wined3d: Fix crash caused by bad TRACE.
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@ -1145,7 +1145,6 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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if (This->stateBlock->textures[textureNo] != NULL) {
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int coordIdx = This->stateBlock->textureState[textureNo][D3DTSS_TEXCOORDINDEX];
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TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n", textureNo, texture_idx, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
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if (coordIdx >= MAX_TEXTURES) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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@ -1158,6 +1157,8 @@ static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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} else {
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TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
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textureNo, texture_idx, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
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if(curVBO != sd->u.s.texCoords[coordIdx].VBO) {
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
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checkGLcall("glBindBufferARB");
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