[PATCH 02/11] ddraw: Enable lighting only if material is set in d3d_execute_buffer_execute().
Paul Gofman
gofmanp at gmail.com
Thu May 16 05:39:49 CDT 2019
Yes, I tested Tomb Raider also, and it is missing a bit more than that.
It also uses point and spot lights in the first place. It also uses up
to 21 active lights (in my demo level where I tested that), and a
considerably greater amount of overall lights which are not active
together, while ddraw has an overall limit of 8 now. I have the patches
for all of that and got it working normally, but it makes no sense to
send them all at once and it will need more tests on the way than I have
now.
On 5/16/19 13:34, Lukáš Krejčí wrote:
> I briefly tested your patch set in Tomb Raider 4, and it looks like a
> patch is missing that enables lighting based on 'vertex_op' in
> d3d_vertex_buffer7_ProcessVertices().
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