wined3d: Use base_vertex_index in drawStridedSlow, and only for indexed draws.

This commit is contained in:
Stefan Dösinger 2011-06-18 00:43:06 +02:00 committed by Alexandre Julliard
parent 0085689f5d
commit 2daa16c96c
1 changed files with 3 additions and 3 deletions

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