wined3d: Don't skip applying texdims with shaders.
commit46109da87d8ca5d078ce287aba53fa38fbaa6e52
authorStefan Dösinger <stefan@codeweavers.com>
Tue, 12 Aug 2008 18:06:25 +0000 (12 13:06 -0500)
committerAlexandre Julliard <julliard@winehq.org>
Thu, 21 Aug 2008 11:33:30 +0000 (21 13:33 +0200)
tree63bea759aa36f76c2215305e3b77ea75955f04a0
parentec94c2ea99763d5dc4805d2da981828120ad8ba6
wined3d: Don't skip applying texdims with shaders.

There's no need to do that with the nvts and opengl ffp fixed function
fragment pipeline, it's perfectly well defined in GL which one takes
effect. This removes a few more troubles when switching between
shaders and arbfp.
dlls/wined3d/nvidia_texture_shader.c
dlls/wined3d/utils.c