We would have to build the program with the appropriate fog mode, and
also supply the fog coordinate if appropriate.
Bug #19413.
(cherry picked from commit 8ae02a3919)
tags/mesa-7.5-2
| @@ -409,6 +409,12 @@ intel_texture_bitmap(GLcontext * ctx, | |||
| return GL_FALSE; | |||
| } | |||
| if (ctx->Fog.Enabled) { | |||
| if (INTEL_DEBUG & DEBUG_FALLBACKS) | |||
| fprintf(stderr, "glBitmap() fallback: fog\n"); | |||
| return GL_FALSE; | |||
| } | |||
| /* Check that we can load in a texture this big. */ | |||
| if (width > (1 << (ctx->Const.MaxTextureLevels - 1)) || | |||
| height > (1 << (ctx->Const.MaxTextureLevels - 1))) { | |||