[1/2] wined3d: Pass the correct target to glMultiTexCoord
H. Verbeet
hverbeet at gmail.com
Tue Jul 24 16:38:31 CDT 2007
This is extracted from Parallels' modified wined3d source, so credit
should go to SWsoft. Also note that this actually fixes a regression
introduced by commit 54e5f9c4653211c7f2c25c8aad90af938dc6361e.
Changelog:
- Pass the correct target to glMultiTexCoord
-------------- next part --------------
---
dlls/wined3d/drawprim.c | 8 ++++----
1 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 721d913..1d0c0d3 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -458,7 +458,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case WINED3DTTFF_COUNT1:
VTRACE(("tex:%d, s=%f\n", textureNo, s));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
- GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
+ GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
} else {
glTexCoord1f(s);
}
@@ -466,7 +466,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case WINED3DTTFF_COUNT2:
VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
- GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
+ GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
} else {
glTexCoord2f(s, t);
}
@@ -474,7 +474,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case WINED3DTTFF_COUNT3:
VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
- GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
+ GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
} else {
glTexCoord3f(s, t, r);
}
@@ -482,7 +482,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case WINED3DTTFF_COUNT4:
VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
- GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
} else {
glTexCoord4f(s, t, r, q);
}
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