D3D: Implement vertex blending in drawStridedSlow

Paul TBBle Hampson Paul.Hampson at Pobox.com
Mon Jan 26 05:12:32 CST 2009


On Mon, Jan 26, 2009 at 09:16:12AM +0100, Henri Verbeet wrote:
> 2009/1/25 Claudio Ciccani <klan at users.sf.net>:

>> +    WORD vertexBlendSW : 1;             /* vertexBlend software fallback used */

> I'm not sure we want to implement vertex blending in software in the
> first place (rather than through a shader), but you can't just add a
> bitfield here without changing the padding.

I can't speak towards the bitfield part, but implementing vertex
blending in software will magically make a few games (two that I know
of, Warhammer Online and Everquest) work without patching, and without
passing through drawStridedSlow.

This is because they don't actually use the vertex blending, but produce
unrecognised (by Wine) vertex data if the capability isn't there.

-- 
-----------------------------------------------------------
Paul "TBBle" Hampson, B.Sc, LPI, MCSE
Very-later-year Asian Studies student, ANU
The Boss, Bubblesworth Pty Ltd (ABN: 51 095 284 361)
Paul.Hampson at Pobox.com

Of course Pacman didn't influence us as kids. If it did,
we'd be running around in darkened rooms, popping pills and
listening to repetitive music.
 -- Kristian Wilson, Nintendo, Inc, 1989

License: http://creativecommons.org/licenses/by/2.5/au/
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