wined3d: Correctly draw transformed and untransformed vertices in the same scene.
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@ -182,8 +182,13 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
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width = This->stateBlock->viewport.Width;
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minZ = This->stateBlock->viewport.MinZ;
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maxZ = This->stateBlock->viewport.MaxZ;
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TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
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glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
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if(!This->untransformed) {
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TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
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glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
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} else {
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TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
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glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
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}
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checkGLcall("glOrtho");
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/* Window Coord 0 is the middle of the first pixel, so translate by half
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@ -258,6 +263,7 @@ static void primitiveInitState(
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} else {
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/* Untransformed, so relies on the view and projection matrices */
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This->untransformed = TRUE;
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if (!useVS && (This->last_was_rhw || !This->modelview_valid)) {
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/* Only reapply when have to */
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@ -513,6 +513,7 @@ typedef struct IWineD3DDeviceImpl
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UINT alphafunc;
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BOOL texture_shader_active; /* TODO: Confirm use is correct */
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BOOL last_was_notclipped;
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BOOL untransformed;
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/* State block related */
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BOOL isRecordingState;
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