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wine
wine-winehq
Commits
bbc4f86a
Commit
bbc4f86a
authored
Aug 08, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Aug 08, 2005
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Plain Diff
Fix stateblock loop errors.
parent
4f995bd6
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Showing
1 changed file
with
6 additions
and
6 deletions
+6
-6
stateblock.c
dlls/wined3d/stateblock.c
+6
-6
No files found.
dlls/wined3d/stateblock.c
View file @
bbc4f86a
...
@@ -439,13 +439,13 @@ should really perform a delta so that only the changes get updated*/
...
@@ -439,13 +439,13 @@ should really perform a delta so that only the changes get updated*/
}
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
i
++
)
{
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
i
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_T
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
textureState
[
j
][
SavedPixelStates_T
[
i
]]
=
This
->
textureState
[
j
][
SavedPixelStates_T
[
i
]];
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
textureState
[
j
][
SavedPixelStates_T
[
i
]]
=
This
->
textureState
[
j
][
SavedPixelStates_T
[
i
]];
}
}
}
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
samplers
);
i
++
)
{
for
(
j
=
0
;
j
<
GL_LIMITS
(
samplers
);
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDPIXELSTATES_S
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]]
=
This
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]];
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]]
=
This
->
samplerState
[
j
][
SavedPixelStates_S
[
i
]];
}
}
...
@@ -458,15 +458,15 @@ should really perform a delta so that only the changes get updated*/
...
@@ -458,15 +458,15 @@ should really perform a delta so that only the changes get updated*/
IWineD3DDevice_SetRenderState
(
pDevice
,
SavedVertexStates_R
[
i
],
This
->
renderState
[
SavedVertexStates_R
[
i
]]);
IWineD3DDevice_SetRenderState
(
pDevice
,
SavedVertexStates_R
[
i
],
This
->
renderState
[
SavedVertexStates_R
[
i
]]);
}
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
i
++
)
{
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
i
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_T
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
sampler
State
[
j
][
SavedVertexStates_T
[
i
]]
=
This
->
textureState
[
j
][
SavedVertexStates_T
[
i
]];
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
texture
State
[
j
][
SavedVertexStates_T
[
i
]]
=
This
->
textureState
[
j
][
SavedVertexStates_T
[
i
]];
}
}
}
}
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
i
++
)
{
for
(
j
=
0
;
j
<
GL_LIMITS
(
textures
);
j
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
for
(
i
=
0
;
i
<
NUM_SAVEDVERTEXSTATES_S
;
i
++
)
{
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]]
=
This
->
texture
State
[
j
][
SavedVertexStates_S
[
i
]];
((
IWineD3DDeviceImpl
*
)
pDevice
)
->
stateBlock
->
samplerState
[
j
][
SavedVertexStates_S
[
i
]]
=
This
->
sampler
State
[
j
][
SavedVertexStates_S
[
i
]];
}
}
}
}
...
...
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