Commit ccac958b authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Don't set legacy light and texture environment state on core profile contexts.

parent daf54921
...@@ -1864,21 +1864,18 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, ...@@ -1864,21 +1864,18 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
TRACE("Setting up the screen\n"); TRACE("Setting up the screen\n");
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);"); {
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment); gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);"); checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
}
else
{ {
GLuint vao; GLuint vao;
...@@ -1887,6 +1884,11 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, ...@@ -1887,6 +1884,11 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
checkGLcall("creating VAO"); checkGLcall("creating VAO");
} }
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
if (gl_info->supported[ARB_VERTEX_BLEND]) if (gl_info->supported[ARB_VERTEX_BLEND])
{ {
/* Direct3D always uses n-1 weights for n world matrices and uses /* Direct3D always uses n-1 weights for n world matrices and uses
......
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