diff --git a/src/RageDisplay_Legacy.cpp b/src/RageDisplay_Legacy.cpp index 597f4f76bd..411186b7a3 100644 --- a/src/RageDisplay_Legacy.cpp +++ b/src/RageDisplay_Legacy.cpp @@ -1554,7 +1554,7 @@ void RageDisplay_Legacy::ClearAllTextures() // HACK: Reset the active texture to 0. // TODO: Change all texture functions to take a stage number. - if (glActiveTextureARB) + if (GLEW_ARB_multitexture) glActiveTextureARB(GL_TEXTURE0_ARB); } @@ -1607,31 +1607,31 @@ void RageDisplay_Legacy::SetTextureMode( TextureUnit tu, TextureMode tm ) // and this is glowmode,whiten: // Source color is the diffuse color only: - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT ); - glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE ); - glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT ); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); + glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE); + glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT); // Source alpha is texture alpha * diffuse alpha: - glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE ); - glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA ); - glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT ); - glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA ); - glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE ); + glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE); + glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA); + glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT); + glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA); + glTexEnvi(GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE); break; } } void RageDisplay_Legacy::SetTextureFiltering( TextureUnit tu, bool b ) { - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, b? GL_LINEAR: GL_NEAREST ); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, b ? GL_LINEAR : GL_NEAREST); GLint iMinFilter; if (b) { GLint iWidth1 = -1; GLint iWidth2 = -1; - glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth1 ); - glGetTexLevelParameteriv( GL_TEXTURE_2D, 1, GL_TEXTURE_WIDTH, &iWidth2 ); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth1); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 1, GL_TEXTURE_WIDTH, &iWidth2); if (iWidth1 > 1 && iWidth2 != 0) { /* Mipmaps are enabled. */