[Bug 34266] Division by zero in shader results in NaNs

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Aug 15 08:23:42 CDT 2013


http://bugs.winehq.org/show_bug.cgi?id=34266

--- Comment #2 from Andrew Church <achurch+wine at achurch.org> 2013-08-15 08:23:42 CDT ---
I suppose it's also possible that a native D3D renderer either rasterizes the
triangles or samples the texture (which is DXT1 with some transparent areas) in
such a way that the shader never reads any texture samples with alpha equal to
zero.  (That seems to me to be a risky design strategy since it fails horribly
if your vertex coordinates are even slightly off, but I've seen stranger design
choices before...)

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