Am Montag 16 April 2007 21:19 schrieb H. Verbeet:
Tests indicate that Windows doesn't actually check the bounds on this call. However, since our memory layout is almost certainly different
from Windows' an application might very well get away with a little
bit of memory corruption on Windows and not on Wine. It seems to me that the best way to deal with this is to simply print a WARN and return WINED3D_OK.
Changelog:
- Ignore SetTextureStageState on unsupported texture stages
Wouldn't it be better to check against MAX_TEXTURES instead of the gl limit? Or do changes get lost on windows too? GetTextureStageState may tell the difference
On 16/04/07, Stefan Dösinger stefandoesinger@gmx.at wrote:
Wouldn't it be better to check against MAX_TEXTURES instead of the gl limit?
True, use the attached patch instead.