ddraw/tests: Get rid of D3DRENDERSTATE_LIGHTING hacks in ddraw4.c.
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@ -1127,8 +1127,6 @@ static void test_depth_blit(void)
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ok(SUCCEEDED(hr), "Failed to enable z testing, hr %#x.\n", hr);
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hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
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ok(SUCCEEDED(hr), "Failed to set the z function, hr %#x.\n", hr);
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hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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U1(d3drect).x1 = U2(d3drect).y1 = 0;
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U3(d3drect).x2 = ddsd_existing.dwWidth; U4(d3drect).y2 = ddsd_existing.dwHeight;
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@ -3243,8 +3241,6 @@ static void test_draw_strided(void)
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hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear the viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice3_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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