Work on supporting multitexturing in State/StateSet/StateAttribute/Geoemtry.
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@@ -25,8 +25,6 @@ Texture::Texture()
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_target = GL_TEXTURE_2D;
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_textureUnit = 0;
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_wrap_s = CLAMP;
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_wrap_t = CLAMP;
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_wrap_r = CLAMP;
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@@ -83,7 +81,6 @@ int Texture::compare(const StateAttribute& sa) const
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}
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_textureUnit)
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COMPARE_StateAttribute_Parameter(_wrap_s)
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COMPARE_StateAttribute_Parameter(_wrap_t)
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COMPARE_StateAttribute_Parameter(_wrap_r)
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@@ -191,9 +188,6 @@ void Texture::apply(State& state) const
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// get the globj for the current contextID.
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GLuint& handle = getHandle(contextID);
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// For multi-texturing will need something like...
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//glActiveTextureARB((GLenum)(GL_TEXTURE0_ARB+_textureUnit));
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if (handle != 0)
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{
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if (_subloadMode == OFF)
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@@ -611,8 +605,6 @@ void Texture::copyTexImage2D(State& state, int x, int y, int width, int height )
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// RO July 2001.
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}
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// For multi-texturing will need something like...
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// glActiveTextureARB((GLenum)(GL_TEXTURE0_ARB+_textureUnit));
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// remove any previously assigned images as these are nolonger valid.
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_image = NULL;
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@@ -650,6 +642,7 @@ void Texture::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, i
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if (handle)
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{
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// we have a valid image
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glBindTexture( _target, handle );
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applyTexParameters(_target,state);
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