Fix for loop in D3D Renderer ApplyState function

This commit is contained in:
iwubcode 2017-05-29 23:32:32 -05:00
parent 1afb0a134d
commit 1b685bcde9
1 changed files with 1 additions and 1 deletions

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@ -927,7 +927,7 @@ void Renderer::ApplyState()
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
for (size_t stage = 0; s_gx_state.samplers.size(); stage++)
for (size_t stage = 0; stage < s_gx_state.samplers.size(); stage++)
{
// TODO: cache SamplerState directly, not d3d object
s_gx_state.samplers[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;