RageTexture is a wrapper around RageDisplay's textures; RageDisplay

itself doesn't use it.  Don't pass in RageTexture to SetTexture;
use RageDisplay's native texture handles.
This commit is contained in:
Glenn Maynard
2006-07-23 03:19:49 +00:00
parent 26173fd639
commit d0bcf2052d
11 changed files with 26 additions and 32 deletions
+4 -5
View File
@@ -35,7 +35,6 @@
#include "RageLog.h"
#include "RageTimer.h"
#include "RageException.h"
#include "RageTexture.h"
#include "RageTextureManager.h"
#include "RageMath.h"
#include "RageTypes.h"
@@ -1362,7 +1361,7 @@ void RageDisplay_OGL::DrawLineStripInternal( const RageSpriteVertex v[], int iNu
void RageDisplay_OGL::ClearAllTextures()
{
FOREACH_ENUM2( TextureUnit, i )
SetTexture( i, NULL );
SetTexture( i, 0 );
// HACK: Reset the active texture to 0.
// TODO: Change all texture functions to take a stage number.
@@ -1378,7 +1377,7 @@ int RageDisplay_OGL::GetNumTextureUnits()
return g_iMaxTextureUnits;
}
void RageDisplay_OGL::SetTexture( TextureUnit tu, RageTexture* pTexture )
void RageDisplay_OGL::SetTexture( TextureUnit tu, unsigned iTexture )
{
if( GLExt.glActiveTextureARB == NULL )
{
@@ -1401,10 +1400,10 @@ void RageDisplay_OGL::SetTexture( TextureUnit tu, RageTexture* pTexture )
}
}
if( pTexture )
if( iTexture )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, pTexture->GetTexHandle() );
glBindTexture( GL_TEXTURE_2D, iTexture );
}
else
{