)lpmatrix, This->UpdateStateBlock->texture_state[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
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}
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@ -3071,10 +3074,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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#if defined(GL_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + Stage);
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checkGLcall("glActiveTexture");
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#else
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glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
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#endif
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checkGLcall("glActiveTextureARB");
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#endif
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} else if (Stage>0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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