[PATCH 1/5] wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().

Henri Verbeet hverbeet at codeweavers.com
Fri Sep 6 02:57:39 CDT 2013


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 file changed, 1 insertion(+), 1 deletion(-)

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
-- 
1.8.1.5




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