Changelog : Reenable device's default render states initialization. Christian Costa titan.costa@wanadoo.fr
diff -u -r ../../winebase/wine/dlls/ddraw/d3ddevice/main.c dlls/ddraw/d3ddevice/main.c --- ../../winebase/wine/dlls/ddraw/d3ddevice/main.c Fri Jan 3 09:23:10 2003 +++ dlls/ddraw/d3ddevice/main.c Fri Jan 3 11:02:09 2003 @@ -35,7 +35,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(ddraw); DWORD InitRenderStateTab[] = { - /*D3DRENDERSTATE_TEXTUREHANDLE, (DWORD)NULL,*/ + D3DRENDERSTATE_TEXTUREHANDLE, (DWORD)NULL, D3DRENDERSTATE_ANTIALIAS, D3DANTIALIAS_NONE, /* FIXME: D3DRENDERSTATE_TEXTUREADDRESS */ D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE, @@ -73,7 +73,7 @@ /* FIXME: D3DRENDERSTATE_FOGTABLESTART (same as D3DRENDERSTATE_FOGSTART) */ /* FIXME: D3DRENDERSTATE_FOGTABLEEND (same as D3DRENDERSTATE_FOGEND) */ D3DRENDERSTATE_FOGTABLEDENSITY, 0x3F80000, /* 1.0f (same as D3DRENDERSTATE_FOGDENSITY) */ - /* FXIME: D3DRENDERSTATE_STIPPLEENABLE */ + /* FIXME: D3DRENDERSTATE_STIPPLEENABLE */ D3DRENDERSTATE_EDGEANTIALIAS, FALSE, D3DRENDERSTATE_COLORKEYENABLE, FALSE, /* FIXME: D3DRENDERSTATE_BORDERCOLOR */ @@ -104,7 +104,7 @@ D3DRENDERSTATE_WRAP6, 0, D3DRENDERSTATE_WRAP7, 0, D3DRENDERSTATE_CLIPPING, FALSE, - D3DRENDERSTATE_LIGHTING, TRUE, + D3DRENDERSTATE_LIGHTING, FALSE, /* FIXME: Should be TRUE */ D3DRENDERSTATE_EXTENTS, FALSE, D3DRENDERSTATE_AMBIENT, D3DRGBA(0,0,0,0), D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE, Only in dlls/ddraw/d3ddevice: main.c~ Only in dlls/ddraw/d3ddevice: main.o diff -u -r ../../winebase/wine/dlls/ddraw/d3ddevice/mesa.c dlls/ddraw/d3ddevice/mesa.c --- ../../winebase/wine/dlls/ddraw/d3ddevice/mesa.c Fri Jan 3 09:23:17 2003 +++ dlls/ddraw/d3ddevice/mesa.c Fri Jan 3 10:44:51 2003 @@ -2105,9 +2105,7 @@ TRACE(" current context set\n"); /* Apply default render state values */ - /* FIXME: disable because our current D3D code does not like it */ - /* apply_render_state(gl_object, &object->state_block); */ - + apply_render_state(gl_object, &object->state_block); /* FIXME: do something similar for ligh_state and texture_stage_state */ glClearColor(0.0, 0.0, 0.0, 0.0);