wined3d: If a stage isn't mapped to a texture unit, we can't set default coordinates either.

This commit is contained in:
Henri Verbeet 2008-09-24 15:56:48 +02:00 committed by Alexandre Julliard
parent c6cd7a7717
commit 2c1e4602a3
1 changed files with 2 additions and 2 deletions

View File

@ -437,6 +437,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
continue;
}
if (texture_idx == -1) continue;
ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
if (texCoords[coordIdx] == NULL) {
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
@ -449,8 +451,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
} else {
int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
if (texture_idx == -1) continue;
/* The coords to supply depend completely on the fvf / vertex shader */
switch (coordsToUse) {
case 4: q = ptrToCoords[3]; /* drop through */