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Lines Matching refs:Texture

205          /* state[1] is the texture unit */
210 COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
213 COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
216 COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
219 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
222 COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
225 COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
228 COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
231 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
240 /* state[1] is the texture unit */
243 COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
245 COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
285 /* state[0] = modelview, projection, texture, etc. */
286 /* state[1] = which texture matrix or program matrix */
440 = ctx->Texture.Unit[unit]._Current;
582 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
593 GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
784 append(dst, "matrix.texture");
941 * For example, return "state.matrix.texture[2].inverse".
996 /* state[0] = modelview, projection, texture, etc. */
997 /* state[1] = which texture matrix or program matrix */
1127 GLuint unit = MIN2(ctx->Texture.CurrentUnit,