[Bug 39057] Support for Indexed Vertex Blending

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Nov 12 13:46:53 CST 2015


https://bugs.winehq.org/show_bug.cgi?id=39057

--- Comment #12 from Matteo Bruni <matteo.mystral at gmail.com> ---
I thought I had already commented here but apparently that's not the case :/

Not going into the details of the patch, the main issue here is that, on
Windows, indexed vertex blending is only supported with software vertex
processing - MaxVertexBlendMatrixIndex is 0 for hardware devices and 255 for
software devices on all the boxes I tested. So this feature should be only
exposed for software vertex processing but at the moment wined3d ignores that
flag entirely. That should be fixed, in some measure, before implementing
indexed vertex blending.

It's probably okay to think about implementing software VP and indexed vertex
blending with GLSL. There's the issue you encountered with the large amount of
uniforms needed. I think requiring and using uniform buffer objects for that is
the way forward.

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