wined3d: Properly check if an attribute is used in loadTexCoords().
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@ -3140,14 +3140,14 @@ static void loadTexCoords(const struct wined3d_context *context, IWineD3DStateBl
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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const struct wined3d_stream_info_element *e;
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mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
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if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
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e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
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if (coordIdx < MAX_TEXTURES && (e->data || e->buffer_object))
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if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
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{
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const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
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TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
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textureNo, mapped_stage, coordIdx, e->data);
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