[3/8] WineD3D: Leave the fog state handler after disabling fog
Stefan Dösinger
stefan at codeweavers.com
Wed Feb 28 10:18:45 CST 2007
-------------- next part --------------
From 1523786eed678d832bcce61db6d44bb9c6e21738 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Sun, 25 Feb 2007 23:58:14 +0100
Subject: [PATCH] WineD3D: Leave the fog state handler after disabling fog
If D3DRS_FOGENABLE is false GL_FOG is disabled, and state_fog can be
left immediately because everything else done in there will have no
effect. It seems that I've been a it sloppy when I wrote that code, so I
forgot the return.
The existing code works because there is a double check on fogenable.
Depending on the fog parameters in the stateblock and supported opengl
extensions, fogging may be disabled if GL_EXT_fog_coord is not
supported. A check for fogenable after those checks caught disabling the
fog.
---
dlls/wined3d/state.c | 1 +
1 files changed, 1 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 9e5aeb7..efdd05d 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -666,6 +666,7 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
/* No fog? Disable it, and we're done :-) */
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
+ return;
}
tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
--
1.4.4.3
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