failover->sw->bind_vs_state( failover->sw,
failover->vertex_shader->sw_state );
+ if (failover->dirty & FO_NEW_VERTEX_ELEMENT)
+ failover->sw->bind_vertex_elements_state( failover->sw,
+ failover->vertex_elements->sw_state );
+
if (failover->dirty & FO_NEW_STIPPLE)
failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
failover->vertex_buffers );
}
- if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
- failover->sw->set_vertex_elements( failover->sw,
- failover->num_vertex_elements,
- failover->vertex_elements );
- }
-
failover->dirty = 0;
}