/* KW: This was wrong (I think) and I changed it... which doesn't mean
* it is now correct...
*/
- if ((ctx->_Enabled & (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D)) &&
- (ctx->_Enabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D))) {
+ if ((ctx->Texture._ReallyEnabled & (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D)) &&
+ (ctx->Texture._ReallyEnabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D))) {
/* Can't use multipass to blend a multitextured triangle - fall
* back to software.
*/
}
}
else {
- if ((ctx->_Enabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D)) ||
+ if ((ctx->Texture._ReallyEnabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D)) ||
/* Not very well written ... */
- ((ctx->_Enabled & TEXTURE0_1D) && (!(ctx->_Enabled & TEXTURE0_2D)))
+ ((ctx->Texture._ReallyEnabled & TEXTURE0_1D) &&
+ (!(ctx->Texture._ReallyEnabled & TEXTURE0_2D)))
) {
return GL_FALSE;
}