Broken character models in dx8/9 games in wined3d

Frank Richter frank.richter at gmail.com
Wed Jul 26 05:58:41 CDT 2006


On 25.07.2006 14:48, Jason Green wrote:
> However, when you use a shader, you don't use those matrices at all,
> you pass your own vec4 (4 component float vector) constants into the
> shader program, and you don't just have 4 of them to use as a matrix,
> you have as many as the hardware allows (typically 96 or 256 with
> current hardware).  So, we don't know which ones the shader will use
> as it's MV/P matrix, so we can't perform any type of y-flip at that
> spot because we might mess up the other constants that the shader
> needs to perform its calculations.  

However, you do know the register into which the output position will be
written by the VP. Could flipping the Y of the output position at the
very end of the VP work?

-f.r.



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