wined3d: Use wined3d_texture_bind_and_dirtify() in device_update_volume().
I missed this in 7c4d512fee
. Generally speaking,
the only places where plain wined3d_texture_bind() calls are appropriate are
places where you're binding the texture to a specific stage for a subsequent
draw. I.e., places where context_active_texture() is called first.
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@ -3511,7 +3511,7 @@ static HRESULT device_update_volume(struct wined3d_device *device,
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/* Only a prepare, since we're uploading the entire volume. */
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wined3d_texture_prepare_texture(dst_volume->container, context, FALSE);
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wined3d_texture_bind(dst_volume->container, context, FALSE);
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wined3d_texture_bind_and_dirtify(dst_volume->container, context, FALSE);
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data.buffer_object = 0;
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data.addr = src.data;
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