[Bug 41383] normal computation with vertex blending looks wrong

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Sep 28 15:36:26 CDT 2016


https://bugs.winehq.org/show_bug.cgi?id=41383

Axel D <davyaxel at free.fr> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
         Resolution|---                         |INVALID
             Status|UNCONFIRMED                 |RESOLVED

--- Comment #3 from Axel D <davyaxel at free.fr> ---
I have tested the dx9 samples SkinnedMesh and VertexBlend.
It seems that indeed the modelview matrices are used non-inversed.

In fact one can see that the vertex shaders generated for the "vertex shader"
case use the same matrices for the transformation of the normal and vertices.
This could have been ok if the matrices were orthogonal, but that's not the
case.

What is weird is that contradicts msdn. Besides the documentation for the
equivalent GL extension: GL_EXT_vertex_weighting says the transpose inverse are
weighted for the normal.

Perhaps one thing that would be interesting to check is the case with 0WEIGHTS
(which is supposed to be equivalent to no vertex blending, but perhaps because
of the normal calculation thing it is not.)

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