wined3d: Check the color data type too when deciding whether to convert data.
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@ -198,8 +198,8 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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/* If any data that needs conversion has changed we have to reload the whole buffer */
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/* If any data that needs conversion has changed we have to reload the whole buffer */
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if( ( (This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
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if( ( (This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
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This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
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This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
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!(This->strided.u.s.diffuse.lpData == strided.u.s.diffuse.lpData || strided.u.s.diffuse.VBO != This->vbo) ||
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!((This->strided.u.s.diffuse.lpData == strided.u.s.diffuse.lpData && This->strided.u.s.diffuse.dwType == strided.u.s.diffuse.dwType) || strided.u.s.diffuse.VBO != This->vbo) ||
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!(This->strided.u.s.specular.lpData == strided.u.s.specular.lpData || strided.u.s.specular.VBO != This->vbo) ) {
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!((This->strided.u.s.specular.lpData == strided.u.s.specular.lpData && This->strided.u.s.specular.dwType == strided.u.s.specular.dwType)|| strided.u.s.specular.VBO != This->vbo) ) {
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start = 0;
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start = 0;
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end = This->resource.size;
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end = This->resource.size;
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