d3dx8 [patch 1/2]: Implement D3DXGetFVFVertexSize
Henri Verbeet
hverbeet at gmail.com
Thu Sep 11 17:28:29 CDT 2008
> + switch (FVF & 0xe)
You should use D3DFVF_POSITION_MASK instead of 0xe here.
> + texture = FVF >> 16;
> +
> + for (i = 0; i < ((FVF&D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT); i++)
> + {
> + switch (texture & 3)
> + {
> + case D3DFVF_TEXTUREFORMAT1:
> + size = size + sizeof(FLOAT);
> + break;
> + case D3DFVF_TEXTUREFORMAT2:
> + size = size + sizeof(FLOAT) * 2;
> + break;
> + case D3DFVF_TEXTUREFORMAT3:
> + size = size + sizeof(FLOAT) * 3;
> + break;
> + case D3DFVF_TEXTUREFORMAT4:
> + size = size + sizeof(FLOAT) * 4;
> + break;
> + default:
> + break;
> + }
> + texture = texture >> 2;
> + }
It's not completely obvious where you get the different shifts and
masks here, a comment wouldn't hurt.
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