Stefan Dösinger : wined3d: Ignore texture transforms when a shader is used, not set.

Alexandre Julliard julliard at winehq.org
Mon Oct 22 09:55:40 CDT 2007


Module: wine
Branch: master
Commit: 9694cb2df3526d4601f88bd5c3d4c00efab95799
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=9694cb2df3526d4601f88bd5c3d4c00efab95799

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Fri Oct 12 10:18:52 2007 +0200

wined3d: Ignore texture transforms when a shader is used, not set.

---

 dlls/wined3d/state.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 6476e6f..5fe1cec 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1897,7 +1897,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
 
     /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
-    if(stateblock->vertexShader ||
+    if(use_vs(stateblock->wineD3DDevice) ||
        isStateDirty(context, STATE_VDECL)) {
         TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
         return;




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