Henri Verbeet : wined3d: Use the correct representative for texture transform states.

Alexandre Julliard julliard at winehq.org
Thu Sep 4 08:26:40 CDT 2008


Module: wine
Branch: master
Commit: 5fd7a59e707f449b4827f4d51424b74572467d97
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=5fd7a59e707f449b4827f4d51424b74572467d97

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Sep  3 16:25:58 2008 +0200

wined3d: Use the correct representative for texture transform states.

---

 dlls/wined3d/state.c |   14 +++++++-------
 1 files changed, 7 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 969b9fa..da02b51 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -5034,13 +5034,13 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
     { STATE_TRANSFORM(WINED3DTS_VIEW),                    { STATE_TRANSFORM(WINED3DTS_VIEW),                    transform_view      }, 0                               },
     { STATE_TRANSFORM(WINED3DTS_PROJECTION),              { STATE_TRANSFORM(WINED3DTS_PROJECTION),              transform_projection}, 0                               },
     { STATE_TRANSFORM(WINED3DTS_TEXTURE0),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
-    { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE1),                { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE2),                { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE3),                { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE4),                { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE5),                { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE6),                { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
+    { STATE_TRANSFORM(WINED3DTS_TEXTURE7),                { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),  transform_texture   }, 0                               },
     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  0)),        transform_world     }, 0                               },
     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  1)),        transform_world     }, 0                               },
     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(  2)),        transform_world     }, 0                               },




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