Fix the draw*primitiveUP calls so they work directly after a draw

which uses vertex shaders.
This commit is contained in:
Jason Edmeades 2004-01-06 00:36:45 +00:00 committed by Alexandre Julliard
parent b945bfd3a4
commit e086402f9a
1 changed files with 1 additions and 1 deletions

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@ -354,7 +354,7 @@ void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStride
For the non-created vertex shaders, the VertexShader var holds the real
FVF and only stream 0 matters
For the created vertex shaders, there is an FVF per stream */
if (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF) {
if (!This->StateBlock->streamIsUP && (This->UpdateStateBlock->VertexShader > VS_HIGHESTFIXEDFXF)) {
LoopThroughTo = MAX_STREAMS;
} else {
LoopThroughTo = 1;