wined3d: Disable the fog before writing the back buffer data.
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@ -1091,6 +1091,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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that helps performance */
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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switch(wined3d_settings.rendertargetlock_mode) {
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case RTL_AUTO:
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@ -1122,6 +1123,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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if(myDevice->stateBlock->renderState[D3DRS_ZENABLE] == D3DZB_TRUE ||
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myDevice->stateBlock->renderState[D3DRS_ZENABLE] == D3DZB_USEW) glEnable(GL_DEPTH_TEST);
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if (myDevice->stateBlock->renderState[D3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
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if (myDevice->stateBlock->renderState[D3DRS_FOGENABLE]) glEnable(GL_FOG);
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LEAVE_GL();
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