* Remove use of GL_ARB_multitexture since this has been part of the
core API for many years now
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@@ -71,17 +71,17 @@ void GL_SelectTexture( int unit )
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if ( unit == 0 )
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{
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qglActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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qglActiveTexture( GL_TEXTURE0 );
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GLimp_LogComment( "glActiveTexture( GL_TEXTURE0 )\n" );
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qglClientActiveTexture( GL_TEXTURE0 );
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GLimp_LogComment( "glClientActiveTexture( GL_TEXTURE0 )\n" );
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}
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else if ( unit == 1 )
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{
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qglActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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qglActiveTexture( GL_TEXTURE1 );
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GLimp_LogComment( "glActiveTexture( GL_TEXTURE1 )\n" );
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qglClientActiveTexture( GL_TEXTURE1 );
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GLimp_LogComment( "glClientActiveTexture( GL_TEXTURE1 )\n" );
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} else {
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ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
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}
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