render state, not texture state). While here, move a SIS_FIREVERTICES to a more
appropriate location, though it was harmless.
GLuint flags = ctx->_TriangleCaps;
GLuint index = 0;
+ if (smesa->Fallback)
+ return;
+
if (flags & (ANY_RASTER_FLAGS|ANY_FALLBACK_FLAGS)) {
if (flags & ANY_RASTER_FLAGS) {
{
sisContextPtr smesa = SIS_CONTEXT( ctx );
- if (!smesa->Fallback && smesa->NewGLState) {
+ if (smesa->NewGLState) {
+ SIS_FIREVERTICES(smesa);
if (smesa->NewGLState & _NEW_TEXTURE) {
- SIS_FIREVERTICES(smesa);
sisUpdateTextureState(ctx);
}