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wine
wine-cw
Commits
329670c7
Commit
329670c7
authored
Jan 10, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jan 10, 2007
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Plain Diff
wined3d: Do not reset the material.
parent
2520e387
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1 changed file
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28 deletions
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-28
drawprim.c
dlls/wined3d/drawprim.c
+0
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dlls/wined3d/drawprim.c
View file @
329670c7
...
...
@@ -93,8 +93,6 @@ static DWORD primitiveToGl(WINED3DPRIMITIVETYPE PrimitiveType,
/* Ensure the appropriate material states are set up - only change
state if really required */
static
void
init_materials
(
IWineD3DDevice
*
iface
,
BOOL
isDiffuseSupplied
)
{
BOOL
requires_material_reset
=
FALSE
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
if
(
This
->
tracking_color
==
NEEDS_TRACKING
&&
isDiffuseSupplied
)
{
...
...
@@ -107,45 +105,19 @@ static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
glEnable
(
GL_COLOR_MATERIAL
);
checkGLcall
(
"glEnable GL_COLOR_MATERIAL"
);
This
->
tracking_color
=
IS_TRACKING
;
requires_material_reset
=
TRUE
;
/* Restore material settings as will be used */
}
else
if
((
This
->
tracking_color
==
IS_TRACKING
&&
!
isDiffuseSupplied
)
||
(
This
->
tracking_color
==
NEEDS_TRACKING
&&
!
isDiffuseSupplied
))
{
/* If we are tracking the current color but one isn't supplied, don't! */
glDisable
(
GL_COLOR_MATERIAL
);
checkGLcall
(
"glDisable GL_COLOR_MATERIAL"
);
This
->
tracking_color
=
NEEDS_TRACKING
;
requires_material_reset
=
TRUE
;
/* Restore material settings as will be used */
}
else
if
(
This
->
tracking_color
==
IS_TRACKING
&&
isDiffuseSupplied
)
{
/* No need to reset material colors since no change to gl_color_material */
requires_material_reset
=
FALSE
;
}
else
if
(
This
->
tracking_color
==
NEEDS_DISABLE
)
{
glDisable
(
GL_COLOR_MATERIAL
);
checkGLcall
(
"glDisable GL_COLOR_MATERIAL"
);
This
->
tracking_color
=
DISABLED_TRACKING
;
requires_material_reset
=
TRUE
;
/* Restore material settings as will be used */
}
/* Reset the material colors which may have been tracking the color*/
if
(
requires_material_reset
)
{
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_AMBIENT
,
(
float
*
)
&
This
->
stateBlock
->
material
.
Ambient
);
checkGLcall
(
"glMaterialfv"
);
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_DIFFUSE
,
(
float
*
)
&
This
->
stateBlock
->
material
.
Diffuse
);
checkGLcall
(
"glMaterialfv"
);
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_SPECULARENABLE
])
{
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_SPECULAR
,
(
float
*
)
&
This
->
stateBlock
->
material
.
Specular
);
checkGLcall
(
"glMaterialfv"
);
}
else
{
float
black
[
4
]
=
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
};
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_SPECULAR
,
&
black
[
0
]);
checkGLcall
(
"glMaterialfv"
);
}
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_EMISSION
,
(
float
*
)
&
This
->
stateBlock
->
material
.
Emissive
);
checkGLcall
(
"glMaterialfv"
);
}
}
static
const
GLfloat
invymat
[
16
]
=
{
...
...
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