Commit c33e6245 authored by András Kovács's avatar András Kovács Committed by Alexandre Julliard

wined3d: Remove unnecessary glBlendColor in TextureFactor renderstate.

parent 063f3e9c
......@@ -494,18 +494,6 @@ static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface,
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
/* Note the D3DRS value applies to all textures, but GL has one
* per texture, so apply it now ready to be used!
*/
D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
/* Set the default alpha blend color */
if (GL_SUPPORT(ARB_IMAGING)) {
GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
checkGLcall("glBlendColor");
} else {
WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
}
D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
......@@ -3756,13 +3744,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
GL_TEXTURE_ENV_COLOR applies to active only */
float col[4];
D3DCOLORTOGLFLOAT4(Value, col);
/* Set the default alpha blend color */
if (GL_SUPPORT(ARB_IMAGING)) {
GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
checkGLcall("glBlendColor");
} else {
WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
}
if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
/* And now the default texture color as well */
......
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