Henri Verbeet : wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps ().

Alexandre Julliard julliard at winehq.org
Fri Sep 6 12:39:51 CDT 2013


Module: wine
Branch: master
Commit: 137590be3106c0589947c09ba0a626349e2e4a5f
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=137590be3106c0589947c09ba0a626349e2e4a5f

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Fri Sep  6 09:57:39 2013 +0200

wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().

It's not necessarily clear to me that one is better than the other here, but
this is what we returned in the old GL fixed function implementation of the
D3D fixed function vertex pipe, and apparently EverQuest depends on this.

This fixes a regression introduced by commit 2014141a253a791fc9c79aae3c8ef3c35b73e658.

---

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

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0dd0197..37661d3 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6808,7 +6808,7 @@ static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info,
 {
     caps->xyzrhw = TRUE;
     caps->max_active_lights = gl_info->limits.lights;
-    caps->max_vertex_blend_matrices = 0;
+    caps->max_vertex_blend_matrices = 1;
     caps->max_vertex_blend_matrix_index = 0;
     caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
             | WINED3DVTXPCAPS_MATERIALSOURCE7




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