@@ -4095,7 +4095,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT Sr
* TODO: Verify against dx9 definitions
*****/
/* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before callnig ApplyTextureStageState */
/* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
if(This->stateBlock!=NULL){/* only happens if their is an error in the application, or on reset/release (because we don't manage internal tracknig properly) */
if(This->stateBlock!=NULL){/* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
/* Resources are placed in system RAM and do not need to be recreated when a device is lost. These resources are not bound by device size or format restrictions. Because of this, these resources cannot be accessed by the Direct3D device nor set as textures or render targets. However, these resources can always be created, locked, and copied. */
if(This->resource.pool==D3DPOOL_SCRATCH||This->resource.pool==D3DPOOL_SYSTEMMEM)/*never store scratch or system mem textures in the video ram*/
{
FIXME("(%p) Opperation not supported for scratch or SYSTEMMEM textures\n",This);
FIXME("(%p) Operation not supported for scratch or SYSTEMMEM textures\n",This);