[D3D 58] Texturing fix...
Lionel Ulmer
lionel.ulmer at free.fr
Fri Dec 27 12:32:39 CST 2002
D3D 58
Well, I managed to get texturing to work... For that, re-updated also
my d3d_status page and added new screenshots.
I think that this is a DRI bug (because well, I do not see why this
change helps)... Anyhow, can't hurt :-)
Changelog
Fix texturing.
--
Lionel Ulmer - http://www.bbrox.org/
-------------- next part --------------
--- /home/ulmer/Wine/wine_base//dlls/ddraw/d3ddevice/mesa.c 2002-12-27 11:07:26.000000000 +0100
+++ /home/ulmer/Wine/wine_work//dlls/ddraw/d3ddevice/mesa.c 2002-12-27 17:41:02.000000000 +0100
@@ -1422,6 +1422,7 @@
LPDIRECTDRAWSURFACE7 lpTexture2)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+ IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2);
@@ -1441,11 +1442,13 @@
This->current_texture[dwStage] = tex_impl;
IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7)); /* Not sure about this either */
-
+
TRACE(" activating OpenGL texture %d.\n", tex_glimpl->tex_name);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex_glimpl->tex_name);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glThis->render_state.mag);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glThis->render_state.min);
}
LEAVE_GL();
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