fix minor glitch with GL_DEPTH_COMPONENT textures
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@@ -2946,7 +2946,7 @@ update_texture_state( GLcontext *ctx )
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if (texUnit->_ReallyEnabled)
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ctx->Texture._EnabledUnits |= (1 << unit);
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if ( texUnit->EnvMode == GL_COMBINE ) {
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if (texUnit->EnvMode == GL_COMBINE) {
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texUnit->_CurrentCombine = & texUnit->Combine;
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}
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else {
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@@ -2954,6 +2954,9 @@ update_texture_state( GLcontext *ctx )
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if (format == GL_COLOR_INDEX) {
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format = GL_RGBA; /* a bit of a hack */
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}
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else if (format == GL_DEPTH_COMPONENT) {
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format = texUnit->_Current->DepthMode;
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}
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calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
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texUnit->_CurrentCombine = & texUnit->_EnvMode;
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}
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