wined3d: Don't set Parm when isDiffuseSupplied is FALSE in state_colormat(), it isn't used anyway.
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@ -812,7 +812,7 @@ static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* TODO: Merge with primitive type + init_materials()!! */
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static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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GLenum Parm = -1;
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GLenum Parm = 0;
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WineDirect3DStridedData *diffuse = &stateblock->wineD3DDevice->strided_streams.u.s.diffuse;
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BOOL isDiffuseSupplied;
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@ -825,7 +825,7 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
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if (stateblock->renderState[WINED3DRS_COLORVERTEX]) {
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if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
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TRACE("diff %d, amb %d, emis %d, spec %d\n",
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stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
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stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
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@ -847,7 +847,7 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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if(Parm == -1 || !isDiffuseSupplied) {
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if(!Parm) {
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glDisable(GL_COLOR_MATERIAL);
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checkGLcall("glDisable GL_COLOR_MATERIAL");
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} else {
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