From 137590be3106c0589947c09ba0a626349e2e4a5f Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Fri, 6 Sep 2013 09:57:39 +0200 Subject: [PATCH] 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 2014141a253a791fc9c79aae3c8ef3c35b73e658. --- dlls/wined3d/glsl_shader.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 0dd0197cc5d..37661d3db76 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -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