Here's a thought regarding handling the lack of GL_ARB_multitexture support. Since pretty much all cards out there have multitexture support(even my junky Mach64 card), we could just use one texcoord function array, and if multitextures are really not supported, use a wrapper function that calls the non-multitexture gl function and just drops the texture unit. That avoids the if check in this pretty performance critical part on probably all cards out there that are in use.
-----Original Message----- From: wine-patches-bounces@winehq.org [mailto:wine-patches- bounces@winehq.org] On Behalf Of Henri Verbeet Sent: Wednesday, September 24, 2008 9:14 AM To: wine-patches@winehq.org Subject: [5/5] wined3d: Handle texture coordinates the same way we handle other vertex attributes