wined3d: Correctly display fog for right-handed projection matrix (try 2)
Joachim Priesner
joachim.priesner at web.de
Fri Sep 19 14:39:33 CDT 2014
Thanks for your response.
> For example, it doesn't currently distinguish between using the
> absolute fog coordinate in the vertex shader or doing the same in the
> fragment shader.
Is it enough to extend the test to include both FOGVERTEXMODE and FOGTABLEMODE? Or what else would I (roughly) have to do?
Joachim
Am Freitag, 19. September 2014 schrieb Henri Verbeet:
> On 18 September 2014 21:57, Joachim Priesner <joachim.priesner at web.de> wrote:
> > When using a right-handed projection matrix, z coordinates of vertices may be negative. This is not considered in the code generating the GLSL fog shader. The patch fixes that and adds a test.
> >
> The patch is likely correct, but the test has room for improvement.
> For example, it doesn't currently distinguish between using the
> absolute fog coordinate in the vertex shader or doing the same in the
> fragment shader. Also, please don't forget about ddraw and d3d8.
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