Searched refs:m_texState (Results 1 – 2 of 2) sorted by relevance
145 m_texState = new textureUnitState[maxTexUnits]; in init()149 m_texState[i][j].texture = 0; in init()150 m_texState[i][j].enabled = GL_FALSE; in init()161 m_texState(0) , in GLEScontext()188 delete[] m_texState; in ~GLEScontext()189 m_texState = NULL; in ~GLEScontext()592 if (m_texState[unit-GL_TEXTURE0][i].enabled) in isTextureUnitEnabled()662 *params = m_texState[m_activeTexture][TEXTURE_CUBE_MAP].texture; in glGetIntegerv()666 *params = m_texState[m_activeTexture][TEXTURE_2D].texture; in glGetIntegerv()712 return m_texState[m_activeTexture][pos].texture; in getBindedTexture()[all …]
206 textureUnitState* m_texState; variable