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authorBrian Paul <[email protected]>2011-02-28 18:24:30 -0700
committerBrian Paul <[email protected]>2011-02-28 18:24:30 -0700
commit9d20849516fe34bb0a430b007cef7878858cf0c7 (patch)
tree67c226c5ccade1c0eb30f3c3e76443c81ffbd586 /src/mesa/main/pixel.c
parent7e161bcf11d539ecc2482b71b21783a23e36f596 (diff)
mesa: remove GL_SGI_texture_color_table support
It was only implemented in the swrast driver and probably not used by any applications. A modern app would use a dependent/chained texture lookup in the fragment shader.
Diffstat (limited to 'src/mesa/main/pixel.c')
-rw-r--r--src/mesa/main/pixel.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/mesa/main/pixel.c b/src/mesa/main/pixel.c
index 0254980b89d..08ef8fc8441 100644
--- a/src/mesa/main/pixel.c
+++ b/src/mesa/main/pixel.c
@@ -685,9 +685,6 @@ _mesa_init_pixel( struct gl_context *ctx )
init_pixelmap(&ctx->PixelMaps.GtoG);
init_pixelmap(&ctx->PixelMaps.BtoB);
init_pixelmap(&ctx->PixelMaps.AtoA);
- /* GL_SGI_texture_color_table */
- ASSIGN_4V(ctx->Pixel.TextureColorTableScale, 1.0, 1.0, 1.0, 1.0);
- ASSIGN_4V(ctx->Pixel.TextureColorTableBias, 0.0, 0.0, 0.0, 0.0);
if (ctx->Visual.doubleBufferMode) {
ctx->Pixel.ReadBuffer = GL_BACK;