wined3d: Disable specular color when blitting.
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@ -588,6 +588,16 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
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glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
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checkGLcall("glColorMask");
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checkGLcall("glColorMask");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING));
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if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
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glDisable(GL_COLOR_SUM_EXT);
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
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checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
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}
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
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checkGLcall("glFinalCombinerInputNV");
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}
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/* Setup transforms */
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/* Setup transforms */
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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