D3D: Implement vertex blending in drawStridedSlow

Henri Verbeet hverbeet at gmail.com
Mon Jan 26 05:19:32 CST 2009


2009/1/26 Paul TBBle Hampson <Paul.Hampson at pobox.com>:
> 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.
>
Sure, but so does just faking the device caps.



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