wined3d: Pass the number of components to glVertexBlendARB().
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@ -4026,13 +4026,13 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
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(sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
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if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
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TRACE("Blend %d %p %d\n", WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType),
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TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
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sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
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glEnableClientState(GL_WEIGHT_ARRAY_ARB);
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checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
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GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) + 1));
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GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
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VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
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WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
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