wined3d: Also apply the last sampler state.
In practice we don't implement WINED3DSAMP_DMAPOFFSET anyway, so this
is unlikely to make much of a difference.
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 4203073..e1f1dd8 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1025,7 +1025,8 @@
UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
- for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
+ for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; ++i)
+ {
IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
}
}