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authorBrian Paul <[email protected]>2009-05-05 16:21:20 -0600
committerBrian Paul <[email protected]>2009-05-05 16:21:20 -0600
commit01e16befd4809e3e93ee7855a4a5d7df9fe010d9 (patch)
treefbb94ea4921b1142198f82cf4aa4c729b683a217 /src
parentc0d3761c167c2d952e92c46cf3a0e26461985ada (diff)
mesa: only use fallback texture when using shaders, not fixed-function
The semantics are a little different for shaders vs. fixed-function when trying to use an incomplete texture. The fallback texture returning (0,0,0,1) should only be used with shaders. Fixes glean fbo test regression.
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/texstate.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 32d55ba8d58..9664bd58bcb 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -560,10 +560,10 @@ update_texture_state( GLcontext *ctx )
}
}
- if (!texUnit->_ReallyEnabled) {
- /* If we get here it means the shader (or fixed-function state)
- * is expecting a texture object, but there isn't one (or it's
- * incomplete). Use the fallback texture.
+ if (fprog && !texUnit->_ReallyEnabled) {
+ /* If we get here it means the shader is expecting a texture
+ * object, but there isn't one (or it's incomplete). Use the
+ * fallback texture.
*/
struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;