wined3d: Use base_vertex_index in drawStridedSlow, and only for indexed draws.
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@ -75,7 +75,7 @@ static void drawStridedSlow(struct wined3d_device *device, const struct wined3d_
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UINT vx_index;
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UINT vx_index;
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const struct wined3d_state *state = &device->stateBlock->state;
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const struct wined3d_state *state = &device->stateBlock->state;
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const struct wined3d_stream_state *streams = state->streams;
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const struct wined3d_stream_state *streams = state->streams;
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LONG SkipnStrides = startIdx + state->load_base_vertex_index;
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LONG SkipnStrides = startIdx;
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BOOL pixelShader = use_ps(state);
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BOOL pixelShader = use_ps(state);
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BOOL specular_fog = FALSE;
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BOOL specular_fog = FALSE;
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const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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@ -230,9 +230,9 @@ static void drawStridedSlow(struct wined3d_device *device, const struct wined3d_
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{
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{
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/* Indexed so work out the number of strides to skip */
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/* Indexed so work out the number of strides to skip */
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if (idxSize == 2)
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if (idxSize == 2)
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SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
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SkipnStrides = pIdxBufS[startIdx + vx_index] + state->base_vertex_index;
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else
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else
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SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
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SkipnStrides = pIdxBufL[startIdx + vx_index] + state->base_vertex_index;
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}
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}
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tmp_tex_mask = tex_mask;
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tmp_tex_mask = tex_mask;
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