}
}
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendimageunits)
}
for (i = 0;i < backendimageunits;i++)
- R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
+ R_Mesh_TexBindAll(i, m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
for (i = 0;i < backendarrayunits;i++)
{
if (m->pointer_texcoord3f[i])
typedef struct rmeshstate_s
{
// textures
- int tex1d[MAX_TEXTUREUNITS];
int tex[MAX_TEXTUREUNITS];
int tex3d[MAX_TEXTUREUNITS];
int texcubemap[MAX_TEXTUREUNITS];
// sets the texcoord array pointer for an array unit
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset);
// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap, int texrectangle);
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle);
// sets these are like TexBindAll with only one of the texture indices non-zero
// (binds one texture type and unbinds all other types)
void R_Mesh_TexBind(unsigned int unitnum, int texnum);