[PATCH] WineD3D: Do not enable GL_TEXTURE_SHADER_NV =
Stefan Doesinger
stefan at codeweavers.com
Thu Jul 24 10:05:25 CDT 2008
unconditionally=0A=
=0A=
This is now controlled by the fragment pipeline / pixel shader=0A=
implementation=0A=
---=0A=
dlls/wined3d/context.c | 3 ---=0A=
1 files changed, 0 insertions(+), 3 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c=0A=
index ca81f3a..bb354f6 100644=0A=
--- a/dlls/wined3d/context.c=0A=
+++ b/dlls/wined3d/context.c=0A=
@@ -538,9 +538,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl =
*This, IWineD3DSurfaceImpl *tar=0A=
checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");=0A=
}=0A=
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {=0A=
- glEnable(GL_TEXTURE_SHADER_NV);=0A=
- checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");=0A=
-=0A=
/* Set up the previous texture input for all shader units. This =
applies to bump mapping, and in d3d=0A=
* the previous texture where to source the offset from is =
always unit - 1.=0A=
*/=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_0030_01C8EFF4.296DCEA0--
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