[patch review] add gl_vertex_program_point_size to state_pscale

Erik Inge Bolsø knan-wine at anduin.net
Thu Mar 12 07:39:38 CDT 2009


Hello!

I'd like a review of this patch - does the approach look reasonable? (Not 
my code, but it fixes a bug I reported.)

"The fires and smoke aren't fading, they're just not being sized properly. 
The game uses point sprites for these effects. No matter what distance, 
the pointsize is being set to 1."

It fixes http://bugs.winehq.org/show_bug.cgi?id=8826 - I'm not sure if 
it breaks other apps yet.

Patch from Cody Hamilton <codyh at ctzns.net> :

*** state.c
--- dlls/wined3d/state.c	2009-03-05 00:42:57.000000000 +1100
***************
*** 1448,1453 ****
--- 1448,1461 ----
          att[1] = B.f / scaleFactor;
          att[2] = C.f / scaleFactor;
      }
+     
+ 	if(stateblock->wineD3DDevice->shader_backend == &glsl_shader_backend) {
+ 		glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ 		checkGLcall("glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)");
+ 	} else {
+ 		glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ 		checkGLcall("glDisable(GL_VERTEX_PROGRAM_POINT_SIZE)");
+ 	}
  
      if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
          GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);



--
-erik	http://useofwords.blogspot.com/



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