wined3d: Ignore texture transforms when a shader is used, not set.
This commit is contained in:
parent
0add13759c
commit
9694cb2df3
|
@ -1897,7 +1897,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
|
||||||
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
|
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
|
||||||
|
|
||||||
/* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
|
/* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
|
||||||
if(stateblock->vertexShader ||
|
if(use_vs(stateblock->wineD3DDevice) ||
|
||||||
isStateDirty(context, STATE_VDECL)) {
|
isStateDirty(context, STATE_VDECL)) {
|
||||||
TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
|
TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
|
||||||
return;
|
return;
|
||||||
|
|
Loading…
Reference in New Issue