On 6/25/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
The way opengl states are managed in wined3d at the moment is a bit messy and
inefficient.
Agreed. :-)
* Brute force applying opengl states is likely to re-set the old state
unnecessarily. Opengl does not assure that redundant calls are
Hello,
The way opengl states are managed in wined3d at the moment is a bit messy and
inefficient. Basically it is a mixture of modifying the opengl settings when
the application modifies the d3d settings and brute-force applying the rest
in drawprim. The situation has got worse with the additio