[PATCH] Vertex Shader Fix for modes > 4
Chris Ahrendt
Celticht32 at aol.com
Sun Aug 24 19:09:28 CDT 2008
---
dlls/wined3d/drawprim.c | 12 ++++++++++++
1 files changed, 12 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 3be34d3..1792a99 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -451,6 +451,18 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
/* The coords to supply depend completely on the fvf / vertex shader */
switch (coordsToUse) {
+ case 16:
+ case 15:
+ case 14:
+ case 13:
+ case 12:
+ case 11:
+ case 10:
+ case 9:
+ case 8:
+ case 7:
+ case 6:
+ case 5:
case 4: q = ptrToCoords[3]; /* drop through */
case 3: r = ptrToCoords[2]; /* drop through */
case 2: t = ptrToCoords[1]; /* drop through */
--
@@ -469,6 +469,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
case 1: s = ptrToCoords[0];
}
+ if (coordsToUse > 4) coordsToUse = 4;
switch (coordsToUse) { /* Supply the provided texture coords */
case WINED3DTTFF_COUNT1:
VTRACE(("tex:%d, s=%f\n", textureNo, s));
--
1.5.5.1
--------------010901020404010203040806--
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