#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;
}
if(units.size()<=n)
{
unsigned i = units.size();
- units.resize(n+1);
+ units.resize(n+1, TexUnit());
for(; i<units.size(); ++i)
units[i].index = i;
}