private void PrepareState_Texture_Common(GpuStateStruct* GpuState)
{
var TextureMappingState = &GpuState->TextureMappingState;
//var ClutState = &TextureMappingState->ClutState;
var TextureState = &TextureMappingState->TextureState;
if (!GL.EnableDisable(GL.GL_TEXTURE_2D, TextureMappingState->Enabled))
{
return;
}
if (VertexType.Transform2D)
{
PrepareState_Texture_2D(GpuState);
}
else
{
PrepareState_Texture_3D(GpuState);
}
//GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
RenderbufferManager.TextureCacheGetAndBind(GpuState);
//CurrentTexture.Save("test.png");
//GL.glTexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvModeTranslate[(int)TextureState->Effect]);
}
}