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wined3d: Activate GL_ARB_texture_rectangle.
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@ -891,10 +891,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
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/** FIXME: add support for real non-power-two if it's provided by the video card **/
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/* Precalculated scaling for 'faked' non power of two texture coords */
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object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
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object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
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object->baseTexture.pow2Matrix[10] = 1.0;
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object->baseTexture.pow2Matrix[15] = 1.0;
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if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
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(Width != pow2Width || Height != pow2Height)) {
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object->baseTexture.pow2Matrix[0] = (float)Width;
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object->baseTexture.pow2Matrix[5] = (float)Height;
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object->baseTexture.pow2Matrix[10] = 1.0;
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object->baseTexture.pow2Matrix[15] = 1.0;
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object->target = GL_TEXTURE_RECTANGLE_ARB;
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} else {
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object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
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object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
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object->baseTexture.pow2Matrix[10] = 1.0;
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object->baseTexture.pow2Matrix[15] = 1.0;
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object->target = GL_TEXTURE_2D;
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}
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TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
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/* Calculate levels for mip mapping */
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@ -3505,6 +3505,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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This->glRect.right = 0;
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This->glRect.bottom = 0;
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} else {
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/* Check this after the oversize check - do not make an oversized surface a texture_rectangle one */
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if(This->Flags & SFLAG_NONPOW2 && GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
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This->glDescription.target = GL_TEXTURE_RECTANGLE_ARB;
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This->pow2Width = This->currentDesc.Width;
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This->pow2Height = This->currentDesc.Height;
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This->Flags &= ~SFLAG_NONPOW2;
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}
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/* No oversize, gl rect is the full texture size */
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This->Flags &= ~SFLAG_OVERSIZE;
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This->glRect.left = 0;
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@ -207,7 +207,7 @@ static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *ifa
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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TRACE("(%p)\n", This);
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return GL_TEXTURE_2D;
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return This->target;
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}
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static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
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@ -948,6 +948,7 @@ typedef struct IWineD3DTextureImpl
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UINT width;
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UINT height;
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UINT target;
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} IWineD3DTextureImpl;
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