Commit e086402f authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Fix the draw*primitiveUP calls so they work directly after a draw

which uses vertex shaders.
parent b945bfd3
......@@ -354,7 +354,7 @@ void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStride
For the non-created vertex shaders, the VertexShader var holds the real
FVF and only stream 0 matters
For the created vertex shaders, there is an FVF per stream */
if (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF) {
if (!This->StateBlock->streamIsUP && (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF)) {
LoopThroughTo = MAX_STREAMS;
} else {
LoopThroughTo = 1;
......
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