[Bug 14968] DrawPrim.c needs to handle more than 4 vertex shader prims causes crash in everquest and does not allow rendering
wine-bugs at winehq.org
wine-bugs at winehq.org
Sat Aug 23 22:23:43 CDT 2008
http://bugs.winehq.org/show_bug.cgi?id=14968
Stefan Dösinger <stefandoesinger at gmx.at> changed:
What |Removed |Added
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CC| |stefandoesinger at gmx.at
--- Comment #8 from Stefan Dösinger <stefandoesinger at gmx.at> 2008-08-23 22:23:42 ---
Hmm. Does the application use a fixed function texture coordinate specified
with D3DECLUSAGE_FLOAT4?
It should be simple to support this. Essentially the "int coordsToUse =
sd->u.s.texCoords[coordIdx].dwType + 1" is wrong, this needs a better mapping:
decltype: coordsToUse:
D3DDECLTYPE_FLOAT1 1
D3DDECLTYPE_FLOAT2 2
D3DDECLTYPE_FLOAT3 3
D3DDECLTYPE_FLOAT4 4
D3DDECLTYPE_D3DCOLOR 4
D3DDECLTYPE_UBYTE4 4
D3DDECLTYPE_SHORT2 2
D3DDECLTYPE_SHORT4 4
D3DDECLTYPE_UBYTE4N 4
D3DDECLTYPE_SHORT2N 2
D3DDECLTYPE_SHORT4N 4
D3DDECLTYPE_USHORT2N 2
D3DDECLTYPE_USHORT4N 4
D3DDECLTYPE_UDEC3 ???
D3DDECLTYPE_DEC3N ???
D3DDECLTYPE_FLOAT16_2 2
D3DDECLTYPE_FLOAT16_4 4
Also the function calls below shouldn't be selected based on a switch-case
statement, but rather on the declaration itself. q, r, t and s should be read
in a different way too. The system used for providing other parameters like
diffuse_funcs sounds sane here, although some extra care is needed to keep
working without GL_ARB_multitexture support.
Also I strongly recommend writing a test here. Generally, fixed function
attributes with non-standard data types are spooky on Windows, so the real
problem may be somewhere else.
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