wined3d: Prevent some console spamming.
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@ -203,14 +203,18 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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if(glParm) {
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if(glParm) {
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if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
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if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
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static BOOL once = FALSE;
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/* There are a few issues with this: First, our inability to
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/* There are a few issues with this: First, our inability to
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* select a proper Z depth, most of the time we're stuck with
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* select a proper Z depth, most of the time we're stuck with
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* D24S8, even if the app selects D32 or D16. There seem to be
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* D24S8, even if the app selects D32 or D16. There seem to be
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* some other precision problems which have to be debugged to
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* some other precision problems which have to be debugged to
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* make NOTEQUAL and EQUAL work properly
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* make NOTEQUAL and EQUAL work properly
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*/
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*/
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if(!once) {
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once = TRUE;
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FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
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FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
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}
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}
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}
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glDepthFunc(glParm);
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glDepthFunc(glParm);
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checkGLcall("glDepthFunc");
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checkGLcall("glDepthFunc");
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@ -2553,9 +2557,13 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
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stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
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}
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}
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} else {
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} else {
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static BOOL once = FALSE;
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if(!once) {
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once = TRUE;
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/* TODO: Implement vertex blending in drawStridedSlow */
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/* TODO: Implement vertex blending in drawStridedSlow */
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FIXME("Vertex blending enabled, but not supported by hardware\n");
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FIXME("Vertex blending enabled, but not supported by hardware\n");
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}
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}
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}
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break;
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break;
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case WINED3DVBF_DISABLE:
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case WINED3DVBF_DISABLE:
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