[PATCH 3/5] wined3d: Don't use the depth range clipping hack when minZ and maxZ are equal.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jan 19 16:52:27 CST 2010
Aside from breaking, it wouldn't gain us a whole lot of extra depth range
anyway.
---
dlls/wined3d/state.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index adb426b..e9c352c 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3890,7 +3890,7 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
minZ = stateblock->viewport.MinZ;
maxZ = stateblock->viewport.MaxZ;
- if (!stateblock->device->untransformed)
+ if (!stateblock->device->untransformed && minZ != maxZ)
{
/* Transformed vertices are supposed to bypass the whole transform pipeline including
* frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
--
1.6.4.4
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