wined3d: Pass the correct target to glMultiTexCoord.
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 721d913..1d0c0d3 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -458,7 +458,7 @@
                     case WINED3DTTFF_COUNT1:
                         VTRACE(("tex:%d, s=%f\n", textureNo, s));
                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-                            GL_EXTCALL(glMultiTexCoord1fARB(texture_idx, s));
+                            GL_EXTCALL(glMultiTexCoord1fARB(GL_TEXTURE0_ARB + texture_idx, s));
                         } else {
                             glTexCoord1f(s);
                         }
@@ -466,7 +466,7 @@
                     case WINED3DTTFF_COUNT2:
                         VTRACE(("tex:%d, s=%f, t=%f\n", textureNo, s, t));
                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-                            GL_EXTCALL(glMultiTexCoord2fARB(texture_idx, s, t));
+                            GL_EXTCALL(glMultiTexCoord2fARB(GL_TEXTURE0_ARB + texture_idx, s, t));
                         } else {
                             glTexCoord2f(s, t);
                         }
@@ -474,7 +474,7 @@
                     case WINED3DTTFF_COUNT3:
                         VTRACE(("tex:%d, s=%f, t=%f, r=%f\n", textureNo, s, t, r));
                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-                            GL_EXTCALL(glMultiTexCoord3fARB(texture_idx, s, t, r));
+                            GL_EXTCALL(glMultiTexCoord3fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r));
                         } else {
                             glTexCoord3f(s, t, r);
                         }
@@ -482,7 +482,7 @@
                     case WINED3DTTFF_COUNT4:
                         VTRACE(("tex:%d, s=%f, t=%f, r=%f, q=%f\n", textureNo, s, t, r, q));
                         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
-                            GL_EXTCALL(glMultiTexCoord4fARB(texture_idx, s, t, r, q));
+                            GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, s, t, r, q));
                         } else {
                             glTexCoord4f(s, t, r, q);
                         }