wined3d: Don't just print a FIXME on error, handle it (Coverity).

This commit is contained in:
Marcus Meissner 2011-06-11 18:05:02 +02:00 committed by Alexandre Julliard
parent a0b8fa9f97
commit 2bcd439818
1 changed files with 6 additions and 5 deletions

View File

@ -1872,12 +1872,13 @@ HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
* below means it will be recorded in a state block change, but it
* works regardless where it is recorded.
* If this is found to be wrong, change to StateBlock. */
if (state > HIGHEST_TRANSFORMSTATE)
{
WARN("Unhandled transform state %#x.\n", state);
return WINED3D_OK;
}
if (state <= HIGHEST_TRANSFORMSTATE)
mat = &device->updateStateBlock->state.transforms[state];
else
FIXME("Unhandled transform state %#x.\n", state);
mat = &device->updateStateBlock->state.transforms[state];
multiply_matrix(&temp, mat, matrix);
/* Apply change via set transform - will reapply to eg. lights this way. */