Lines Matching refs:textures
826 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
1210 if(device->stateBlock->textures[i] &&
1211 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
1240 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2082 FIXME("Biased sampling from NP2 textures is unsupported\n");
3194 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3226 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3227 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3282 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3283 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3310 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3311 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3332 /* FIXME: Make this work for more than just 2D textures */
3394 * It is a dependent read - not valid with conditional NP2 textures
3665 /* with projective textures, texbem only divides the static texture coord, not the displacement,
4536 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);