wined3d: Invalidate the texture's U/V address modes in draw_textured_quad().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -223,6 +223,8 @@ void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resour
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texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
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texture->texture_rgb.sampler_desc.mag_filter = WINED3D_TEXF_POINT;
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texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
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texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
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texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
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texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
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texture->texture_rgb.sampler_desc.address_u = WINED3D_TADDRESS_CLAMP;
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texture->texture_rgb.sampler_desc.address_v = WINED3D_TADDRESS_CLAMP;
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texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
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texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
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texture->texture_rgb.base_level = level;
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texture->texture_rgb.base_level = level;
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}
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}
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