wined3d: Simplify the "transformed" check in state_lighting().

It doesn't really matter if lighting is enabled or not if we don't have
position data.
This commit is contained in:
Henri Verbeet 2009-03-26 10:43:40 +01:00 committed by Alexandre Julliard
parent a7d6128547
commit 663e5a6a4c
1 changed files with 3 additions and 7 deletions

View File

@ -81,8 +81,6 @@ static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
}
static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL transformed;
/* Lighting is not enabled if transformed vertices are drawn
* but lighting does not affect the stream sources, so it is not grouped for performance reasons.
* This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
@ -93,11 +91,9 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
return;
}
transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
stateblock->wineD3DDevice->strided_streams.position_transformed) ? TRUE : FALSE;
if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
if (stateblock->renderState[WINED3DRS_LIGHTING]
&& !stateblock->wineD3DDevice->strided_streams.position_transformed)
{
glEnable(GL_LIGHTING);
checkGLcall("glEnable GL_LIGHTING");
} else {