Stefan Dösinger a écrit :
+ if (stage > (gl_info->limits.texture_stages-1))
+ {
+ ERR("Texture stage %d invalid (only %d availables)\n", stage,
gl_info->limits.texture_stages);
+ return;
+ }
In which situations does this occur? I guess its on some older nvidia GPU.
I don't like the ERR here. If this occurs because an app ignores the d3d
limits, then this should be a WARN. If this code is called because some other
wined3d code doesn't honor the limits this should be fixed elsewhere. If this
code is called correctly, and catching the limit violation in the state setter
is the correct thing to do this should be a TRACE(e.g. the state handler is
called because device creation dirtifies all states).
Yeah. A rather old one... ;-)
I don't know this code much but I would say it is partly 2 and 3. Is a
FIXME suitable then ? This would be much more informative that just GL
errors.