wined3d: Return 1 instead of 0 for max_vertex_blend_matrices in glsl_vertex_pipe_vp_get_caps().

It's not necessarily clear to me that one is better than the other here, but
this is what we returned in the old GL fixed function implementation of the
D3D fixed function vertex pipe, and apparently EverQuest depends on this.

This fixes a regression introduced by commit 2014141a25.
oldstable
Henri Verbeet 2013-09-06 09:57:39 +02:00 committed by Alexandre Julliard
parent 7ed00f6d97
commit 137590be31
1 changed files with 1 additions and 1 deletions

View File

@ -6808,7 +6808,7 @@ static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info,
{
caps->xyzrhw = TRUE;
caps->max_active_lights = gl_info->limits.lights;
caps->max_vertex_blend_matrices = 0;
caps->max_vertex_blend_matrices = 1;
caps->max_vertex_blend_matrix_index = 0;
caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
| WINED3DVTXPCAPS_MATERIALSOURCE7