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.
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@@ -62,7 +62,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#include "r200_vtxfmt.h"
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#include "r200_maos.h"
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#define DRIVER_DATE "20040923"
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#define DRIVER_DATE "20040924"
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#include "vblank.h"
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#include "utils.h"
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@@ -43,7 +43,6 @@ SOFTWARE.
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#include "context.h"
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#include "colormac.h"
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#include "macros.h"
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#include "simple_list.h"
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#include "radeon_reg.h" /* gets definition for usleep */
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#include "r200_context.h"
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#include "r200_state.h"
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@@ -73,10 +72,8 @@ r200DestroyTexObj( r200ContextPtr rmesa, r200TexObjPtr t )
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for ( i = 0 ; i < rmesa->glCtx->Const.MaxTextureUnits ; i++ ) {
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if ( t == rmesa->state.texture.unit[i].texobj ) {
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rmesa->state.texture.unit[i].texobj = NULL;
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remove_from_list( &rmesa->hw.tex[i] );
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make_empty_list( &rmesa->hw.tex[i] );
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remove_from_list( &rmesa->hw.cube[i] );
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make_empty_list( &rmesa->hw.cube[i] );
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rmesa->hw.tex[i].dirty = GL_FALSE;
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rmesa->hw.cube[i].dirty = GL_FALSE;
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}
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}
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}
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