private void PrepareState_Texture_2D(GpuStateStruct* GpuState)
{
var TextureMappingState = &GpuState->TextureMappingState;
var Mipmap0 = &TextureMappingState->TextureState.Mipmap0;
if (TextureMappingState->Enabled)
{
TextureMatrix = Matrix4f.Identity
.Scale(
1.0f / Mipmap0->BufferWidth,
1.0f / Mipmap0->TextureHeight,
1.0f
)
;
//GL.ActiveTexture(TextureUnit.Texture0);
//GL.MatrixMode(MatrixMode.Texture);
//GL.LoadIdentity();
//
//GL.Scale(
// 1.0f / Mipmap0->BufferWidth,
// 1.0f / Mipmap0->TextureHeight,
// 1.0f
//);
}
}