[PATCH v2 3/7] wined3d: Implement lighting with directional lights in process_vertices_strided().
Paul Gofman
gofmanp at gmail.com
Fri May 17 10:34:22 CDT 2019
I think there is one more thing to take into consideration here. I
started doing tests for _ProcessVertices() with lighting in ddraw7, and
came across a weird thing. It does not treat zero shininess in material
the same way as normal DrawPrimitive workflow does. It outputs values
like the previously used material shininess is left there, the results
for that tests are different from DrawPrimitive() (while the same for
the other ones). I suspect we can come across more differences in
software vertex processing corner cases and might need to handle raw
states a bit different from the hardware drawing pipeline.
On 5/17/19 18:18, Paul Gofman wrote:
> Do you suggest to use wined3d_ffp_get_vs_settings() directly? It
> probably needs some redesign first for that, as it uses gl_info and
> hardware limits (light count, as well as bitfields in settings
> structure). Or do you mean factoring out some functions like
> init_light_sources() to use in process_vertices_strided() and
> init_light_settings() which would use some more generic structure and
> parameters not to depend on GL limits?
>
>
> On 5/17/19 17:45, Henri Verbeet wrote:
>>
>> Here too, it seems like init_transformed_lights() could reuse most of
>> wined3d_ffp_get_vs_settings().
>>
>
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