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Add some texture-related GE accessors.
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@ -212,8 +212,17 @@ struct GPUgstate
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bool isDitherEnabled() const { return ditherEnable & 1; }
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bool isDitherEnabled() const { return ditherEnable & 1; }
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bool isAlphaTestEnabled() const { return alphaTestEnable & 1; }
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bool isAlphaTestEnabled() const { return alphaTestEnable & 1; }
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bool isColorTestEnabled() const { return colorTestEnable & 1; }
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bool isColorTestEnabled() const { return colorTestEnable & 1; }
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bool isTextureMapEnabled() const { return textureMapEnable & 1; }
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// Texturing
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bool isTextureMapEnabled() const { return textureMapEnable & 1; }
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int getTextureFunction() const { return texfunc & 0x7; }
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bool isColorDoublingEnabled() const { return (texfunc & 0x10000) != 0; }
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int getTextureEnvColR() const { return texenvcolor&0xFF; }
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int getTextureEnvColG() const { return (texenvcolor>>8)&0xFF; }
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int getTextureEnvColB() const { return (texenvcolor>>16)&0xFF; }
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// Lighting
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bool isLightingEnabled() const { return lightingEnable & 1; }
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bool isLightingEnabled() const { return lightingEnable & 1; }
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bool isLightChanEnabled(int chan) const { return lightEnable[chan] & 1;}
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bool isLightChanEnabled(int chan) const { return lightEnable[chan] & 1;}
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bool isUsingPoweredDiffuseLight(int chan) const { return (ltype[chan] & 0x3) == 0x2; }
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bool isUsingPoweredDiffuseLight(int chan) const { return (ltype[chan] & 0x3) == 0x2; }
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