#include <msp/gl/extensions/arb_multitexture.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
#include "gl.h"
+#include "misc.h"
#include "texunit.h"
using namespace std;
if(count<0)
{
if(ARB_vertex_shader)
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &count);
+ count = get_i(GL_MAX_TEXTURE_IMAGE_UNITS);
else if(ARB_multitexture)
- glGetIntegerv(GL_MAX_TEXTURE_UNITS, &count);
+ count = get_i(GL_MAX_TEXTURE_UNITS);
else
count = 1;
}
return *cur_unit;
}
+TexUnit *TexUnit::find_unit(const Texture *tex)
+{
+ for(vector<TexUnit>::iterator i=units.begin(); i!=units.end(); ++i)
+ if(i->texture==tex)
+ return &*i;
+ return 0;
+}
+
+TexUnit *TexUnit::find_unit(const TexEnv *env)
+{
+ for(vector<TexUnit>::iterator i=units.begin(); i!=units.end(); ++i)
+ if(i->texenv==env)
+ return &*i;
+ return 0;
+}
+
} // namespace GL
} // namespace Msp