[PATCH 2/4] wined3d: Implement vertex blending in glsl_vertex_pipe.

Stefan Dösinger stefandoesinger at gmail.com
Thu Jul 2 03:18:25 CDT 2015


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Hi,

I like this patchset. I can't find anything wrong in it, but Matteo
knows the fixed function pipeline replacement better than I do, so
I'll wait for his comments.

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.

Cheers,
Stefan

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