_mesa_set_enable(ctx, GL_TEXTURE_1D, !!(enabled & TEXTURE_1D_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_2D, !!(enabled & TEXTURE_2D_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_3D, !!(enabled & TEXTURE_3D_BIT));
- if (ctx->Extensions.NV_texture_rectangle) {
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_ARB,
- !!(enabled & TEXTURE_RECT_BIT));
- }
if (ctx->Extensions.ARB_texture_cube_map) {
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP,
!!(enabled & TEXTURE_CUBE_BIT));
_mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
!!(unit->Enabled & TEXTURE_CUBE_BIT));
}
- if (ctx->Extensions.NV_texture_rectangle) {
- _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
- !!(unit->Enabled & TEXTURE_RECT_BIT));
- }
if (ctx->Extensions.MESA_texture_array) {
_mesa_set_enable(ctx, GL_TEXTURE_1D_ARRAY_EXT,
!!(unit->Enabled & TEXTURE_1D_ARRAY_BIT));
!ctx->Extensions.ARB_texture_cube_map) {
continue;
}
- else if (obj->Target == GL_TEXTURE_RECTANGLE_NV &&
- !ctx->Extensions.NV_texture_rectangle) {
- continue;
- }
else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT ||
obj->Target == GL_TEXTURE_2D_ARRAY_EXT) &&
!ctx->Extensions.MESA_texture_array) {
_mesa_TexParameterf(target, GL_TEXTURE_LOD_BIAS, samp->LodBias);
_mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
- if (target != GL_TEXTURE_RECTANGLE_ARB)
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
if (ctx->Extensions.EXT_texture_filter_anisotropic) {
_mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
samp->MaxAnisotropy);
dest->ActiveTexture = src->ActiveTexture;
dest->LockFirst = src->LockFirst;
dest->LockCount = src->LockCount;
- dest->PrimitiveRestart = src->PrimitiveRestart;
- dest->RestartIndex = src->RestartIndex;
/* skip NewState */
/* skip RebindArrays */