Changelog
Fix the draw*primitiveUP calls so they work directly after a draw which uses vertex shaders.
Jason
cvs server: Diffing dlls/d3d8 Index: dlls/d3d8/drawprim.c =================================================================== RCS file: /home/wine/wine/dlls/d3d8/drawprim.c,v retrieving revision 1.14 diff -u -r1.14 drawprim.c --- dlls/d3d8/drawprim.c 17 Nov 2003 20:04:44 -0000 1.14 +++ dlls/d3d8/drawprim.c 5 Jan 2004 21:22:54 -0000 @@ -354,7 +354,7 @@ 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;