diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index d9a2684119a..6476e6f3f02 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -203,13 +203,17 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D if(glParm) { if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) { + static BOOL once = FALSE; /* There are a few issues with this: First, our inability to * select a proper Z depth, most of the time we're stuck with * D24S8, even if the app selects D32 or D16. There seem to be * some other precision problems which have to be debugged to * make NOTEQUAL and EQUAL work properly */ - FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n"); + if(!once) { + once = TRUE; + FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n"); + } } glDepthFunc(glParm); @@ -2553,8 +2557,12 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, W stateblock->wineD3DDevice->vertexBlendUsed = TRUE; } } else { - /* TODO: Implement vertex blending in drawStridedSlow */ - FIXME("Vertex blending enabled, but not supported by hardware\n"); + static BOOL once = FALSE; + if(!once) { + once = TRUE; + /* TODO: Implement vertex blending in drawStridedSlow */ + FIXME("Vertex blending enabled, but not supported by hardware\n"); + } } break;