<font face="Arial, Helvetica, sans-serif">Ok I went back blew away my git tree and got the latest one out there...<br>
I then did one patch apply using one of my patches... and started rethinking the way<br>
I was doing </font>drawStridedSlow<font face="Arial, Helvetica, sans-serif">. Looking further into the code I found there was another <br>
function further down that did the switch but it was for another shader type not the one <br>
I am working on... it uses glVertexAttrib4svARB instead of glMultiTexCoord4NsvARB.<br>
So I created a new inline function like the other (dont think it should be a inline but <br>
following the other convention). <br>
<br>
Now here is the question... <br>
<br>
In looking in drawprim in the function drawStridedSlow I came across this :<br>
<br>
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];<br>
int texture_idx = This->texUnitMap[textureNo];<br>
float *ptrToCoords = NULL;<br>
float s = 0.0, t = 0.0, r = 0.0, q = 0.0;<br>
<br>
if (coordIdx > 7) {<br>
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));<br>
continue;<br>
} else if (coordIdx < 0) {<br>
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);<br>
continue;<br>
}<br>
<br>
<br>
And as far as I can tell from that code it limits the total number texture coordinates to<br>
8 max. I cant find anywhere in the dx9 docs where it says that it is a hard limit. I do <br>
see that it is based more on the video card limit than anything else... <br>
<br>
So the question is do we need this? If so why? so I understand...if not should I remove<br>
as part off this patch or submit it as another?<br>
<br>
Next Question :<br>
<br>
Once I finish the texture patch I am working on do I do a git commit of the patch then <br>
a git refresh of the tree before I do the patch export to send in? or whats the process<br>
so I dont get the messed up tree like I had before...<br>
<br>
Thanks Guys<br>
<br>
Chris<br>
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