ddraw: Make sure AddLight properly activates lights.

This commit is contained in:
Matteo Bruni 2015-03-30 20:18:01 +02:00 committed by Alexandre Julliard
parent ca7e56cfee
commit b41a3ad219
1 changed files with 7 additions and 3 deletions

View File

@ -672,8 +672,8 @@ static HRESULT WINAPI d3d_viewport_Clear(IDirect3DViewport3 *iface,
This->background->mat.u.diffuse.u4.a); This->background->mat.u.diffuse.u4.a);
} }
/* Need to temporarily activate viewport to clear it. Previously active one will be restored /* Need to temporarily activate the viewport to clear it. The previously
afterwards. */ * active one will be restored afterwards. */
viewport_activate(This, TRUE); viewport_activate(This, TRUE);
hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, rect_count, rects, hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, rect_count, rects,
@ -740,8 +740,12 @@ static HRESULT WINAPI d3d_viewport_AddLight(IDirect3DViewport3 *iface, IDirect3D
light_impl->active_viewport = This; light_impl->active_viewport = This;
/* If active, activate the light */ /* If active, activate the light */
if (This->active_device) if (This->active_device && light_impl->light.dwFlags & D3DLIGHT_ACTIVE)
{
/* Disable the flag so that light_activate actually does its job. */
light_impl->light.dwFlags &= ~D3DLIGHT_ACTIVE;
light_activate(light_impl); light_activate(light_impl);
}
wined3d_mutex_unlock(); wined3d_mutex_unlock();