Separate the setting of the DirectX texture and sampler states from
the setting of OpenGL states (now in applyTextureStateState and
applySamplerState).

diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e8f2c92..b6c7192 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -784,9 +784,11 @@
         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
         BOOL                      viewport;
         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
+#if 0
         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
-        BOOL                      clipplane[MAX_CLIPPLANES];
         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
+#endif
+        BOOL                      clipplane[MAX_CLIPPLANES];
         BOOL                      vertexDecl;
         BOOL                      pixelShader;
         BOOL                      vertexShader;