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	LibGL: Implement texture unit texturing states
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					 5 changed files with 67 additions and 4 deletions
				
			
		|  | @ -498,8 +498,17 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array | |||
|             if (!texture_unit.is_bound()) | ||||
|                 continue; | ||||
| 
 | ||||
|             // FIXME: Don't assume Texture2D
 | ||||
|             auto texel = texture_unit.bound_texture_2d()->sampler().sample(uv); | ||||
|             // FIXME: implement GL_TEXTURE_1D, GL_TEXTURE_3D and GL_TEXTURE_CUBE_MAP
 | ||||
|             FloatVector4 texel; | ||||
|             switch (texture_unit.currently_bound_target()) { | ||||
|             case GL_TEXTURE_2D: | ||||
|                 if (!texture_unit.texture_2d_enabled() || texture_unit.texture_3d_enabled() || texture_unit.texture_cube_map_enabled()) | ||||
|                     continue; | ||||
|                 texel = texture_unit.bound_texture_2d()->sampler().sample(uv); | ||||
|                 break; | ||||
|             default: | ||||
|                 VERIFY_NOT_REACHED(); | ||||
|             } | ||||
| 
 | ||||
|             // FIXME: Implement more blend modes
 | ||||
|             switch (texture_unit.env_mode()) { | ||||
|  |  | |||
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	 Jelle Raaijmakers
						Jelle Raaijmakers