On 11 April 2013 11:32, Stefan Dösinger <ste...@codeweavers.com> wrote:
> @@ -1069,17 +1069,17 @@ static void shader_generate_glsl_declarations(const 
> struct wined3d_context *cont
>                          shader_addline(buffer, "uniform sampler1D 
> %s_sampler%u;\n", prefix, i);
>                      break;
>                  case WINED3DSTT_2D:
> -                    texture = state->textures[i];
> +                    tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL && 
> (ps_args->np2_fixup & (1 << i));

The basic idea is ok, but the conditions for when np2_fixup is set are
a bit more complicated than that. Specifically, look at how the
WINED3D_TEXTURE_POW2_MAT_IDENT texture flag is set / cleared in
texture_init().


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