fix minor glitch with GL_DEPTH_COMPONENT textures

This commit is contained in:
Brian Paul 2004-04-10 19:50:33 +00:00
parent 089645799c
commit 2db8fe2906

View file

@ -2946,7 +2946,7 @@ update_texture_state( GLcontext *ctx )
if (texUnit->_ReallyEnabled)
ctx->Texture._EnabledUnits |= (1 << unit);
if ( texUnit->EnvMode == GL_COMBINE ) {
if (texUnit->EnvMode == GL_COMBINE) {
texUnit->_CurrentCombine = & texUnit->Combine;
}
else {
@ -2954,6 +2954,9 @@ update_texture_state( GLcontext *ctx )
if (format == GL_COLOR_INDEX) {
format = GL_RGBA; /* a bit of a hack */
}
else if (format == GL_DEPTH_COMPONENT) {
format = texUnit->_Current->DepthMode;
}
calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
texUnit->_CurrentCombine = & texUnit->_EnvMode;
}