[D3D 89] Misc fixes and clean-up.
Christian Costa
titan.costa at wanadoo.fr
Fri Jan 31 14:48:06 CST 2003
Changelog :
Fix comment in ZfromZproj.
Fix missing path in lighting code.
Move some OpenGL fog init to the right place.
Christian Costa titan.costa at wanadoo.fr
-------------- next part --------------
Index: d3ddevice/mesa.c
===================================================================
RCS file: /home/wine/wine/dlls/ddraw/d3ddevice/mesa.c,v
retrieving revision 1.83
diff -u -r1.83 mesa.c
--- d3ddevice/mesa.c 23 Jan 2003 01:21:50 -0000 1.83
+++ d3ddevice/mesa.c 31 Jan 2003 20:21:00 -0000
@@ -683,7 +683,7 @@
c = This->proj_mat->_43;
d = This->proj_mat->_44;
/* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d
- * So in non homogenous coordinates we have Zproj = (a * Z + b) / (c * Z + d)
+ * So in non homogenous coordinates we have Zproj = (a * Z + c) / (b * Z + d)
* And finally Z = (d * Zproj - c) / (a - b * Zproj)
*/
return (d*Zproj - c) / (a - b*Zproj);
@@ -710,7 +710,7 @@
glThis->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(This);
}
- if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {glHint(GL_FOG_HINT,GL_NICEST);
+ if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) {
switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) {
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE,GL_LINEAR); break;
@@ -734,10 +734,10 @@
glDisable(GL_FOG);
/* Handle the 'no-normal' case */
- if (vertex_lit == TRUE)
- glDisable(GL_LIGHTING);
- else if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)
+ if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE))
glEnable(GL_LIGHTING);
+ else
+ glDisable(GL_LIGHTING);
/* Handle the code for pre-vertex material properties */
if (vertex_transformed == FALSE) {
@@ -2266,6 +2266,7 @@
ENTER_GL();
TRACE(" current context set\n");
+ glHint(GL_FOG_HINT,GL_NICEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDrawBuffer(buffer);
More information about the wine-patches
mailing list