[PATCH] ddraw: Set table fog state instead of vertex fog in d3d_device3_SetLightState().

Paul Gofman gofmanp at gmail.com
Tue May 21 05:11:58 CDT 2019


Actually I think I was most likely plainly wrong trying to change that, 
I misinterpreted some draft test results. Actually vertex fog is what 
should only be supported before d3d7 through the light state, table fog 
is a newer feature. I guess what I have to do to get all the pieces 
together is to actually compute fog coordinate in process_vertices() 
according to the state setup, then I need to test more but this state 
setting is likely correct as is.

On 5/21/19 12:55, Henri Verbeet wrote:
> On Tue, 21 May 2019 at 05:52, Paul Gofman <gofmanp at gmail.com> wrote:
>> I am sorry, I am likely wrong about this one. Please disregard this patch, I will do some more testing.
>>
> For what it's worth:
>
>> On Tue, 21 May 2019 at 02:57, Paul Gofman <gofmanp at gmail.com> wrote:
>>> _FOGVERTEXMODE is a d3d7+ state.
>>>
> That's not in itself an issue though, we implement older ddraw
> functionality on top of newer ddraw all the time. The practical
> difference between the two is mostly GL_FOG_HINT for fixed-function
> OpenGL, and very little with the GLSL backend. Perhaps more
> importantly, if you change d3d_device3_SetLightState() you should also
> change d3d_device3_GetLightState().
>




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