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authorRoland Scheidegger <[email protected]>2008-02-15 17:26:06 +0100
committerRoland Scheidegger <[email protected]>2008-02-15 17:26:58 +0100
commitc5f8ff8b32795a0d7d31bec301eeadc2b9339bfa (patch)
tree7057d0093a600da62d1755dca7ea2f3eebef2c0f
parent50465766d16077b1f4e11a7af1f2319346bc4367 (diff)
fix bug with generated fragment programs if vertex shader is active
When generating a fragment program from fixed function, checking texUnit->_ReallyEnabled is not sufficient, need texUnit->Enabled too since the former also represents texture enables from an active vertex shader.
-rw-r--r--src/mesa/main/texenvprogram.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/main/texenvprogram.c b/src/mesa/main/texenvprogram.c
index 47f3adbd0d8..387779323a3 100644
--- a/src/mesa/main/texenvprogram.c
+++ b/src/mesa/main/texenvprogram.c
@@ -199,8 +199,8 @@ static void make_state_key( GLcontext *ctx, struct state_key *key )
for (i=0;i<MAX_TEXTURE_UNITS;i++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
-
- if (!texUnit->_ReallyEnabled)
+
+ if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
continue;
key->unit[i].enabled = 1;