[PATCH 3/5] wined3d: Don't use the depth range clipping hack when minZ and maxZ are equal.

Henri Verbeet hverbeet at codeweavers.com
Tue Jan 19 16:52:27 CST 2010


Aside from breaking, it wouldn't gain us a whole lot of extra depth range
anyway.
---
 dlls/wined3d/state.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index adb426b..e9c352c 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3890,7 +3890,7 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
         minZ   = stateblock->viewport.MinZ;
         maxZ   = stateblock->viewport.MaxZ;
 
-        if (!stateblock->device->untransformed)
+        if (!stateblock->device->untransformed && minZ != maxZ)
         {
             /* Transformed vertices are supposed to bypass the whole transform pipeline including
              * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
-- 
1.6.4.4




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