ddraw: Materials in the execute buffer are handles.

This commit is contained in:
Stefan Dösinger 2007-07-01 01:01:50 +02:00 committed by Alexandre Julliard
parent c0cc4d4219
commit c58b2f2283

View File

@ -246,14 +246,19 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
if (!ci->u1.dlstLightStateType && (ci->u1.dlstLightStateType > D3DLIGHTSTATE_COLORVERTEX))
ERR("Unexpected Light State Type\n");
else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_MATERIAL /* 1 */) {
IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) ci->u2.dwArg[0];
DWORD matHandle = ci->u2.dwArg[0];
if (mat != NULL) {
mat->activate(mat);
} else {
FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
}
if(!matHandle) {
FIXME(" D3DLIGHTSTATE_MATERIAL called with NULL material !!!\n");
} else if(matHandle >= lpDevice->numHandles) {
WARN("Material handle %d is invalid\n", matHandle);
} else if(lpDevice->Handles[matHandle - 1].type != DDrawHandle_Material) {
WARN("Handle %d is not a material handle\n", matHandle);
} else {
IDirect3DMaterialImpl *mat = (IDirect3DMaterialImpl *) lpDevice->Handles[matHandle - 1].ptr;
mat->activate(mat);
}
}
else if (ci->u1.dlstLightStateType == D3DLIGHTSTATE_COLORMODEL /* 3 */) {
switch (ci->u2.dwArg[0]) {
case D3DCOLOR_MONO: