ChangeLog: I implemented more renderstates in device.c function IWineD3DDeviceImpl_SetRenderState()<br><div><br><br>I added a few render states called by d3d8 demo app "mshdribl.exe", the one in the wiki.<br>changed "glBlendEquation()" to "glBlendEquationEXT()" so I don't conflict with opengl <
2.0<br></div>