TexUnit::TexUnit():
texture(0),
texenv(0)
-{ }
+{
+ fill(texgen, texgen+4, static_cast<const TexGen *>(0));
+}
bool TexUnit::set_texture(const Texture *tex)
{
return result;
}
+bool TexUnit::set_texgen(unsigned i, const TexGen *gen)
+{
+ if(i>=4)
+ throw invalid_argument("TexUnit::set_texgen");
+ bool result = (texgen[i]!=gen);
+ texgen[i] = gen;
+ return result;
+}
+
+const TexGen *TexUnit::get_texgen(unsigned i)
+{
+ if(i>=4)
+ throw invalid_argument("TexUnit::get_texgen");
+ return texgen[i];
+}
+
unsigned TexUnit::get_n_units()
{
static int count = -1;
if(count<0)
{
- if(is_version_at_least(2, 0) || is_supported("ARB_vertex_shader"))
+ if(is_version_at_least(2, 0) || is_supported("GL_ARB_vertex_shader"))
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &count);
else if(is_version_at_least(1, 3))
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &count);