wined3d: Remove more dead code.
The opengl extension mentioned in that code was never finished, and as far as I know there is no way to make use of tangent data in the d3d fixed function pipeline as well.
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@ -3133,44 +3133,6 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
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}
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#endif
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#if 0 /* tangents ----------------------------------------------*/
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if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
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sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
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/* TODO: tangents*/
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if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
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if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
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glEnable(GL_TANGENT_ARRAY_EXT);
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(GL_EXTCALL)(TangentPointerEXT)(
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WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
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sd->u.s.tangent.dwStride,
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sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
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} else {
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glDisable(GL_TANGENT_ARRAY_EXT);
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}
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if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
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glEnable(GL_BINORMAL_ARRAY_EXT);
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(GL_EXTCALL)(BinormalPointerEXT)(
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WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
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sd->u.s.binormal.dwStride,
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sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
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} else{
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glDisable(GL_BINORMAL_ARRAY_EXT);
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}
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} else {
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/* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
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/* FIXME: fixme once */
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TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
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}
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} else {
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if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
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/* make sure fog is disabled */
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glDisable(GL_TANGENT_ARRAY_EXT);
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glDisable(GL_BINORMAL_ARRAY_EXT);
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}
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}
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#endif
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/* Point Size ----------------------------------------------*/
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if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
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@ -3427,8 +3389,8 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
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if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
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FIXME("Tweening is only valid with vertex shaders\n");
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}
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if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
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FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
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if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
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FIXME("Binormal bump mapping is only valid with vertex shaders\n");
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}
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if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
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FIXME("Extended attributes are only valid with vertex shaders\n");
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