diff --git a/src/core/hle/D3D8/Direct3D9/TextureStates.cpp b/src/core/hle/D3D8/Direct3D9/TextureStates.cpp index 37fb14ded..1aea580ef 100644 --- a/src/core/hle/D3D8/Direct3D9/TextureStates.cpp +++ b/src/core/hle/D3D8/Direct3D9/TextureStates.cpp @@ -166,13 +166,12 @@ void XboxTextureStateConverter::Apply() // Track if we need to overwrite state 0 with 3 because of Point Sprites // The Xbox NV2A uses only Stage 3 for point-sprites, so we emulate this // by mapping Stage 3 to Stage 0, and disabling all stages > 0 + // TODO use stage 3 when we roll our own point sprites after moving off D3D9 bool pointSpriteOverride = false; bool pointSpritesEnabled = false; - if (g_Xbox_VertexShaderMode == VertexShaderMode::FixedFunction && g_UseFixedFunctionVertexShader) { - pointSpritesEnabled = pXboxRenderStates->GetXboxRenderState(xbox::X_D3DRS_POINTSPRITEENABLE); - if (pointSpritesEnabled) { - pointSpriteOverride = true; - } + pointSpritesEnabled = pXboxRenderStates->GetXboxRenderState(xbox::X_D3DRS_POINTSPRITEENABLE); + if (pointSpritesEnabled) { + pointSpriteOverride = true; } for (int XboxStage = 0; XboxStage < xbox::X_D3DTS_STAGECOUNT; XboxStage++) {