Lines Matching refs:Texture
62 * Do texture application for:
69 * conventional GL texture env modes
72 * \param unit the texture combiner unit
74 * \param texelBuffer pointer to texel colors for all texture units
87 const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
192 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
282 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
593 * Apply texture mapping to a span of fragments.
646 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
654 ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0];
660 GLfloat rotMatrix00 = ctx->Texture.Unit[unit].RotMatrix[0];
661 GLfloat rotMatrix01 = ctx->Texture.Unit[unit].RotMatrix[1];
662 GLfloat rotMatrix10 = ctx->Texture.Unit[unit].RotMatrix[2];
663 GLfloat rotMatrix11 = ctx->Texture.Unit[unit].RotMatrix[3];
665 /* adjust texture lod (lambda) */
691 /* Sample the texture (span->end = number of fragments) */
693 ctx->Texture.Unit[unit]._Current,
709 * Must do all texture sampling before combining in order to
713 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
723 /* adjust texture lod (lambda) */
761 /* Sample the texture (span->end = number of fragments) */
763 ctx->Texture.Unit[unit]._Current,
774 * OK, now apply the texture (aka texture combine/blend).
778 if (ctx->Texture.Unit[unit]._ReallyEnabled)