ddraw: Fix vertex buffer offset in d3d_execute_buffer_execute().
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=34666 Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -107,7 +107,6 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer, struct d3d
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}
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index_count = count * primitive_size;
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if (buffer->index_size < index_count)
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{
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unsigned int new_size = max(buffer->index_size * 2, index_count);
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@ -302,7 +301,7 @@ HRESULT d3d_execute_buffer_execute(struct d3d_execute_buffer *buffer, struct d3d
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case D3DPROCESSVERTICES_TRANSFORMLIGHT:
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case D3DPROCESSVERTICES_TRANSFORM:
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wined3d_device_set_stream_source(device->wined3d_device, 0,
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buffer->src_vertex_buffer, buffer->src_vertex_pos, sizeof(D3DVERTEX));
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buffer->src_vertex_buffer, buffer->src_vertex_pos * sizeof(D3DVERTEX), sizeof(D3DVERTEX));
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_LIGHTING,
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op == D3DPROCESSVERTICES_TRANSFORMLIGHT && !!device->material);
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wined3d_device_set_vertex_declaration(device->wined3d_device,
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