Here are the cleaned-up texrect fixes - last time there was still some disagreement about how some things should be fixed.
If there are no objections I'm just going to try out my newly aquired super-powers and commit it ;-).
Nervous about your first commit? :) With the exception of one minor suggestion (below), the patch looks good to me.
Index: src/mesa/main/texobj.c
===================================================================
RCS file: /cvs/mesa/Mesa/src/mesa/main/texobj.c,v
retrieving revision 1.81
diff -u -r1.81 texobj.c
--- src/mesa/main/texobj.c 27 Jan 2004 16:34:46 -0000 1.81
+++ src/mesa/main/texobj.c 5 Feb 2004 00:03:38 -0000
@@ -818,7 +818,16 @@
newTexObj->WrapT = GL_CLAMP_TO_EDGE;
newTexObj->WrapR = GL_CLAMP_TO_EDGE;
newTexObj->MinFilter = GL_LINEAR;
- }
+ if (ctx->Driver.TexParameter) {
+ GLfloat fparam[1];
+ fparam[0] = (GLfloat) GL_CLAMP_TO_EDGE;
I'd make this 'static const GLfloat fparam[1] = (GLfloat) GL_CLAMP_TO_EDGE;'
+ (*ctx->Driver.TexParameter)( ctx, target, newTexObj,
GL_TEXTURE_WRAP_S, fparam );
+ (*ctx->Driver.TexParameter)( ctx, target, newTexObj,
GL_TEXTURE_WRAP_T, fparam );
+ (*ctx->Driver.TexParameter)( ctx, target, newTexObj,
GL_TEXTURE_WRAP_R, fparam );
+ fparam[0] = (GLfloat) GL_LINEAR;
+ (*ctx->Driver.TexParameter)( ctx, target, newTexObj,
GL_TEXTURE_MIN_FILTER, fparam );
+ }
+ }
}
else {
/* if this is a new texture id, allocate a texture object now */
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