Broken character models in dx8/9 games in wined3d

H. Verbeet hverbeet at gmail.com
Wed Jul 26 07:31:01 CDT 2006


On 26/07/06, Frank Richter <frank.richter at gmail.com> wrote:
> 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.
Well, you can't really do that, since it's not guaranteed the mvp
matrix will only be used for position transformations. A shader could
use it for eg. lighting calculations.



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