d3dx9_36 [patch 1/3]: Implement D3DXSHEvalHemisphereLight
Rico Schüller
kgbricola at web.de
Wed Dec 5 03:54:54 CST 2012
On 05.12.2012 09:07, Nozomi Kodama wrote:
> Hello
>
> any problems with the patches
> http://source.winehq.org/patches/data/91986
> http://source.winehq.org/patches/data/91985
> http://source.winehq.org/patches/data/91984
>
> Best regards,
> Nozomi
>
>
>
91985/6:
+ for (i = 0; i < order; i++)
+ {
+ scale = cap[i] / norm;
I probably won't try to access the array out of bounds and maybe put out
a warning when order >= 6 (D3DXSH_MAXORDER) and clamp it to 6. This way
we would see, if an app uses garbage and still runs. Otherwise it may be
hard to detect where the rendering difference might come from. Since the
results are undefined in native, I think it's fine to skip the values
bigger than 6. Well I think no app should depend on this, but who knows?
Please use const instead of CONST.
While you are at it, you may fix the spec files in 85/86 the same way as
done in 91984:
@ stdcall D3DXSHEvalConeLight(long ptr long long long long ptr ptr
ptr) d3dx9_36.D3DXSHEvalConeLight
->
@ stdcall D3DXSHEvalConeLight(long ptr float float float float ptr ptr
ptr) d3dx9_36.D3DXSHEvalConeLight
@ stdcall D3DXSHEvalSphericalLight(long ptr long long long long ptr ptr
ptr) d3dx9_36.D3DXSHEvalSphericalLight
->
@ stdcall D3DXSHEvalSphericalLight(long ptr float float float float ptr
ptr ptr) d3dx9_36.D3DXSHEvalSphericalLight
Cheers
Rico
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