Commit 137590be authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().

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 2014141a.
parent 7ed00f6d
......@@ -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
......
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