[2/5] WineD3D: Fix the z range
Stefan Dösinger
stefan at codeweavers.com
Fri Aug 31 14:02:27 CDT 2007
Am Freitag, 31. August 2007 18:12 schrieb Stefan Dösinger:
> Am Freitag, 31. August 2007 17:20 schrieb Stefan Dösinger:
> Do not apply this patch yet, it breaks half life 2. There's something about
> the minZ and maxZ values in the viewport that we have to take into account.
Use the attached patch instead. The problem wasn't the viewport, but the
homogenous division which takes place after the vertex shader. So to achive a
+ 1.0 in homogenous space, we have to add position.w to .z, not 1.0.
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