Lines Matching refs:textures
809 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
1188 if(device->stateBlock->textures[i] &&
1189 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
1218 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2035 FIXME("Biased sampling from NP2 textures is unsupported\n");
3071 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3103 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3104 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3159 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3160 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3187 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3188 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3209 /* FIXME: Make this work for more than just 2D textures */
3271 * It is a dependent read - not valid with conditional NP2 textures
3542 /* with projective textures, texbem only divides the static texture coord, not the displacement,
4405 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);