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.
This commit is contained in:
Roland Scheidegger 2008-02-15 17:26:06 +01:00
parent 50465766d1
commit c5f8ff8b32

View file

@ -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;