[PATCH 2/8] wined3d: Avoid potential division by 0 when computing fog scale.

Stefan Dösinger stefandoesinger at gmail.com
Wed Jun 17 04:57:46 CDT 2015


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Am 2015-06-17 um 11:36 schrieb Henri Verbeet:
> Do we really need this? It almost feels nicer to just pass "end - 
> start" to the shader and handle the division there, or perhaps even
> just pass "start".
I like the idea of calculating this once per draw rather than once per
fragment. I did notice a performance difference when I wrote
ba61730daa6a614ef07128a69a0bbca819e716b4, although it was only visible
in a test application I wrote for World of Tanks performance, not in a
real world game.

I think Matteo's patch comment should be put inside the code to
explain why the explicit check and INFINITE are there.


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