wined3d: If a stage isn't mapped to a texture unit, we can't set default coordinates either.

Henri Verbeet hverbeet at codeweavers.com
Wed Sep 24 08:56:48 CDT 2008


---
 dlls/wined3d/drawprim.c |    4 ++--
 1 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index c4154a7..1700718 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -437,6 +437,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
                     continue;
                 }
 
+                if (texture_idx == -1) continue;
+
                 ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
                 if (texCoords[coordIdx] == NULL) {
                     TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
@@ -449,8 +451,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
                 } else {
                     int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
 
-                    if (texture_idx == -1) continue;
-
                     /* The coords to supply depend completely on the fvf / vertex shader */
                     switch (coordsToUse) {
                     case 4: q = ptrToCoords[3]; /* drop through */
-- 
1.5.6.4



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