Fix texturing in quake3. Some code was left over from the dirty/clean list

setup that now removed atoms from the atomlist on texture deletion.
This commit is contained in:
Eric Anholt
2004-09-25 06:12:40 +00:00
parent b4e2e9c65a
commit 4010481ba3
2 changed files with 3 additions and 6 deletions
+1 -1
View File
@@ -62,7 +62,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "r200_vtxfmt.h"
#include "r200_maos.h"
#define DRIVER_DATE "20040923"
#define DRIVER_DATE "20040924"
#include "vblank.h"
#include "utils.h"
+2 -5
View File
@@ -43,7 +43,6 @@ SOFTWARE.
#include "context.h"
#include "colormac.h"
#include "macros.h"
#include "simple_list.h"
#include "radeon_reg.h" /* gets definition for usleep */
#include "r200_context.h"
#include "r200_state.h"
@@ -73,10 +72,8 @@ r200DestroyTexObj( r200ContextPtr rmesa, r200TexObjPtr t )
for ( i = 0 ; i < rmesa->glCtx->Const.MaxTextureUnits ; i++ ) {
if ( t == rmesa->state.texture.unit[i].texobj ) {
rmesa->state.texture.unit[i].texobj = NULL;
remove_from_list( &rmesa->hw.tex[i] );
make_empty_list( &rmesa->hw.tex[i] );
remove_from_list( &rmesa->hw.cube[i] );
make_empty_list( &rmesa->hw.cube[i] );
rmesa->hw.tex[i].dirty = GL_FALSE;
rmesa->hw.cube[i].dirty = GL_FALSE;
}
}
}