diff options
Diffstat (limited to 'src/mesa/drivers/glide/fxdd.c')
-rw-r--r-- | src/mesa/drivers/glide/fxdd.c | 24 |
1 files changed, 9 insertions, 15 deletions
diff --git a/src/mesa/drivers/glide/fxdd.c b/src/mesa/drivers/glide/fxdd.c index 106c7d0e070..ffebcdae464 100644 --- a/src/mesa/drivers/glide/fxdd.c +++ b/src/mesa/drivers/glide/fxdd.c @@ -1485,21 +1485,14 @@ fxDDInitExtensions(GLcontext * ctx) * fake NCC multitexturing through multipass rendering, but... * ohwell, it's not worth the effort... * This stand true for multitexturing palletized textures. - * 3) since NCC is not an OpenGL standard (as opposed to FXT1), we - * would need to plug deeper into the core... First, we would need to - * bind NCC to GL_COMPRESSED_RGB[A]. Then, we would need to trick - * Mesa into reporting our texture as compressed. Last, we would need - * to stash the NCC decompression table into the mipmap data and adjust - * CompressedSize accordingly! + * 3) since NCC is not an OpenGL standard (as opposed to FXT1/DXTC), we + * can't use precompressed textures! */ - if (fxMesa->HaveTexus2) { - _mesa_enable_extension(ctx, "GL_ARB_texture_compression"); - - if (fxMesa->type >= GR_SSTTYPE_Voodoo4) { - _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1"); - _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc"); - _mesa_enable_extension(ctx, "GL_S3_s3tc"); - } + _mesa_enable_extension(ctx, "GL_ARB_texture_compression"); + if (fxMesa->type >= GR_SSTTYPE_Voodoo4) { + _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1"); + _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc"); + _mesa_enable_extension(ctx, "GL_S3_s3tc"); } if (fxMesa->HaveCmbExt) { @@ -1517,7 +1510,7 @@ fxDDInitExtensions(GLcontext * ctx) /* core-level extensions */ #if 0 /* not until texel fetchers are right */ - _mesa_enable_extension(ctx, "GL_SGIS_generate_mipmaps"); + _mesa_enable_extension(ctx, "GL_SGIS_generate_mipmap"); #endif #if 0 /* breaks UT2004 */ @@ -1727,6 +1720,7 @@ fxSetupDDPointers(GLcontext * ctx) ctx->Driver.ChooseTextureFormat = fxDDChooseTextureFormat; ctx->Driver.TexImage1D = fxDDTexImage1D; ctx->Driver.TexImage2D = fxDDTexImage2D; + ctx->Driver.TexSubImage1D = fxDDTexSubImage1D; ctx->Driver.TexSubImage2D = fxDDTexSubImage2D; ctx->Driver.CompressedTexImage2D = fxDDCompressedTexImage2D; ctx->Driver.CompressedTexSubImage2D = fxDDCompressedTexSubImage2D; |