Chris Robinson wrote: > + for (i = 0; i < GL_LIMITS(texture_stages); i++) { > + /* Note the WINED3DRS value applies to all textures, but GL has one > + * per texture, so apply it now ready to be used! > + */ > + if (GL_SUPPORT(ARB_MULTITEXTURE)) { > + GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i)); > + checkGLcall("glActiveTextureARB"); > + } else if (i>0) { > + FIXME("Program using multiple concurrent textures which this > opengl implementation doesn't support\n"); > + }
I'd do that '} else if (i == 1) {', otherwise you'll print a whole lot FIXME's, and maybe add a 'break', since it doesn't make sense to call glTexEnvi() over and over for the same texture. tom