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wined3d: Remove unnecessary glBlendColor in TextureFactor renderstate.
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@ -494,18 +494,6 @@ static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface,
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checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
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}
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/* Note the D3DRS value applies to all textures, but GL has one
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* per texture, so apply it now ready to be used!
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*/
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D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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/* Set the default alpha blend color */
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if (GL_SUPPORT(ARB_IMAGING)) {
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GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
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checkGLcall("glBlendColor");
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} else {
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WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
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}
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D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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@ -3756,13 +3744,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D
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GL_TEXTURE_ENV_COLOR applies to active only */
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float col[4];
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D3DCOLORTOGLFLOAT4(Value, col);
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/* Set the default alpha blend color */
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if (GL_SUPPORT(ARB_IMAGING)) {
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GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
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checkGLcall("glBlendColor");
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} else {
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WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
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}
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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/* And now the default texture color as well */
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