[PATCH 2/4] wined3d: Implement vertex blending in glsl_vertex_pipe.
joseph.kucia at gmail.com
Thu Jul 2 18:08:27 CDT 2015
On Thu, Jul 2, 2015 at 10:18 AM, Stefan Dösinger
<stefandoesinger at gmail.com> wrote:
> I tested it with various DirectX SDK samples (bend from dx7,
> SkinnedMesh and VertexBlend from dx8). It works very well, but I
> noticed a lighting oddity in SkinnedMesh. The lighting differs
> slightly between your code ("D3D non-indexed" option) and the test
> program's vertex shader or d3dx9's software vertex blending ("D3D
> indexed (VS)" / "Software Skinning"). This difference cannot be seen
> on Windows. I have attached screenshots.
Thanks for testing. It seems that normals are simply transformed by
modelview matrices. I've fixed this in try 2.
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