wined3d: If a stage isn't mapped to a texture unit, we can't set default coordinates either.
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@ -437,6 +437,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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continue;
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}
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if (texture_idx == -1) continue;
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ptrToCoords = (float *)(texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride));
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if (texCoords[coordIdx] == NULL) {
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TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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@ -449,8 +451,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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} else {
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int coordsToUse = sd->u.s.texCoords[coordIdx].dwType + 1; /* 0 == WINED3DDECLTYPE_FLOAT1 etc */
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if (texture_idx == -1) continue;
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/* The coords to supply depend completely on the fvf / vertex shader */
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switch (coordsToUse) {
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case 4: q = ptrToCoords[3]; /* drop through */
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