Commit d8c67c34 authored by Chris Robinson's avatar Chris Robinson Committed by Alexandre Julliard

wined3d: state_pointsprite should apply to all texture units.

parent 2d6e914b
......@@ -1053,6 +1053,9 @@ static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
unsigned int i;
int val;
/* TODO: NV_POINT_SPRITE */
if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
TRACE("Point sprites not supported\n");
......@@ -1060,15 +1063,26 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
glEnable(GL_POINT_SPRITE_ARB);
checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
val = GL_TRUE;
} else {
glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
val = GL_FALSE;
}
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
/* Note the WINED3DRS value applies to all textures, but GL has one
* per texture, so apply it now ready to be used!
*/
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i==1) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
break;
}
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
}
}
......
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