wined3d: Correctly draw transformed and untransformed vertices in the same scene.
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 5eb71f1..c2ed58c 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -182,8 +182,13 @@
         width  = This->stateBlock->viewport.Width;
         minZ   = This->stateBlock->viewport.MinZ;
         maxZ   = This->stateBlock->viewport.MaxZ;
-        TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
-        glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
+        if(!This->untransformed) {
+            TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
+            glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
+        } else {
+            TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
+            glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
+        }
         checkGLcall("glOrtho");
 
         /* Window Coord 0 is the middle of the first pixel, so translate by half
@@ -258,6 +263,7 @@
     } else {
 
         /* Untransformed, so relies on the view and projection matrices */
+        This->untransformed = TRUE;
 
         if (!useVS && (This->last_was_rhw || !This->modelview_valid)) {
             /* Only reapply when have to */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 35b3a02..cfb8a7d 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -513,6 +513,7 @@
     UINT                    alphafunc;
     BOOL                    texture_shader_active;  /* TODO: Confirm use is correct */
     BOOL                    last_was_notclipped;
+    BOOL                    untransformed;
 
     /* State block related */
     BOOL                    isRecordingState;