On Wed, Mar 11, 2009 at 5:18 AM, Henri Verbeet hverbeet@codeweavers.com wrote:
@@ -4051,10 +4097,11 @@ static void WINE_GLAPI diffuse_d3dcolor(const void *data) static void WINE_GLAPI specular_d3dcolor(const void *data) { DWORD specularColor = *((const DWORD *)data);
- GLbyte d[] = {D3DCOLOR_B_R(specularColor),
- D3DCOLOR_B_G(specularColor),
- D3DCOLOR_B_B(specularColor)};
- GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
- D3DCOLOR_B_G(specularColor),
- D3DCOLOR_B_B(specularColor));
- specular_func_3ubv(d);
}
static void WINE_GLAPI warn_no_specular_func(const void *data) @@ -4110,6 +4157,7 @@ static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info) } specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func; if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
- specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor; } else { specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
This looks like an unrelated change.
@@ -4182,7 +4231,7 @@ BOOL InitAdapters(void) { /* No need to hold any lock. The calling library makes sure only one thread calls * wined3d simultaneously */
- if(numAdapters > 0) return Adapters[0].opengl;
- if (This->adapter_count) return This->adapters[0].opengl;
TRACE("Initializing adapters\n");
Is this check still necessary? InitAdapters should only be called once per IWineD3DImpl object.
- Allan